Video Game / Savoir-Faire
is a 2002 Interactive Fiction
game by Emily Short
You play a young man in 18th century France who is the adopted son of a wealthy Count. In need of money, you return home, but the Count himself is nowhere to be found.
You can download or play it online here.
Contains examples of:
- Food Porn: The game is full of this. The protagonist starts hallucinating about various delicious foods when hungry, and one major puzzle is finding all the ingredients for a meal. (You can even go for a vegetarian version if you prefer to.)
- The Key Is Behind the Lock: The game has one locked door where you can see the key through the keyhole. The solution to unlocking this door is more creative than the usual ones, due to the game world's Functional Magic which lets you "link" similar things to each other so that doing something to one of them will similarly affect the other: link the key to your sword (it's ornate enough to allow the link) and then turn your sword in its sheath. Voila, an unlocked door!
- Synchronization: The game has a magic system based around linking objects so that what happens to one happens to the other as well. People can also be linked, and it's said that members of feuding aristocratic families are often linked to one another as a sort of hostage thing, so that one family can't harm members of the other without also hurting their own relatives.
- Unwinnable by Design: The game gives you several opportunities to screw yourself out of victory. One occurs when you have to retrieve a bauble from a high shelf; you not only have to make sure it doesn't shatter, you also need to throw one of your inventory items up there for it to fall down - and the inventory item you use for that purpose can't be retrieved, so you'd better hope that said item isn't one you'll need later on.
- Wizard Needs Food Badly: Played with. The PC gets hungry, though he can't die from it (going hungry for a long while causes him to start hallucinating, though), but he is required to prepare a meal (a rather ludicrously elaborate one, at that) in order to progress in the game.