| Whizzard's Guide to Text Adventure Authorship | |
| Update #1: May 25th, 1995. | |
| ================================================================== | |
| The Table of Contents | page | | |
| ================================================================== | |
| 1 ............Garnishing Your Games.................... 1 | |
| 2 ...............Sudden Interactive Fiction............ 1 | |
| 3 ...........Even More on the Art of the NPC........... 2 | |
| Afterword and closing comments.......................... 5 | |
| 1 -------------------------------------------------------------------------- | |
| Garnishing Your Games | |
| by G. Kevin Wilson | |
| (Whizzard@uclink.berkeley.edu) | |
| (Whizzard2@aol.com) | |
| After you've drawn your maps, plotted your plots, characterized your | |
| characters, and puzzled over your puzzles, it's time to garnish your game. | |
| You've written all this lovely text into your game, but your betatesters are | |
| constantly complaining that they can't stand reading "The x isn't important | |
| in this game." every time they turn around. Once upon a time, this was | |
| acceptable to the game playing community. It's not any longer. When a | |
| player walks into a room and reads | |
| East of House | |
| The air is musky with the scent of pollen. Everywhere you look there are | |
| plants. Bouganvillas line the side of the house, while dark green ivy scales | |
| its ancient, white walls. The trees decorating the yard nearby appear to be | |
| magnolias. There is a path leading to the west. | |
| he expects to be able to look at some of these objects. Even if only the | |
| magnolia trees are important to your game, it still helps the feeling of | |
| realism if you give meaningful responses when the player looks at any of the | |
| following: bouganvillas, ivy, walls, magnolia trees, yard, path. | |
| Some of these are pretty optional (walls, yard, path) included only | |
| for completeness. The rest are important, if not to the story, then to the | |
| setting. Leaving descriptions of these things out will poke holes in the | |
| player's visualization of your game world. | |
| In addition to describing the decorations, it can be fun to let the | |
| player do a few useless things with them. The player will likely try to | |
| climb the magnolia trees and the ivy, and maybe pick a bouganvilla or two. | |
| Maybe climbing the magnolia trees is important, but climbing the ivy isn't. | |
| Well, fine. Have climbing the ivy give a response like | |
| The scraggly ivy looks far too thin to support your weight. | |
| Of course, an overwrought player might decide that there must be some way to | |
| make the ivy grow thicker and begin hunting for such an object. Most won't. | |
| Just try not to create false leads when describing your scenery and most | |
| players will get lots of enjoyment out of looking around. If the | |
| descriptions are funny or poetic, so much the better. | |
| There are a number of other things you can do to garnish your game. | |
| Adding meaningful responses to silly commands can be a great source of | |
| amusement. I try to have every NPC react to being kissed and attacked, at | |
| the very least. In _The Hitchhiker's Guide to the Galaxy_, there were a | |
| number of fun little things you could do. Typing 'panic' or 'don't panic' | |
| would get a response. You could 'appreciate' items. There were even funny | |
| 2 | |
| footnotes to read. | |
| A really good idea is to work in ways of giving the player more | |
| information about the setting while at the same time adding garnish. While | |
| I feel that a 'smell <object>' command is too much work to be worthwhile, I'm | |
| amenable to a plain old 'smell' command that only applies to what room the | |
| player is in. It's not that much work, and it's an enjoyable feature. You | |
| can do the same thing with 'listen'. | |
| Quotations are good too. Slipping a familiar (or not so familiar) | |
| quote into your game can add a bit of spice. In Inform, the box command is | |
| a really handy way to do this. | |
| 2 -------------------------------------------------------------------------- | |
| Sudden Interactive Fiction | |
| Very short (1-2 pages) stories are sometimes called Sudden Fiction. | |
| So, I will use that same name to refer to text adventures from 1-2 hours in | |
| length. Magnus Olssen recently had some very useful words to say about | |
| Sudden IF. If I can find the post, I'll reproduce the relevant bits here, | |
| with his permission. Otherwise you're stuck with just what I can think of to | |
| add. | |
| The first thing to remember is that you don't have any time to waste. | |
| Just as in a story limited to 2 pages of text, you are limited to a small | |
| number of descriptions. Every single one must count. Everything. | |
| If a single room in the game has no purposes, then you've screwed up. | |
| If a single object in the game is useless, then you've screwed up. | |
| If a single word in the game sours the mood, then you've screwed up. | |
| That's the problem with shorter works of fiction. One little mistake | |
