Written by Joe Pranevich
Sex sells, but few things market a product better than controversy. Throughout much of the 20th century, it was an adage that a book or a play “Banned in Boston” was guaranteed to sell well elsewhere. Oscar Wilde once said that, “The only thing worse than being talked about is not being talked about.” Barbara Streisand discovered that the fastest way to get a lot of people interested in taking photos of her house was telling them that they could not. So it was in that spirit that Steve Meretzky penned A Mind Forever Voyaging as a controversy-magnet, guaranteed to get the conservative pundits wagging their tongues about his leftist pollution of young minds. The controversy never materialized and that game flopped. Unperturbed, he pushed for yet another game that could “go viral”, but this time he aimed to incite the ire of the pundits (and the libido of the players) by embracing sex. Could an assault on decency succeed where AMFV failed?
Whether it was the sex, the return to traditional puzzle-based gameplay, or something else, Leather Goddesses of Phobos garnered enough attention that it became Infocom’s final true “hit”. TBD reviewed the game in 2017 and so I will look at this game through a different lens. Instead of a sequential playthrough and review, I am going to focus on the game’s puzzles. This game is rightly credited as having some of Meretzky’s most clever mind-benders, but does he put them together in a satisfying way? I will also place LGoP in the context of Infocom’s broader story as we progress towards the end of 1986.
My original plan had been for this to come out as a single post, but it turns out that I have more to say about his puzzles than I thought. Rather than cut it down, I’ve decided to split the work into two. Today, we’ll cover the introduction and collect the first four key items. Next week, we’ll conclude with the final puzzles and some thoughts on how the game comes together as a whole.
Sex sells, but few things market a product better than controversy. Throughout much of the 20th century, it was an adage that a book or a play “Banned in Boston” was guaranteed to sell well elsewhere. Oscar Wilde once said that, “The only thing worse than being talked about is not being talked about.” Barbara Streisand discovered that the fastest way to get a lot of people interested in taking photos of her house was telling them that they could not. So it was in that spirit that Steve Meretzky penned A Mind Forever Voyaging as a controversy-magnet, guaranteed to get the conservative pundits wagging their tongues about his leftist pollution of young minds. The controversy never materialized and that game flopped. Unperturbed, he pushed for yet another game that could “go viral”, but this time he aimed to incite the ire of the pundits (and the libido of the players) by embracing sex. Could an assault on decency succeed where AMFV failed?
Whether it was the sex, the return to traditional puzzle-based gameplay, or something else, Leather Goddesses of Phobos garnered enough attention that it became Infocom’s final true “hit”. TBD reviewed the game in 2017 and so I will look at this game through a different lens. Instead of a sequential playthrough and review, I am going to focus on the game’s puzzles. This game is rightly credited as having some of Meretzky’s most clever mind-benders, but does he put them together in a satisfying way? I will also place LGoP in the context of Infocom’s broader story as we progress towards the end of 1986.
My original plan had been for this to come out as a single post, but it turns out that I have more to say about his puzzles than I thought. Rather than cut it down, I’ve decided to split the work into two. Today, we’ll cover the introduction and collect the first four key items. Next week, we’ll conclude with the final puzzles and some thoughts on how the game comes together as a whole.