Written by Joe Pranevich
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I didn’t like Bureaucracy. As we saw last time out, it scored the lowest of the Infocom games so far. I expect this disappointed some of you-- if Jimmy Maher ever reads this blog, that post may have been his last-- but it’s my honest assessment. Bureaucracy was developed over several years and rotated designers more frequently than some people change pants. This led to a disjointed product that didn’t quite live up to its premise or its pedigree. We have no idea which designers came up with each of the game’s elements, but thanks to the Infocom source code leak we have an amazing view into some of what was cut or retained, as well-- possibly for the first time-- to see the founding vision for the game.
Unlike some of the other games I looked at, we can glean a veritable treasure trove of information from the code leak. Not only do we have several puzzle design documents and a circa-1985 game pitch, but also semi-complete alternate versions of three of the sections: “airport”, “jet”, and “maze”. The airplane portion alone went through five versions that we know of before the developers found a set of scenarios and they liked. Covering all of that may be tricky. My plan will be to first look at the original design document then iterate through each area in sequence, paying special attention to alternate versions and commented-out code to identify as many discarded sequences as I can.
Will we discover that I like the cut content more than the real thing? Only one way to find out!