| is actually pretty huge. You must edit and re-edit every little word until | |
| you are positive that everything is precisely the way you want it, nothing | |
| less, and especially nothing more. | |
| In a work this short, every puzzle has to count as well. There can | |
| be no 'throwaway' puzzles. Unlocking a door, as Magnus has said, just has no | |
| place in Sudden IF. | |
| If you really want to impress the judges. I suggest a very short | |
| game that packs a lot into just a small amount of space. I suggest that you | |
| have no more than 2 NPCs, 10 rooms, 8 manipulable objects, and 6 puzzles. | |
| That's 20 minutes a puzzle, assuming the player rushes through looking only | |
| at the puzzles and nothing else. It would be nice if you could use each NPC | |
| and manipulable item in more than 1 puzzle, adding a bit more continuity to | |
| the game. Remember, you have very little time to establish the personality | |
| of the NPCs, develop plot, and get the player's interest. Use every second | |
| wisely. | |
| 3 -------------------------------------------------------------------------- | |
| Even More on the Art of the NPC | |
| This article is mostly adapted from things I've read in _Writer's | |
| Digest_ magazine. It is sometimes a very helpful magazine. Often useless, | |
| but sometimes very helpful. The following checklist was swiped from an | |
| article titled "Avoid the Tin Man Syndrome" by Hal Blythe and Charlie Sweet, | |
| and modified to fit IF. The discussion of each point is mine. | |
| - Conceive of your characters as (fill in race here), not as types. | |
| 3 | |
| This point needed only a small change to include all the orcs, elves, | |
| trolls, and dragons that appear in IF. If you're using human characters, | |
| life is easy. You don't have to do this next step. If you're not, then | |
| you'd best think about just what it is that makes that race different from | |
| humans. Why is an orc an orc? Just having piggish features doesn't cut the | |
| mustard. If you think like that, you'll either end up with a human with | |
| piggish features, or another old hackneyed slavering, stupid orc. Do your | |
| orcs have a tribal community? Ok then, you'd better learn exactly what goes | |
| into a tribal community. Take a sociology class if you must. At the very | |
| least, read a book on the subject. A decent sized game will take you a long | |
| time to write anyways, why not invest a little time to improve it tenfold? | |
| Think about faeries (I certainly have lately.) Why are they | |
| different from humans? In folklore, they have varying forms, never age, and | |
| possess magic. Obviously, this is going to affect their personality just a | |
| wee bit. If a faerie can't die, (as it has been suggested) then they aren't | |
| going to have a fear response. If they don't really have to eat, then they | |
| aren't going to have a fight response. If there's no fight or flight, then | |
| something else has to motivate them to do things. Well, they live forever, | |
| so the obvious motivation is boredom. They've been everywhere, done | |
| everything. Just what is left for them? Well, that's going to be up to the | |
| individual's personality. Some might eternally seek out food for novelty's | |
| sake, in which case the fight response returns. Others might make up games | |
| and stories to amuse themselves with. After long centuries, the games and | |
| stories are going to be rather complex, if they have the brains for it. The | |
| dumber faeries might not be smart enough to be bored. Some faeries might | |
| take delight in tormenting passersby, while still others might look upon the | |
| poor human as a likely pet. Any race that doesn't possess some sort of hive | |
| mind is going to vary from individual to individual, even as the human race | |
| does, which brings me back to my original point. | |
| Each character you create is an individual, and deserves to be | |
| treated as such. Big orcs are different from little orcs, and blondes are | |
| different from brunettes. Hell, blondes are different from blondes. If you | |
| think in stereotypes, your characters aren't going to be much to look at, or | |
| interact with. On the other hand, if you think more along the lines of: "Ok, | |
| this orc is named Hokay Dwarfchewer. He has a fondness for dwarves, but | |
| elves give him gas. He has written a book titled "4 wayz to cooke an | |
| dwarfe." Usually he's a very mellow orc, sleeping in his favorite tree or | |
| kicking his favorite cat, but every so often something sets him off | |
| (generally a book critic) and he runs to get his meat cleaver (which he likes | |
| to call "Meat Cleaver") in order to dice the offending party." then you'll | |
| probably have more interesting NPCs. | |
| - Create a fictional biography that emphasizes your character's | |
| emotional dimension, especially as it applies to his goal. | |
| Maybe not so much a biography as a rough sketch of the character's | |
| various moods, dislikes, likes, and so forth. It is easier to respond to | |
| the player's actions if you know what your NPC is likely to do. | |
