| Whizzard's | |
| Guide | |
| to | |
| Text | |
| Adventure | |
| Authorship | |
| v2.0 | |
| by G. Kevin Wilson (c) 1994 | |
| [ Version 2.0 - In this version, I attempt to organize the earlier | |
| versions, make the guide more suitable for printing, and such. This | |
| version supercedes all previous versions. It attempts to be more | |
| profession and useful. This will be the last version of the Guide. From | |
| now on, rather than release new guides, a supplement will appear from | |
| time to time.] | |
| /===================================\ | |
| |-------------------------------------| | |
| |- This guide is dedicated to the -| | |
| |- memory of Infocom. Although they -| | |
| |- live on, it'll never be the same. -| | |
| |-------------------------------------| | |
| \===================================/ | |
| Thanks also to Stephen Granade, Activision, Origin, and the rest of | |
| the gang at rec.arts.int-fiction. | |
| ================================================================== | |
| The Table of Contents | page | | |
| ================================================================== | |
| 1 ............What does Interactive Fiction mean to me? 2 | |
| 2-4 ...........................The three parts of a game. 3 | |
| 5 ............Writing IF as compared to writing a book. 6 | |
| 6 ................................The Elements of plot. 7 | |
| 7 ..The Story, or 'Where do I find an idea for a game?' 8 | |
| 8 .......................................The Zen of IF. 8 | |
| 9 ..........................The Thirty-Six basic Plots. 9 | |
| 10 ..................An in-depth look at my 9 favorites. 14 | |
| 11 ...................Developing your game's Atmosphere. 22 | |
| 12 .................The other people in your game, NPCs. 24 | |
| 13 .....................The player's good buddies, pets. 26 | |
| 14 ..Bringing it all together...Writing your first game. 27 | |
| 15 .........................................Betatesting. 28 | |
| 16 ..............The gimmick and its place in your game. 30 | |
| 17 ....Packaging your game with an eye for registration. 30 | |
| 18 ................Marketing and distributing your game. 30 | |
| 19 .................................Assorted Miscellany. 32 | |
| Afterword and closing comments.......................... 49 | |
| Useful Addresses........................................ 49 | |
| An advertisement for Vertigo Software................... 50 | |
| 1 | |
| Other Sources of Info on Text Adventures | |
| Internet Newsgroups: | |
| rec.arts.int-fiction, rec.games.programmer (for graphic adventures and | |
| programming.), and occasionally rec.games.int-fiction. If you like to get | |
| others' opinions of your ideas, or whatever, bring them to r.a.i-f. It's my | |
| favorite newsgroup. It's also a good place to look for betatesters for your | |
| games and to do a little bit of advertising. Be sure that you understand | |
| that r.a.i-f is primarily for discussing authorship, while r.g.i-f | |
| concentrates on game hints and such, looking for old Infocom games or | |
| selling them, etc. See you there! | |
| FTP sites: | |
| ftp.gmd.de is the primary repository of the great IF of our time. There are | |
| also several authoring systems, and lots of Infocom information as well. | |
| Authoring systems: | |
| There is an authoring-system-FAQ (Frequently Asked Questions) on ftp.gmd.de | |
| that will cover this section quite well. Let me recommend either TADS or | |
| Inform. They are both excellent systems, each with its own strong points. | |
| TADS is shareware, registration $40, while Inform is freeware. I personally | |
| use TADS though, as I prefer its C formatted programming style. Inform | |
| reminds me of LISP a bit. Most of the authorship systems are available on | |
| ftp.gmd.de. | |
| Other Good Guides: | |
| TADS Manual - A beautifully bound guide available upon registration of TADS, | |
| or separately for $25. See the appropriate version of TADS for more info. | |
| Inform manual - Contains the Player's Bill of Rights, among other things. | |
| The Inform manual parts on writing text adventures have been republished as | |
| "The Craft of the Game", on ftp.gmd.de:/if-archive/info/. | |
| WorldClass manual - A guide to Dave Baggett's new library file for TADS. It | |
| is quite thorough, although it does not contain any general information on | |
| writing text adventures. This can be found in | |
| ftp.gmd.de:/if-archive/programming/WorldClass/. | |
| Magazines: | |
| Currently, there are two magazines concerned with text adventures. | |
| The first is my very own SPAG. Info can be ftp'ed at ftp.gmd.de in the | |
| /if-archive/SPAG/spag.faq file. | |
| The other magazine is called XYZZYnews, a relative newcomer to the | |
| IF scene. Where SPAG focuses on reader submitted reviews, XYZZYnews is more | |
| geared to be a general text adventure magazine, with rumors, interviews, the | |
| whole nine yards. The contact is Eileen, at XYZZYnews@aol.com. | |
| My e-mail address is currently whizzard@uclink.berkeley.edu. | |
| Note: Please interpret he as he/she whenever being used to refer to the | |
| player. | |
| 2 | |
| 1 --------- What does Interactive Fiction mean to me? ---------------------- | |
| Well, IF means a lot of different things to different people. Hence | |
| the title above. This is simply an explanation of what IF means to ME. You | |
| may not agree, that's your right. | |
| IF is an artform, a work of love. I use the term to refer to text | |
| adventures exclusively. So, IF is to graphic games what books are to Network | |
| television. They are geared towards a more cerebral audience. The people | |
| that write IF usually have a deep-set love for language and its nuances. We | |
| are not satisfied with a few little mouse icons as a user interface. Instead | |
| we try to harness as much natural language as we can. Thus, you might be | |
| able to type >PICK UP EVERYTHING EXCEPT THE BLOW-UP DOLL, and a good IF game | |
| will understand you. Bear in mind, however, that any language, such as | |
| English, is hopelessly large. We simply cannot cover every conceivable word, | |
| but we try. Also, you should realize that IF has a fairly small market these | |
| days. It has been shoved aside by graphic games and given a bad name in the | |
| eyes of the new generation of computer users. | |
| My personal theory is that each new generation is being raised with | |
| more and more emphasis placed on visual stimulus in the form of television, | |
