| Whizzard's Guide to Text Adventure Authorship | |
| Update | |
| by G. Kevin Wilson | |
| (whizzard@uclink.berkeley.edu) | |
| ================================================================== | |
| The Table of Contents | page | | |
| ================================================================== | |
| 1 ...........Room Descriptions, Friend or Foe?.......... 1 | |
| 2 ...........Getting it Done, A Writer's Guide.......... 3 | |
| 3 ...........My Take on IF Morality..................... 5 | |
| Afterword and closing comments........................... 6 | |
| 1 -------------------------------------------------------------------------- | |
| Room Descriptions, Friend or Foe? | |
| "You are on the edge of a breath-taking view. Far below you is an | |
| active volcano, from which great gouts of molten lava come surging out, | |
| cascading back down into the depths. The glowing rock fills the farthest | |
| reaches of the cavern with a blood-red glare, giving everything an eerie, | |
| macabre appearance. The air is filled with flickering sparks of ash and a | |
| heavy smell of brimstone. The walls are hot to the touch, and the thundering | |
| of the volcano drowns out all other sounds. Embedded in the jagged roof far | |
| overhead are myriad twisted formations composed of pure white alabaster, | |
| which scatter the murky light into sinister apparitions upon the walls. To | |
| one side is a deep gorge, filled with a bizarre chaos of tortured rock which | |
| seems to have been crafted by the devil himself. An immense river of fire | |
| crashes out from the depths of the volcano, burns its way through the gorge, | |
| and plummets into a bottomless pit far off to your left. To the right, an | |
| immense geyser of blistering steam erupts continuously from a barren island | |
| in the center of a sulfurous lake, which bubbles ominously. The far right | |
| wall is aflame with an incandescence of its own, which lends an additional | |
| infernal splendor to the already hellish scene. A dark, forboding passage | |
| exits to the south." | |
| - _Adventure_, by Crowther and Woods | |
| As a game author, it is vital for you to remember that only part of | |
| your writing is going to be seen by most players unless you take them by the | |
| hand and lead them through your game. You have a limited number of areas in | |
| which to show the player that you can write well. The first and foremost of | |
| these are the room descriptions in your game. A player might never type | |
| "examine bagpipe" and see your eight page thesis on ancient music, but the | |
| player is bound to see most, if not all, of your room descriptions. | |
| Take the volcano room above, from _Adventure_. It's busy, very busy. | |
| Not only is it busy, it's well written, if a trifle melodramatic. Let me | |
| briefly point out to you exactly WHY it's so effective. | |
| 1. Effective use of the five senses. | |
| 2. A unified atmosphere. | |
| 3. Lots of action. | |
| 4. Visually stimulating. | |
| 5. Temporally realistic. | |
| So, we have words, powerful words like 'cascading', 'thundering', | |
| 'brimstone', and 'devil'. These are emotionally and contextually charged to | |
| evoke a sense not only of hell, but an enormous waterfall of fire. You can | |
| almost picture a flaming barrel riding down into Dante's depths. You'll | |
| find no namby-pamby words in this room. This is a room description that John | |
| Wayne could read aloud to an audience. | |
| We are told not only what to see, but also what to hear and smell as | |
| 2 | |
| well. Personally, once I know what I'm smelling, I can imagine a taste in | |
| my mouth to go along with it, anything from my mouth watering to the grit of | |
| ash. The smells and sounds are logical, and, more importantly, common ones. | |
| Most folks have an inkling of what a thundering, rumbling volcano sounds | |
| like, or at least have some analogous sound to compare it to. Who among you | |
| hasn't burned their fingers on something, or at least felt something hot to | |
| the touch. Telling a player that he can smell a faint whiff of Chanel 5 in | |
| the air isn't likely to evoke the desired olfactory memory, as most folks | |
| have never smelled it before. Specific, uncommon sounds and smells should | |
| be avoided. They have no emotional power over us. Stick to the basics. | |
| The smell of baking bread, lemon, oranges, cinnamon, cotton candy, pizza, | |
| sweat, urine, and other, less savory scents might be employed. Perhaps it | |
| would be good to stick to general categories of smell even, like spicy, | |
| sweet, and musty. As for sounds, don't be afraid of words like 'thud', | |
| 'crack', 'boom', and others that describe their own sound (I know what these | |
| are called, honest, but bugger me if I can spell it. Starts with an 'o'.) | |
| Again, simpler is better. | |
| Now, I've talked a lot about atmosphere in the past, and I'm sure | |
| you're up to the task. Just read up on your chosen genre, and be sure to | |
| reread everything you write several times looking for inappropriate words and | |