| Hokay Dwarfchewer: | |
| Age: 4 (actually 36, but he can't count past 4.) | |
| Hobbies: Cooking, eating, sleeping. | |
| Likes: Dwarves (especially the thighs), "Meat Cleaver", his tree. | |
| Dislikes: His cat, book critics. | |
| Children: 4 (8) | |
| Years Married: 4 (27) | |
| IQ: 4 (4) | |
| - Construct a rough outline of your story that shows increasing | |
| 4 | |
| emotional intensity. | |
| Now admittedly, Hokay is a pretty silly example. I don't mean to | |
| trivialize the process, just to keep you awake until the end. Hal and | |
| Charlie (the authors of 'Tin Man Syndrome') recommend a slow build up of | |
| increasing emotional involvement for the character. It's not a bad idea, | |
| slowly drawing the character deeper and deeper into the plot. If you can | |
| pull it off, that is. In _The Horror of Rylvania_, the player is drawn in | |
| by first being dumped in Rylvania, and then watching his girlfriend have her | |
| throat torn out by wolves. Surely not one of their better vacations. After | |
| awhile, the player himself is given an even more compelling reason to | |
| continue his quest. This is a good example of how to do things. For | |
| example: The player is offered $10,000 to spend the night in a haunted house. | |
| After a murder attempt by a poltergeist, a lovely female ghost asks for the | |
| player's help to break an ancient curse. A while later, after uncovering an | |
| old book and losing it to the poltergeist, the player learns that his failure | |
| to steal back the book will mean the end of the world. | |
| So, gradually upping the ante on the character can certainly make | |
| things more interesting. At first the player is driven by greed, but after | |
| an attempt on his life, something more powerful is needed, so you add a | |
| supernatural love interest. Gradually despair sets in, so you throw in some | |
| fear, and, if you like, revenge (by having the poltergeist destroy the pretty | |
| ghost.) | |
| - Provide your main character with a variety of emotional relationships to | |
| other characters in the story. | |
| Nobody has just one defining, all-consuming trait. People aren't | |
| just records playing the same track over and over. Just because an NPC helps | |
| out the player in one spot doesn't mean the NPC always has to help out. | |
| Maybe the NPC only helps the first time because he mistakes the player for | |
| somebody else, or expects a fee in return. Even if he is doing it out of the | |
| goodness of his heart, that doesn't mean he has to go around doing good deeds | |
| all over the place. Not all good guys suffer from the Superman syndrome. | |
| Maybe he likes the player, but really dislikes another NPC in the | |
| game that the player needs to help him out. Maybe he would kill this NPC on | |
| sight, or just the first time left alone with him instead. | |
| - Allow your character (and player) time to reflect. | |
| Don't pack highly emotional scenes too closely together. You have | |
| to give the player time to come to terms with things before shoving another | |
| tear-jerking puzzle at him, otherwise he'll get used to it. Balance action | |
| and reflection. | |
| - Give your main character some moments of normalcy with which the | |
| player can identify. | |
| It can help your players to identify with your main characters if you | |
| depict them doing some normal day-to-day activities, like washing the dishes, | |
| or vacuuming the rug. Don't overdo it, just enough to provide a sense of | |
| realism for the character. | |
| - Design scenes in which your character reveals some intimate details | |
| him or herself to another character. | |
| I really find this point to be optional, myself. The authors of the | |
| original article state that nothing makes a reader feel closer to a character | |
| than a confession of deeply hidden feelings. I can see this, to a point. | |
| 5 | |
| If you aren't careful, you'll end up with the old _Batman_ "Here's where I | |
| tell Batman my master plan" scene, only with a confession better suited to | |
| Oprah than IF. Be careful here, and plan carefully, and everything will turn | |
| out for the best. | |
| 4 -------------------------------------------------------------------------- | |
| Afterword and closing comments | |
| This concludes yet another series of articles that I hope will help | |
| to encourage you to write text adventures. I've decided that, since I've | |
| written all those others, to cut things down to a bare minimum and just | |
| post the occasional update to the Authorship Guide, like this one. It'll be | |
| an irregular thing, but hey, I reckon it's better than nothing. I hope that | |
| you guys find this stuff useful. I figured that I'd write something on short | |
| IF for the IF Tournament, and the other two have just been sort of stewing | |
| around in my head for awhile. Questions, comments, requests? I'm still at | |
| the same old e-mail address as always. (Or at least it forwards itself to | |
| me.) | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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