| WINDOWS 3.1, etc. This carries over into their recreation, and so, we are | |
| left with a smaller percentage of the populace each year that is literate | |
| enough to enjoy a good text adventure and understand the references made in | |
| them. C'est la vie. The upshot of this is that, if you enjoy IF, you really | |
| need to support the few authors that produce it, or it's going to die out. | |
| So be sure to register your games and run out and buy Lost Treasures of | |
| Infocom 1 and 2 so that Activision knows what we like. | |
| There are a few requirements for any would be IF author. You need | |
| patience, lots of free time, an eye for organization, excellent writing | |
| skills, and, most importantly, a spell checker. IF players demand literacy | |
| in their games. You need to have a broad background of reading and playing | |
| IF. The broader your base, the more ideas you'll find will come to you. | |
| If you carry a small notebook around with you, you'll never forget a | |
| good idea that hits you at an inopportune moment. Just scribble it down | |
| really quick, and it's preserved for posterity. This is good, because, | |
| thanks to Murphy's Law, you will never get a truly good idea when it is | |
| convenient for you to do so. Mine like to come in the shower, while I'm | |
| shampooing my hair. Something about shampoo in your eyes attracts ideas like | |
| flies to honey. You should try it sometime, if you don't believe me. | |
| So, develop your IF background, and carry a notebook. There you go, | |
| you're an official IF author. Here's your membership card, and here's how to | |
| do the secret handshake. Enjoy. | |
| Anyways, that's a fair view of my impression of IF. Oh, here's a | |
| list of my criteria for IF: | |
| Is it fun to play? | |
| Does it get my message across? | |
| Does it allow the player much freedom? | |
| Are the characters unique and well-done? | |
| Does it have replayability? | |
| Does it have a point? | |
| 3 | |
| 2 ----------- The Three Parts of a Game. Part 1: The Beginning ----------- | |
| IF can be split into three distinct sections, the beginning, the | |
| middle, and the end. The beginning should be fast moving, short, and | |
| attention grabbing. Here is where you will lose most of your potential | |
| players. If they get bored early on, then they'll delete the game without | |
| ever giving it a chance. I've been known to do this myself. Don't make the | |
| initial puzzles too difficult. Don't worry if the beginning is fairly linear | |
| in nature, you'll have plenty of time to branch it out in the middle. Also, | |
| if your game has no set main character, here is where you should have the | |
| player decide on the character's sex. The bathroom approach in Leather | |
| Goddesses of Phobos was a good one, or the ticket in Ballyhoo. Try to avoid | |
| the generic method of just asking what their sex is though, IF is all about | |
| atmosphere and mood. Here is a list of important things to do in the | |
| beginning of your game: | |
| Establish the setting. | |
| Grab the player's attention. | |
| Reveal the character's purpose and motivation. | |
| Establish the character's sex or identity. | |
| Introduce important characters for later use. | |
| 3 ----------------------------- The Middle. -------------------------------- | |
| Now that you've done all that, you've got to start giving the player | |
| some room to maneuver. There should be several puzzles available to them at | |
| any one time. Not all of the puzzles should be mandatory, and several should | |
| have multiple solutions that work. I prefer at least one difficult solution | |
| and one easier solution. This should be reflected through the points | |
| awarded. Also, have some areas that are only available to the player if he | |
| solves a puzzle one way, and a different area if he solves it another way. | |
| Here's an example: | |
| There is corridor ending in a blank wall just ahead. On the wall is | |
| a lever. Examining it further, you see a pair of wings above it, and a fish | |
| below it. The lever sticks out at a 90-degree angle. | |
| Path 1: | |
| >PULL LEVER UP | |
| The corridor begins to grind upwards. As it does so, a beam of light | |
| strikes the ground before you, gradually widening as the new exit is | |
| exposed. Finally, the grinding noises stop, and you are left with a gorgeous | |
| view of the blue sky. | |
| >UP | |
| You climb up the tilted corridor and find yourself on top of a mesa. | |
| Clouds rush by above you in a manner reminiscent of time-lapse photography. | |
| They seem to flicker through a variety of shapes familiar to you. Giraffes, | |
| elephants, and horses all dance before you in a vast kaleidoscope of the | |
| heavens. | |
| There is a pair of wings lying nearby. | |
| 4 | |
| > GET WINGS AND WEAR THEM | |
| Ok. | |
| > FLY | |
| (Up.) | |
| You fly up into the sky, reveling in the magnificent feeling of | |
| freedom that comes over you. As you climb in altitude, the wax on your | |
| wings begins to melt in the desert sun. | |
| > UP | |
| You dip and bob on the gentle wind currents, climbing ever higher. | |
| Suddenly, the feathers on your wings begin to flutter off as the wax that | |
| holds them in place melts. You flail your arms wildly as you plunge | |
| screaming down to the ground, to no avail. | |
| ** YOU HAVE DIED ** | |
| Path 2: | |
| >PULL LEVER DOWN | |
| The corridor begins to grind downwards. As it does so, the rippling | |
| effect of light reflecting off of water becomes visible to you. Finally, | |
| the grinding noises stop, and you are left with a wonderful view of an | |
| underground beach and ocean. | |
| >DOWN | |
| You climb down the tilted corridor and find yourself on top a deserted | |
| beach. There is a beautiful ocean stretching out before you in this sunless | |
| grotto. Waves lap at the white sands, and seashells litter the beach | |
| alongside clumps of pale seaweed and driftwood. Peering into the shallow | |
| water just offshore, you can just make out the form of a pentagram. | |
| >ENTER PENTAGRAM | |
| Wading out into the shallows, you cautiously approach the pentragram, | |
| aware of legends that demons or spells are sometimes contained in them. | |
| Reluctantly, you step into the center of it. Your eyes are blinded by a | |
| bright flash of light. When you can see again, you realize that you have | |
| been transformed into an octopus. | |
| >SWIM | |
| Confused at first by your numerous limbs, you gradually get into a | |