| phrases. But not only that. You've got to watch out for inappropriate | |
| objects as well. In our minds, we build up generic ideals of people and | |
| places that cognitive scientists call schema, and the rest of us call | |
| stereotypes. If you decide to go against these schema, then you should have | |
| a good reason. A kitchen usually has a sink, a stove, a refrigerator, and | |
| some cupboards. At least a modern kitchen does. Add to that a microwave in | |
| recent years, and usually a dishwasher as well. But we can use the schema to | |
| good purpose and leave out the nonessential objects. The player will just | |
| imagine them into place anyways. However, there should be a good reason for | |
| an ancient aztec idol to be sitting on the kitchen counter. A damn good | |
| reason. It's jarring to the schema we have established, and breaks down the | |
| newly formed mental image. | |
| A good room is visually stimulating, and, if appropriate, full of | |
| motion and sound. Often a game will seem to be set in a ghost town simply | |
| because there are no windy areas, no babbling brooks, no motion. Motion can | |
| even be used to give the appearance of emptiness, but the lack of motion will | |
| surely give that appearance. Twelve rooms filled with nothing but drab | |
| office furnishings does not, in general, appeal to players. If a location is | |
| uninteresting, then why is the player visiting it? If there's nothing to do | |
| there, is it at least establishing atmosphere or physical continuity? Can | |
| the player interact with the background where appropriate? Is there | |
| interesting stuff for the player to examine? These things are important to | |
| me, both as a player, and as a writer. A player shouldn't be allowed to get | |
| bored too quickly, and a good remedy is to work in various useless, but | |
| amusing areas and objects to play with, like the mood ring in "The Legend | |
| Lives!" that changes color whenever you look at it. | |
| Lastly, there is a tiny thing that many would call nitpicking. When | |
| you walk into a room, do you first notice the flashing disco globe hanging | |
| from the ceiling or the tiled floor? It can make a description flow easier | |
| if you are realistic in the order in which you present your various details. | |
| There's a certain amount of leeway involved in doing this, but as a general | |
| rule, mention any motion first, then the larger, more obvious details, and | |
| after that, the smaller things. Always end with a list of exits from the | |
| area. | |
| Now for a few minor 'do not's to consider. | |
| 1. Don't mention a player's actions in a description. | |
| 2. Don't mention moveable objects in a description. | |
| 3. Don't exceed one screenful of text in a description. | |
| 3 | |
| Mentioning actions like "Grimacing in pain as you step on a tack" or | |
| "wiping the sweat from your forehead" is not a good idea in room | |
| descriptions. First of all, the player is going to be doing that thing every | |
| time he walks into that room. Secondly, the player might not be in the | |
| proper shape to do that action. It's pretty silly for the player to wipe | |
| away sweat when changed into a wolf, or grimacing when riding in a hot air | |
| balloon rising rapidly through an extinct volcano. In this same vein is the | |
| mentioning of moveable objects without taking care to alter the description | |
| to match the state of the room. An open window must either stay open, or | |
| have the room description change to say that it is closed. | |
| The last is simply aestetics and consideration for your players. It | |
| is irritating to have to page back through a description looking for clues as | |
| to what to do next. If you need more than one page to describe a room, then | |
| split the room in two. Your players will thank you. | |
| That's a pretty good beginning as to what to do and what not to do | |
| when describing the locations in your game. Again, remember that these are | |
| important screens of text, being almost the only text in your game that will | |
| be seen by everyone who plays the game. So, remember this and take the | |
| appropriate time and care on your rooms. | |
| 2 -------------------------------------------------------------------------- | |
| Getting it Done, A Writer's Guide | |
| IF authors, myself included, have a long history of procrastination, | |
| missed deadlines, and unfinished games. This is how I've learned to get | |
| things done. It doesn't work for everyone, but a few of you who have the | |
| time to write, but aren't taking advantage of it might get some use out of | |
| it. | |
| First and foremost, decide how important your game is to you. If it | |
| rates anywhere lower than watching paint dry, take up a new hobby. It is | |
| vital to keep your eye on your goal, that of finishing your game, and if you | |
| aren't really interested in the first place, then you'll feel like you're | |
| pushing a boulder uphill. Once you've committed yourself to this idea of | |
