There are several styles of interactive fiction games that can be found on the Internet, and while I’ve spent quite a bit more time with the Choice of Games catalog of adventures (my bias as one of their writers), I’ve also dabbled in a number of other games. Some of them are a bit more like CRPGs (computer/console role playing games) than storytelling, and combine words, pictures, and strategy games with the plot — they’re story heavy, but you as a player don’t really drive what happens next. Others, however, are quite a bit more open-ended, and Fallen London is one of those. In fact, Fallen London‘s greatest strength — the sheer quantity of it’s material and its open-ended paths — is also its greatest challenge.
In Fallen London, you begin as an escapee from new Newgate prison in a Victorian-feeling England that is populated by devils, rubbery men (reminiscent of Lovecraftian horrors or illithids from Dungeons and Dragons), people who have died but haven’t quite given up on moving about, and other strange things. You are, of course, a criminal, but it’s up to you to decide just how much you’ll continue to be one. You choose tasks, in text accompanied by small illustrations, that challenge and improve your basic statistics: watchful, shadowy, dangerous, and persuasive. The punishments for failure can be madness, death (though that’s not as permanent as you’d think), being the center of scandal to such a degree that you have to flee to a “tomb colony,” and suspicion to the point where the police arrest you. Thankfully, it takes quite awhile to build up enough failures to face any of these consequences, and sometimes being in prison or in a tomb colony — or even going mad or dying — can be just as interesting as the rest of the game. The “storylets” (as the folks at Failbetter Games, the company that makes Fallen London and other interactive worlds) help you both explore the world and build your skills, until you become a Person of Consequence (having raised one of your stats to over 100).