| sort of motion that involves pulling yourself along. | |
| You are surrounded on all sides by a beautiful coral reef. Your eyes | |
| seem to be quite similar to what they were in human form, so you get the | |
| colors as well. Tiny fish dart around you, and a succulent crab scuttles | |
| past. | |
| 5 | |
| >NORTH | |
| You have entered a deeper part of the reef. The coral is less | |
| concealing here, and the fish are bigger. Much bigger in fact, for there's | |
| a shark swimming right at you! | |
| >SOUTH | |
| You try to make a break for the safety of the shallower part of the | |
| reef, but your fear agitates the shark, and you end up as a light dish of | |
| kalimari. | |
| ** YOU HAVE DIED ** | |
| From that point, the player would either be flying or swimming to his | |
| destination. Each path would have its own challenges and rewards. I tend to | |
| try to keep the paths at around the same difficulty level though. Once the | |
| player has chosen a pathway, make them stick to it. They can always restore | |
| an old game and try the other path. That's why you're putting in all | |
| these alternate pathways and multiple solutions, replayability. You should | |
| design your game so that the player can go through two or three times and see | |
| different puzzles and places each time. Here's another list of important | |
| things: | |
| Establish a series of sub-goals for the player. | |
| Expand on the characters you introduced in the beginning. | |
| Foreshadow what is to come in the end. | |
| Branch the story out to allow the player more freedom. | |
| Provide a unified theme to the setting and descriptions. | |
| Provide numerous puzzles for the player's enjoyment. | |
| 4 ---------------------------- The End. ------------------------------------ | |
| Now it's time to close up all your loose ends, explain anything that | |
| you already haven't explained, and send in your Big Nasty (tm). The Big | |
| Nasty (tm) is the final challenge, be it monster, man, maze, or whatever. | |
| This is where you want to ham up your writing and get a sense of urgency | |
| going. There needs to be a time limit for this part of the game. The bomb | |
| is ticking away its last minute, or the evil Vorlung is about to pull the | |
| switch that will transform beautiful Marie into a six-armed monster. The | |
| last puzzle shouldn't be all that tough to figure out though. Understand | |
| that the player has been through hell to get here. He's flushed and | |
| excited, thrilled to be at the end of the game. So you want to make him | |
| sweat a bit, but you want to deliver the ending to him as well. Here's an | |
| example of a decent ending: | |
| >LOOK | |
| You are in the control room of the alien ship headed for Earth. | |
| Looking out its viewport, you can see an image of your planet swelling in | |
| size as this runaway ship continues on its disastrous collision course. | |
| Looking around, you see a chair, or at least you assume that it's a chair. | |
| It appears to have been designed with someone far thinner and taller than | |
| you in mind. There is a silver globe on the right armrest and a dull black | |
| cube in the left. | |
| >REMOVE CUBE FROM ARMREST | |
| 6 | |
| Ok. | |
| The earth looms immensely in the viewport. Fire begins to trail off the | |
| nose of the ship as it begins to enter the atmosphere. | |
| >LOOK AT DULL CUBE | |
| The dull cube is exactly the same size and shape as the gold cube, except | |
| that it seems to be burnt on the outside. | |
| The tip of the spaceship is beginning to melt. The flames lick around the | |
| cockpit viewport. A small midwestern town seems to be in for a rude surprise | |
| in a minute or two. | |
| >PUT GOLD CUBE IN LEFT ARMREST | |
| The cube fits snugly into the recess left by the dull black cube. | |
| Immediately the back of the chair lights up with strange scrolling letters | |
| as the ship begins to level out for a more gentle landing in Indiana. You | |
| sink, exhausted, to the floor, and begin to wonder how to convince the | |
| people gathering outside the ship that you're not an alien invader... | |
| *** YOU HAVE WON *** | |
| So you see, the game above centers around finding a backup navigation | |
| cube and getting into the control room to repair things before the ship | |
| crashes into the Earth. The last puzzle is simple, but you have a short | |
| amount of time to work it out, as shown by the reentry flames. Another good | |
| ending is used in Trinity, where you have to cut the wires and prevent the | |
| atomic test. Use your imagination and make 'em sweat it out. One more list: | |
| Use a time limit. | |
| Create a sense of urgency. | |
| Keep the last puzzles simple. | |
| 5 ------------- Writing IF as compared to writing a book. ------------------ | |
| There's one primary difference, interaction. The player MUST be able | |
| to control his own destiny within the context of your story. You really | |
| should also put in at least one or two 'happy' endings. Without a worthwhile | |
| endpoint, the player is going to feel reluctant to any more of your games, | |
| for fear of another poor ending. One nice touch is to have the game post up | |
| some suggestions for things the player can go back and try differently. So | |
| in my water/wing example, it might suggest that they go back and pull the | |
| lever in the other direction. Personally, I am going to try to make my | |
| games so that you can never see the entire thing in one run-through. This | |
| will undoubtedly upset many people, but I feel that it will eventually | |
| become a nice quirk, giving my games a reputation for being worth the money | |
| paid for them. | |
| Ack, I've done it again. Way off topic. Ok, back on track. I | |
| believe that almost any literary technique is valid in IF. Anything you can | |
| use in a creative writing class would therefore be appropriate in your game. | |
| This includes things like foreshadowing, characterization, repetition (as in | |
| something that shows up in several settings as a philosophic theme to your | |
| game. For example, litter might appear in many locations in a game about | |
| environmental decay.) personification, subtle metaphors, etc. Good writing | |
| is good writing. There might be a few techniques that I would use, but I | |
| can't think of any at the moment. And that's about the sum of it. | |
| 7 | |
| 6 -------------------------- The Elements of Plot -------------------------- | |