| yours, then move on to the next step. | |
| Plan way ahead of yourself. Several months, at the least. You will | |
| want several subgoals to reach on your path to finishing your game, or you'll | |
| run out of juice before you get there. I suggest starting with a game | |
| outline, like this: | |
| Sinking Atlantis | |
| I. Goal Synopsis. | |
| 1. Get to Atlantis | |
| A. Rent boat. | |
| B. etc. | |
| 2. Sink Atlantis. | |
| A. Pull out central plug. | |
| a. Get crowbar | |
| b. brain guard with crowbar | |
| c. etc. | |
| B. etc. | |
| 3. Escape from the sinking island. | |
| A. Get a boat. | |
| a. etc. | |
| B. etc. | |
| 4 | |
| [You can follow this with a brief description of your characters, | |
| like what I have below. If you want to get more complicated, you can do up | |
| physical descriptions, behavior quirks, speech mannerisms, etc.] | |
| II. Characters. | |
| 1. Jimmy Stew | |
| A. Jimmy is an inquisitive reporter investigating rumors that | |
| Atlantis has risen above the waves once more. Think of | |
| Jimmy from the old Superman TV show. | |
| 2. King Inbred | |
| A. Lord of Atlantis, King Inbred is what happens when a royal | |
| family only 15 strong is cut off from the world for 2,000 | |
| years and forbidden to breed with the peasantry. Besides | |
| being a hemophiliac, he's also an epileptic, a dwarf, and | |
| foul-tempered to boot. He once had his teddy bear executed | |
| for being a spy. | |
| [Another thing I like to do is a page or two of plot summarization. | |
| Nothing like the Goal Summary, just some background on what's happening and | |
| why.] | |
| III. Plot Summarization: | |
| Atlantis, after 2,000 years, has finally amassed enough | |
| helium to float their island back to the surface of the Pacific Ocean. | |
| Originally, Atlantis was a penal colony for a spacefaring race, our ancient | |
| ancestors. The prisoners were given a choice, they could go free and roam | |
| the planet, without any of their advanced technology, or they could stay on | |
| Atlantis, imprisoned but comfortable and safe. Most chose to leave. Those | |
| who stayed set about turning Atlantis into a huge military base and | |
| eventually, a spaceship. Unfortunately, as they were pretty much the bottom | |
| of the galactic barrel, they wound up sinking the island when a rather dull | |
| inmate left a mining laser on while he went to get his lunch. Acting fast, | |
| 15 courageous inmates managed to seal things up enough to hold oxygen. They | |
| were given royal status for their bravery by common acclaim. As their first | |
| act, they plugged the hole with the rather dull inmate who had sunk the | |
| island. This too, met with public acclaim. | |
| Fast forwarding 2,000 years to the present, Jimmy Stew is an | |
| underemployed Nuclear Physicist currently working as a reporter for the | |
| National Expiration. His boss sends him out to investigate rumors that | |
| Atlantis has risen from the sea once more. Turns out that the rumor is true, | |
| and King Inbred has his diseased little heart set on conquering the world. | |
| He's going to drive Atlantis up onto California and take Timothy Leary | |
| hostage unless Jimmy stops him. | |
| After these things, you should be getting a clear picture of your | |
| game in your mind. It's time to draw a map. A plain old box and line map is | |
| probably your best bet. Map out the whole game. | |
| Next, make a list of all the manipulable objects in your game. Look | |
| at how they relate to one another, and make note of possible interactions. | |
| Ok, your planning stages are pretty much over. All you need now is | |
| to decide what scenery to put where. | |
| Once you'll done all that, you're almost halfway home. Now all you | |
| need is some determination and spare time. Set aside at least 5 hours a week | |
| to program on your game. You want to make enough progress to prevent | |
| yourself from getting despaired. Write down a schedule, and stick to it. If | |
| you don't think you have enough time to write, I suggest that you check and | |
| see how many hours a week of television you watch before you complain. It's | |
| pretty easy to shave a bit here and there, and writing's more fun anyway. | |
| Don't set any subgoal deadlines until you see how long it takes you | |
| 5 | |
| to finish the first subarea in your game. Once you have a rough estimate of | |
| how long it takes, you should be able to set realistic goals that will not | |
| be too hard to meet. Just tack two weeks onto whatever estimate you come up | |
| with, because you will almost always overestimate your own abilities. | |
| Getting down to the nitty gritty, here's my system of programming. | |
| It's just a list of what order I do things in, but it can help you decide | |
| where to start. | |
| 1. Pick a subarea to begin in. | |
| 2. Program in all rooms in that area, including exits, descriptions, | |
| and special flavor messages. | |
| 3. Compile your game and play around in the empty area, checking that | |
| all your exits are correct and logical. | |