| This is a reprint of an article I posted to r.a.i-f: | |
| Anyways, I found a good description of the elements of plot in, of all | |
| places, Vampire RPG. Here are the parts of plot that they mention: | |
| Setting the Scene | |
| The Hook | |
| The Buildup | |
| Cliffhangers | |
| Plot Twists | |
| Climax | |
| Resolution | |
| I'll look at each of them in turn as they relate to IF. | |
| Setting the Scene - Give the player a few moments to get used to his | |
| character before you start throwing things at him. Allow him to 'look at | |
| myself' if you want, I find it makes a nice touch to give a physical | |
| description there. (If you have a pre-arranged character that is.) Here's | |
| a good point, if you have a long intro, allow the player the option to | |
| restore a saved game before you make him sit through it. I try to put the | |
| intro a bit into the game, with a relaxed setting for the first scene. | |
| The Hook - Whap! Something happens. His best friend comes running in to | |
| ask him to hide him from the police, his spaceship blows up, a murder | |
| occurs, etc. Hollywood Hijinx did a really crappy job of this. The hook | |
| is important to the game, vitally so. Make it dramatic, sudden, and | |
| give it the promise of exciting adventure. Tantalize them, draw them into | |
| the game. Trinity does a great job of this. I have had several people | |
| send me e-mail verifying this particular statement. One of them was quite | |
| certain that his game had died for lack of a good hook. | |
| Buildup - Give the player some challenges to overcome that in some way relate | |
| to the plot. Don't let the player get bogged down in one spot, multiple | |
| solutions are great for avoiding this. Get the suspense building up as | |
| soon as possible. Give the player a sense of accomplishment as he nears | |
| his goal, but keep drawing him into the game. Don't let up at all. As | |
| Vampire RPG says, "Do not falter." | |
| Cliffhanger - A cliffhanger is pretty much a teaser. Something that makes | |
| the player suck in his breath, and then let it out on the next turn. A | |
| decent, but not great, example is Trent's multiple deaths in LGOP. How | |
| about a lever that, when pulled, does something, but only after a turn has | |
| passed. Just as the player is about to scream in frustration, the world | |
| is okay again, and life is wonderful. | |
| Plot Twist - By all means throw in plot twists. They keep life interesting. | |
| Maybe the bad guy is just a puppet controlled by an even greater threat. | |
| A friend could betray the player. Or maybe the player really DID commit | |
| the murder! Switch gears so fast you strip them. The player will sit | |
| there with his mouth open for a moment, then he'll be hooked on your game | |
| forever. | |
| 8 | |
| Climax - Ok, enough dilly-dallying, cries the player. I've furled the magic | |
| fumongerabob, and bummoxed the mighty spiffywhacker, where's the Big Nasty | |
| (tm)? Give it to them. Both barrels. Make their blood run cold as time | |
| ticks away until the end of the world unless they stop it. If the player | |
| isn't breathing hard, you're not doing your job. Then, if you like, just | |
| as the Big Nasty (tm) kicks up the white flag, he pulls a fast one, and | |
| the player has to take him down again. This is your moment to ham it up, | |
| don't waste it! | |
| Resolution - The One Ring is molten slag, the damsel is rescued, the | |
| government is overturned. Let the player enjoy it with a spectacular | |
| ending. (The Rube Goldberg ending in LGOP is classic) This is the last | |
| impression your game will leave on the player, make it just as jarring as | |
| the Hook so he'll come back for the next one. I've played too many games | |
| with a crappy ending in reward for solving fiendish puzzles. It's an | |
| unbelievable downer when you finish one of them. Ruins the whole game, | |
| But on the other hand, keep it fairly short. Unwind the player, let | |
| them relax with a job well done. And, if you want, as a final teaser, | |
| throw in some foreshadowing... (A shot of an unnoticed Alien egg.) | |
| ----- | |
| As you can see, most of my opinions on the elements of plot are unchanged. | |
| Moving right along... | |
| 7 --------- The Story, or 'Where do I find an idea for a game?' ------------- | |
| Writers often get asked this question. I don't, but what the hell, | |
| it's my textfile. I think the trick to coming up with ideas is to have a | |
| broad reading base. The more stories you've seen and read, the more likely | |
| you are to understand what makes a story 'good'. So read everything you can | |
| get your hands on. Then, late at night, or early in the morning, an idea | |
| will hit you. It takes time and a certain mood. Once you get the idea, | |
| write it down quick, or you'll lose it forever. Actually, that's just the | |
| way I do it. You probably will have some other way to come up with ideas. | |
| I suggest that you play your favorite music and read a good book, while | |
| keeping a notebook handy. That works for a lot of people. | |
| 8 --------------------------- The Zen of IF -------------------------------- | |
| Ok, you've suffered through a fair amount of information on writing | |
| IF, so I thought I'd take some time out and plug a little humor into this now | |
| monstrous manual to Zork, the Universe, and Everything. | |
| The Interactive Fiction Classifieds: | |
| WANTED: A good plot. We seem to have lost ours. | |
| Inquire at Activision. | |
| LOST: One umbrella. Embellished with the slogan, 'All prams lead to | |
| Kensington Gardens.' Great sentimental value. Reward. Lost up in | |
| a tree. | |
| FOUND: One battered old text parser. It seems to somehow portray the lost | |
| innocence and fun in video games. Appears to have been carelessly | |
| tossed aside in the rush to appease mouse-hungry users. | |
| 9 | |
| Text from a bottle found washed ashore near the new Infocom's HQ: | |
| "Help! We are being held hostage in a soulless land filled with gaudy | |
| graphics, purposeless quests, and (horrors!) a graphical user interface! | |
| Won't that nice gentleman with the brass lantern come to save us, please?" | |
| -The Inhabitants of Zork. | |
| The Bumper Sticker Section | |
| Here's a collection of bumper stickers for text adventure fans. | |
| "Text adventures do it with words." | |
| "Your dungeon or mine?" | |
| "I brake for text parsers." | |
| "Imagination sold and serviced here." | |
| "Danger: A Mind Forever Voyaging at the wheel." | |
| "I keep my mouse where it belongs, in the closet." | |
| "I'm a betatester for Logitech...I drop mice off of | |
| tall buildings." | |
| Well, I did say 'a little' humor. Very little. Feel free to send me some | |
| jokes and such to flesh out this section. | |
| 9 ---------------------- The Thirty-Six Basic Plots ------------------------ | |
| Some years ago, a man named Polti noticed that a few basic plots | |
| were fairly commonly used. Later, a person named Loren J. Miller adapted | |
| this premise to role-playing games like Dungeons & Dragons. After reading | |
| her work, I brought this article to the Internet. | |
| -- | |
| The Thirty Six Basic Plots in Text Adventures | |
| First of all, _The 36 Basic Dramatic Situations_ by George Polti is the | |
| work that this is based on. I would also like to thank Loren J. Miller | |
| who published an article in a local gaming magazine. Her article inspired | |
| this interpretation of Polti's work. So, without further ado, here are | |
| the 36 Basic Plots....Replete with ideas for using them. Enjoy, and if you | |
| find this useful, send me some mail and let me know. Oh, and if you | |
| disagree about these plots, you'll just have to talk to Polti. :-) | |
| 1. Supplication: A persecutor and a supplicant take a grievance before a | |
| power in authority. This can be any sort of court case or any | |
| variation on that theme. Personally, this strikes me as a better | |
| subplot than a full plot, at least in a text adventure. I mean, sure, | |
| Perry Mason is great for TV, but I wouldn't want to play it. | |
| 2. Deliverance: An unfortunate or group of unfortunates is delivered from | |
| a threatener by a Rescuer. This is one of the classic folklore plots. | |
| Perfect for text adventures in my opinion, if you use a little | |
| creativity. Let's look at the various characters. The unfortunates can | |
| be the player, the player's spouse, a friend, a distraught village, or | |
| even the population of an entire world, or universe. The threatener can | |
| be animate or inanimate. A force of nature is sometimes more | |
| threatening than a sinister villain. A whole series of Jaws movies will | |
| back me up on this one. You could have a dragon, an army, a robot, | |
| an earthquake, a volcano, a hurricane, or a breakdown in the laws of | |
| 10 | |
| nature. The rescuer is most likely to be the player, otherwise they | |
| might feel a little left out of the game. But then, you might think of | |
| a nice plot twist and give that role to another character. | |
| 3. Revenge: An avenger and a criminal duke it out. I really won't dwell on | |
| this plot because there are a thousand different ways to use it, and a | |
| thousand motives for revenge. Look at any of a zillion cornball action | |
| movies for ideas, or better yet, don't. I can't stand those movies. | |
| 4. Vengeance by family upon family: I'm not sure exactly why Mr. Polti feels | |
| that this plot is so different from #3, but I suppose he had his | |
| reasons, like maybe a grudge against his uncle or something. | |
| 5. Pursuit: Fugitive from punishment is pursued by a pursuer. This plot has | |
| promise. _The Fugitive_ immediately springs to mind. Also I could | |
| see a game of human hunting, in the tradition of all those stories. | |
| _The Running Man_ has a similar plot (the book, not the movie.). | |
| A nice gimmick for a game would be to allow the player to try it from | |
| both viewpoints. | |
| 6. Victim of Cruelty or Misfortune: This involves unfortunates and a Master | |
| or Unlucky person. I assume that it refers to a slave master here, but | |
| I wouldn't write about slavery. It disgusts me. But then, an unlucky | |
| person meeting with misfortune isn't too bad an idea. _Bureaucracy_ was | |
| based around that theme. Maybe the main character is cursed by bad | |
| luck wherever they go. Or maybe it's just an isolated incident of | |
| spectacularly bad fortune. Whatever the case, the point is that there's | |
| no real villain in this plot, just victims. | |
| 7. Disaster: This one says Vanquished power, and a victorious power or | |
| messenger. It seems to me that I'm not looking at this the same way. | |
| I didn't think there were any victors in a disaster, although I guess | |
| that Polti is referring to the disaster itself, or some sort of | |
| metaphorical Nature. Famine, storms, floods, planets being demolished | |
| to make way for galactic bypasses...good stuff. Make the player a | |
| firefighter, or a rescue pilot, or even a super hero. Then, give them | |
| some people to save, or a way to avert the whole disaster. | |
| 8. Revolt: For this, you need a Tyrant, and some conspirators. Stir in some | |
| peasants, evil guards, and shake well. Or maybe the middle class has | |
| finally had enough of our bureaucratic government, and the player is a | |
| cop protecting the system that he doesn't even believe in anymore. And | |
| who says that a text adventure has to be set around a human? Maybe the | |
| player is an alien, trying to overthrow our government? All sorts of | |
| different angles. | |
| 9. Daring Enterprise: This involves a Bold Leader (tm), a Goal, and an | |
| Adversary. I would say that this plot has a lot of potential for text | |
| adventures. Pick your setting at will. The goal? Nearly anything. | |
| I could see the player as the captain of a colonizing ship bound for | |
| Mars with a traitor on board, and a meteor storm ahead. This one has | |
| the added bonus of having a built-in sequel. :) | |
| 10. Abduction: An abductee, abductor, and someone who is responsible for the | |
| abductee (maybe the abductee themself). This plot would suggest a | |
| rescue or an escape. Personally though, I would find a game from the | |
| viewpoint of a kidnapper in poor taste. So, I would set it from the | |
| 11 | |
| abductee or guardian's viewpoint. Watch yourselves if you use this | |
| plot. There's a lot of censorship floating around these days. | |
| (Thanks Tipper. :P ) | |
| 11. Enigma: You need an interrogator, a seeker, and a problem. Two words, | |
| _The Prisoner_. This was the greatest example I've ever seen of this | |
| plot, even though I only saw one or two episodes. (I hope to rectify | |
| this someday and see the whole thing.) _Amnesia_ was the text adventure | |
| version of this plot. However. Everything I've heard suggests that | |