| 4. Go back in and add any 'obstacle' puzzles that you have planned, | |
| such as locked doors, etc. Be sure to include the methods to | |
| solve the puzzles. | |
| 5. Recompile and test the puzzles, making sure that you can pass each | |
| of them. | |
| 6. Add any NPCs, testing as you go along. Make sure they react to a | |
| wide variety of player actions and questions. | |
| 7. Add other puzzles. Test them to be sure they do what you want | |
| them to. | |
| 8. Add all decorations and background objects that have nothing to do | |
| with any puzzles. Recompile and go through the game once more, | |
| looking at all objects, solving all puzzles, and asking NPCs about | |
| everything they know. | |
| 9. If you are using TADS, run textout on your .t files, and run the | |
| output through a spell checker. | |
| 10. Give the finished area to your betatesters to play with. Be sure | |
| to give them enough info to let them know what it is they're | |
| supposed to be doing in the game. | |
| 11. Repeat steps 1-10 ad nauseum. | |
| Some of the steps are pretty interchangeable. This is just how _I_ | |
| personally like to do things. Packaging should be prepared well in advance | |
| of the release date, and you should be sure to let the various IF magazines | |
| know about your upcoming release. (Email to xyzzynews@aol.com and | |
| whizzard@uclink.berkeley.edu with info.) | |
| Anyways, it's as good a method as any I've heard of. | |
| 3 -------------------------------------------------------------------------- | |
| My Take on IF Morality | |
| There's been a long thread on all the immoral stuff we do in text | |
| adventures. We steal, we murder trolls, we vandalize public property, we | |
| drug security guards and dogs, and worst of all, we litter. | |
| As a game writer, you don't have to worry about this too much unless | |
| your game makes an issue of it. Ultima 4 was a great RPG simply because it | |
| made an issue of it. Ultima 8 was a piece of crap because not only did it | |
| make an issue of morality, but it forced you to violate your character's | |
| morals in order to win, rather extravagently, I might add (See the end of | |
| this article for a spoiler explanation.) | |
| Players take for granted that they can just walk off with any object | |
| laying around, thanks to over a decade of games in which you do just that. | |
| While being somewhat unrealistic, I find this approach to be acceptable if | |
| your other option is to have the player rationalize ways to get the objects, | |
| like having NPCs give him permission to 'take what he needs.' As far as I'm | |
| 6 | |
| concerned, unless there's a very good reason that a player can't just walk | |
| off with an object, then he can just walk off with it. It's a harsh world, | |
| maybe next time the NPCs will buy a master lock and hide the key a bit | |
| better. | |
| I don't encourage random violence in my games. Generally, I have the | |
| player outmatched by his opponents physically. The brute strength approach | |
| is usually suicide, with a few notable exceptions. If a player wants to play | |
| hack n' slash, there's always DOOM, hundreds of MUDs, and all sorts of other | |
| sources for that sort of thing. | |
| But, as always, these sorts of decisions are up to you. If you want | |
| the player to murder, pillage, and rape his way through your world, well, | |
| that's your decision. If the player has to stop every ten turns to confess | |
| to a priest, well, that's a different decision. I find that a nice balance | |
| of morality lies somewhere between the everyday joe schmoe and Val Kilmer's | |
| portrayal of Doc Holiday in _Tombstone_, but hey, that's just me. | |
| [SPOILERS FOR ULTIMA 8: You, as the paragon of virtue, first go | |
| around killing things, stealing from impoverished people, and generally being | |
| a real nuisance. Later, you move up to nastier crimes as you turn loose two | |
| vengeful gods on an innocent populace. After that, you take on and destroy | |
| four gods (the two you freed, one other, and a god that was friendly, and | |
| helped the populace of the world you find yourself on.) The volcano on this | |
| world's only land mass is erupting, cracks are opening in the earth, and the | |
| rain and thunder never cease. You, having the combined power of these four | |
| gods, naturally leave the innocent populace to the fate you have called down | |
| on them. What a guy. Try as you may, to win Ultima 8, you WILL do all these | |
| things. There are no choices where you can avoid doing evil.] | |
| 4 -------------------------------------------------------------------------- | |
| Afterword and closing comments | |
| This concludes another update to the IF Guide. Thanks for your | |
| continued support and such. Look for Avalon at the end of August, 1995. | |
| I'm having a nice quiet summer, and I expect to get it done at long last. | |
| whizzard@uclink.berkeley.edu | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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