| this plot is bad form for a game. Look at _Hacker_. No instructions, | |
| and just that stupid login prompt. This plot starts too slowly. Maybe | |
| you can develop into this plot, but don't start with it. | |
| 12. Obtaining: There are two or more opposing parties, a sought-after object, | |
| and an optional arbitrator. Gee. Here's an original plot. Go fetch | |
| the ring, Bilbo. Bring back the holy Salmon, Mortimer. We need the | |
| _______ of Unearthly might, Fred, can you get it for us? Tried and true | |
| on one hand, overused on the other. | |
| 13. Familial Hatred: Here you need two family members that (well duh) hate | |
| each other. That's what familial hatred means, after all. Anyways, | |
| here's another subplot for ya. The trick with this one is that you | |
| have to overlay it onto some exciting story or another. Just plain old | |
| hatred doesn't cut it as a storyline. | |
| 14. Familial Rivalry: Preferred kinsman, rejected kinsman, object of their | |
| desire. Shades of _Hollywood Hijinx_ here folks. I'm sure that you | |
| guys can do better with this one. (Although, I did like the atomic | |
| Chihuahua. That was fun, stomping and smashing things.) | |
| 15. Murderous Adultery: Exactly why this is in a seperate category from | |
| adultery I may never know. I don't always agree with Polti, but he | |
| did have several great ideas. Anyways, you have two adulterers, and | |
| the betrayed party or parties. This is a classic for murder mysteries | |
| all over the world. | |
| 16. Madness: Madman, and a victim. Well then, I don't see why the madman | |
| can't be his own victim, struggling against the slow fall into | |
| insanity. Maybe he's the victim of some exotic poison, working away at | |
| his mind. I still like the split personality murder plot, myself. Or | |
| any other sort of debilitating madness that the player must overcome. | |
| Or how's about this? The player is catatonic, aware only of some | |
| fantasy world inside his own mind that is slowly becoming hostile to | |
| him. Either he has to escape to the real world, or find a way to | |
| truly enter his world before his family pulls the plug on him. I like | |
| madness, it's a good plot. | |
| 17. Fatal Imprudence: Sort of like fatal stupidity. The ambassador to the | |
| USSR accidentally leaves a compromising document in a briefcase that | |
| is stolen, or a guard watching the crown jewels falls asleep and well, | |
| you get the idea. For this one, you need an Imprudent person and a | |
| victim or lost object. | |
| 18. Involuntary Crimes of Love: I suppose this could be classified as | |
| Not-quite-Murderous Adultery. Or maybe the lovers are forced to kill | |
| someone who stumbles in on their little affair. Use your imagination. | |
| 12 | |
| 19. Kinsman kills unrecognized kinsman: Whoa, Oedipus Rex. Killer, | |
| unrecognized victim, and a revealer. Another mystery plot or a nice | |
| subplot that adds a poignant touch to any game. | |
| 20. Self Sacrifice for an Ideal: Hero, Ideal, thing or person sacrificed. | |
| Just think of the Civil War, thousands of people gave their lives to | |
| free the slaves in the south, even though they weren't really affected | |
| by the slavery. Or the American Revolution's quest for freedom. There | |
| have been innumerable causes throughout history, and many many more that | |
| you could use as the motivation for a heroic sacrifice. | |
| 21. Self sacrifice for Kindred: Hero, Kinsman, person or thing sacrificed. | |
| Not neccessarily a blood relation, just someone the sacrificer really | |
| cares for and relates to. It need not be the player that does the | |
| sacrificing, it could be an NPC sacrificing themselves for the player's | |
| benefit, or for the benefit of another NPC. | |
| 22. All Sacrifice for Passion: Lover, object of passion, person or object | |
| sacrificed. Reminds me of _Romeo and Juliet_. This is an excellent | |
| plot, but it needs to be garnished with other subplots as well to make | |
| a really good game. Really, all plots need that sort of enhancement. | |
| 23. Sacrifice of Loved ones: Hero, beloved victim, and a need for sacrifice. | |
| I'm not really sure what would possess someone to give up someone they | |
| love, but I'm sure you guys will come up with something clever. Oh, | |
| wait, maybe something about a mercy killing, or maybe the loved one is | |
| needed in a greater cause or something. | |
| 24. Rivalry between superior and inferior: Superior, inferior, object of | |
| rivalry. Maybe a boss and an employee are both out for the same girl, | |
| or an aristocrat and a commoner both seek the same public office, etc. | |
| It's not too difficult to think of other stories for this plot. | |
| 25. Adultery: deceived spouse, two adulterers. Ah, goody, yet ANOTHER | |
| adulterous plot. This guy really has a one track mind. I'll bet he's | |
| got incest in here somewhere, by George. | |
| 26. Crimes of Love: Lover, beloved, theme of dissolution. Hmm, this sounds | |
| like The Hand that Rocks the Cradle or some such movie like that. Lover | |
| finds out beloved doesn't love him anymore, so he bumps her off. I hope | |
| there's at least one good plot in this last batch of 12, or I'm going to | |
| look pretty silly. | |
| 27. Discovery of dishonor of a loved one: Ponder. Could've sworn he used | |
| this one already. Anyways, just think of _The Scarlet Letter_ here. | |
| This might make an interesting story, but if anyone takes a Victorian | |
| romance novel and makes it into IF, I'm gonna come a' gunnin' for ya. | |
| 28. Obstacles to love: Two Lovers, Obstacle. What sort of obstacle? The | |
| tire run? :) Anyhow, this is an element of _Romeo and Juliet_ as well. | |
| My plot outline for _The Last Day_ uses this as character motivation. | |
| Really, I can't think of anything better to get a player moving than a | |
| love interest/promise of nookie in the future. | |
| 29. An enemy loved: Beloved enemy, Lover, Hater. More Romeo, but there's a | |
| good sci-fi movie that has some of this, called _Enemy Mine_. Well, _I_ | |
| liked it, anyway. Not neccessarily love, maybe strong friendship or | |
| comraderie instead. An inter-racial friendship in the deep South 10-20 | |
| 13 | |
| years ago. Or, in some places, even today. The hater is going to take | |
| his bigotry out on the enemy and lover though, I guar-on-tee it. | |
| 30. Ambition: Ambitious person, coveted thing, adversary. Man, he was hard | |
| up for ideas toward the end. Ambition is nearly always a facet of some | |
| other aspect of a person's makeup. There are a few people who simply | |
| lust for power, of course. They are called politicians. If you want to | |
| write the _Dave_ of home computing, don't let me stop you. Other | |
| ambitions center around money, love/sex, desire to avoid manual labor, | |
| etc. Maybe you could write a game about a would-be video game designer | |
| who's having trouble breaking into the business. ;) | |
| 31. Conflict with a God: Mortal, Immortal. Hmm, lots of possibilities here. | |
| You could send the Angel of death after the player in a variety of | |
| settings, like New York, or WWI or II. Or maybe you've been hankering | |
| to write the IF version of Job? Don't forget the Greek gods, Roman | |
| Babylonian, Pagan, and a zillion others. This one is fun because the | |
| player is faced at an initial disadvantage and has to work from there. | |
| 32. Mistaken Jealousy: Jealous one, object of jealousy, supposed accomplice, | |
| author of mistake. Oh boy! _Three's Company_! Seriously, this is an | |
| absolutely lame story premise. I suggest you take up writing sitcoms | |
| instead of IF. | |
| 33. Faulty Judgement: Mistaken one, victim of mistake, author of mistake, | |
| guilty party. Hmm...the player is sentenced to death for a murder he | |
| didn't commit. This sounds like a good start to a prison escape game, | |
| where you have to prove you didn't do it, or, alternatively, flee the | |
| country. | |
| 34. Remorse: Culprit, victim, interrogator. _Interview with a Vampire_? | |
| The culprit would be confessing a past crime to someone, discussing a | |
| victim, or so I would suppose. Of course, I'm not positive on this | |
| one. My source gives only a tiny bit of information on it. | |
| 35. Recovery of a lost one: Seeker, one found. _The Vanishing_ would be a | |
| good example to look at. This figures into most action movies as a | |
| sub-plot as well. Unfortunately, it also figures into way too many | |
| video games as well. Super Mario Bros., King Kong, Final Fight, the | |
| list goes on. | |
| 36. Loss of loved ones: Kinsman slain, friendly witness, executioner. | |
| The player learns of an uncle, sister, parent, etc. who has been | |
| claimed by some exotic death, or killed simply by some street thug. | |
| He decides to go see what happened/get revenge on their killer. | |
| Having reached the end of the 36 plots, I guess I'll finish off by | |
| listing those plots which, in my mind, have the most merit for IF currently. | |
| Here goes, in no particular order: | |
| Deliverence, Pursuit, Disaster, Daring enterprise, madness, self | |
| sacrifice for love/an ideal, an enemy loved, conflict with a god, and loss | |
| of loved ones. | |
| That's 9 out of 36 that I think have promise. You may disagree with | |
| my choices of course, these are just my particulars, based on this article. | |
| I hope you enjoyed this post, and I'll be sure to add it into _Whizzard's | |
| Guide to IF Authorship_. :) | |
| 14 | |
| 10 ---------------An indepth look at my 9 Favorites ------------------------- | |
| This part is new. I decided to spend some more time going over my | |
| favorite plots. These are the ones that, to me, have the most potential for | |
| use in IF. | |
| 1) Deliverence: | |
| Unfortunate - | |
| That blonde bombshell in almost every old detective movie. | |
| Scientist's daughter (Mad or otherwise) | |
| Mind-controlled innocent. | |
| Abused child. | |
| Group of Unfortunates- | |
| The character's village, city, state, country, world, | |
| galaxy, universe, and dimension are all good ones. | |
| The character's family too. | |
| Threatener- | |
| Any army or other natural disaster. | |
| Rescuer- | |
| The player, of course. | |
| Setting the scene: | |
| Portray a tranquil setting, with only a faint hint of what is | |
| to come. The rescuer may be on vacation, or whatever you like. | |
| Hook: | |
| Something happens to bring the plight of the unfortunate(s) to | |
| the rescuer's attention. It may anything from a murder, to an escaped | |
| dying prisoner, all the way up to an alien invasion. | |
| Buildup: | |
| The rescuer decides to look into the matter. You need to either | |
| provide an overwhelming motive for him to get involved, or provide an | |
| alternate storyline for the character to follow. | |
| Cliffhanger: | |
| Create imminent danger to an unfortunate with a puzzle between | |
| the rescuer and the rescue. The buzzsaw scene in Hollywood Hijinx was | |
| very vaguely an example of this. | |
| Plot Twist: | |
| The unfortunate has been lying to the rescuer in some manner or | |
| another. Either the danger was understated, or (for humorous effect) | |
| greatly overstated. Perhaps the unfortunate represents the only true | |
| danger to the rescuer. | |
| Climax: | |
| There should be a confrontation between the rescuer and the | |
| threatener, whatever it may be. Be sure to eyeball the section on game | |
| endings in this guide for general info. Reveal your plot twists now. | |
| Resolution: | |
| Either the rescuer successfully completes his rescue, or he | |
| flubs it. Or perhaps he discovers the true unfortunate held captive by | |
| the phony one. | |
| 15 | |
| 2) Pursuit: | |
| Fugitive from punishment- | |
| Ford Harrison (j/k) | |
| An unjustly accused convict | |
| A persecuted minority of some sort, such as a telepath or | |
| space alien. (ET!) | |
| A falsely villified person (Re, _The_Running_Man_) | |
| Pursuer- | |
| Police, secret service, enemy telepaths, air force. | |
| Everyone. | |
| Setting the scene: | |
| Firstly, you need to justify the pursuit. Tell the player who is | |
| chasing him and why. Also give the player an idea of any unusual powers | |
| or abilities he has, often used in sci-fi versions of this plot. | |
| Hook: | |
| Perhaps the player's escape from his enemies. Or perhaps a close | |
| call with an enemy agent. If the player has powers, give him the chance | |
| to use them here. | |
| Buildup: | |
| The player begins to see signs of a subtle, but vast network | |
| that is working against him. The puzzles get more fiendish as pursuit | |
| becomes more and more serious. Helicopters and advanced equipment show | |
| up more and more until.... | |
| Cliffhanger: | |
| Something goes wrong. An arranged rendevous doesn't show up, or | |
| some device important to the character's efforts fails him. He is left | |
| in a dangerous and precarious position. Maybe a friendly person has to | |
| bail him out. Perhaps a similar fugitive, either an old hand or a | |
| possible love interest. | |
| Plot Twist: | |
| Friendly fugitive betrays him. Or perhaps is captured trying to | |
| protect the character. Maybe the enemy is just a cover for a deeper, | |
| more sinister organization planted inside it. | |
| Climax: | |
| The fugitive confronts the head of the organiztion, tries to | |
| rescue his love interest, is captured by that deeper organization, or | |
| has to perform something particularly hairy to get away. | |
| Resolution: | |
| The player wins his freedom or flees to another country or what | |
| have you. He also defeats the evil organization and rescues his love | |
| interest. The player reaches deep inside himself and discovers a new | |
| power that was previously dormant or supressed and uses that power to | |
| overcome his enemies. Any or all of the above are appropriate. | |
| 3) Disaster: | |
| Vanquished Power- | |
| Mankind | |
| Any government | |
| Civilization | |
| Victorious Power- | |
| Mother Nature | |
| Atomic War | |
| 16 | |
| Natural Disaster | |
| Pollution | |
| Anarchy | |
| Messenger- | |
| TV/Radio | |
| A neighbor | |
| A raiding party | |
| Setting the scene: | |
| Establish the setting, then add some foreshadowing, like an old | |
| man with a sign saying 'The End is Near' or something. Create a feeling | |
| of tension and suspense for the player. | |
| Hook: | |
| The unthinkable happens. The end really does come. Hell, even the | |
| old man is rather shocked. Earthquakes are a good, current topic for | |
| disaster games right now. Atomic war could be fun to write about too, | |
| but you'd have to steer clear of anything tying it to Trinity, and watch | |
| out for reviews comparing your game to it. | |
| Buildup: | |
| The survivors emerge from the rubble. Frenzied looting and killing | |
| begins. The player has to protect himself (and his family?) I think the | |
| game I'm describing here is going to need a warning label for Tipper Gore. | |
| Serious themes abound, maybe tempered with humor from a religious cult or | |
| crazy old coot. Anyway, the character's goal is either to save lives, or | |
| get himself and/or his family to a safe place. He should accomplish this | |
| during the buildup. After all, we have nastier things in store for the | |
| climax... | |
| Cliffhanger: | |
| The child is hanging from the edge of the cliff, with a slippery | |
| hold on an exposed root. The raiders are shooting at you. The car is | |
| teetering on the edge of the bridge. You get the idea. | |
| Plot Twist: | |
| An unexpected source of the disaster. Secret government | |
| experiments gone wrong. I would avoid any sort of dream sequence/ | |
| earthquake simulator in virtual reality endings. It cheapens what the | |
| player has accomplished. The disaster is real. It has to be. Other | |
| plot twists include follow-up disasters (germ warfare), foreign invaders, | |
| and betrayal by a friend. | |
| Climax: | |
| Well, admittedly, a disaster is hard to follow-up by definition. | |
| But still, there are ways to do it. Any earthquake sufficiently offshore | |
| can generate a tsunami. That would one-up it. An organized, well-armed | |
| group of raiders, perhaps military, can be a difficult challenge after | |
| the character has settled into a home. Whatever you do here, it should | |
| be exciting and fast-paced, with a time limit. | |
| Resolution: | |
| There are several ways to end a disaster adventure. Most of them | |
| involve finally settling down in their safe haven and starting over. Or | |
| the rescue team arrives, or the invaders are repulsed. Use your | |
| imagination. | |
| 17 | |
| 4) Daring Enterprise: | |
| Bold Leader- | |
| The character. He can be: | |
| A spaceship captain | |
| A military leader | |
| A visionary inventor or investor | |
| A colonist | |
| An engineer | |
| Goal- | |
| Colonize the planet | |
| Get the settlers there alive | |
| Build your revolutionary invention | |
| Get elected | |
| Finish your engineering marvel | |
| Successfully complete your project or experiment | |
| Adversary- | |
| Saboteur | |
| The government | |
| A politician | |
| The elements | |
| An alien race | |
| Shortage of funds or materials or labor | |
| Setting the scene: | |
| Define the Daring Enterprise. What the hell is the player trying | |
| to do anyways? How can he possibly pull it off? Who is his adversary? | |
| Does he know all this? Where is the game taking place? Try to create a | |
| tone of excitement and breathless anticipation. The character is excited | |
| with his project or he wouldn't be a part of it. His head is filled with | |
| ambitious dreams and an idealistic outlook. | |
| Hook: | |
| Take great enjoyment in destroying his idealistic outlook. | |
| Something vital but fairly easily repairable goes wrong. Perhaps it | |
| claims the life of his spouse or a dear friend. Perhaps it was on purpose. | |
| The player would be rather interested to find that out. | |
| Buildup: | |
| More and more things start to go wrong with the Big Plan. People | |
| are becoming worried and many want to pull out. The player must unify | |
| them or all is lost. The player begins to follow a trail of clues that | |
| leads him towards the climax. | |
| Cliffhanger: | |
| His wife steps into an elevator. Suddenly it begins falling the | |
| forty stories to the ground. He has only a few moments in which to save | |
| her by activating a backup system, shorting out the control box for the | |
| runaway elevator, or using some anti-gravity device or another. Other | |
| ideas can consist of delayed impending death caused by the things going | |
| wrong. | |
| Plot Twist: | |
| It isn't sabotage. The man who sold them their materials was | |
| pawning off shoddy goods that break easily. | |
| Climax: | |
| The player confronts the source of his difficulties. Justice is | |
| tinged with revenge here. Concentrate on fast-paced action. I can't | |
| 18 | |
| stress this enough. The climax HAS to be the most exciting and stressful | |
| in order to make a successful game. | |
| Resolution: | |
| This should involve the completion of the project or invention. | |
| Mankind takes a giant step forward thanks to the daring and cleverness of | |
| the player. Do a little ego boosting. ;) | |
| 5) Madness: | |
| Madman- | |
| The player. Choose from a wide array of illnesses. | |
| Victim- | |
| Accidentally murdered person. | |
| The player. | |
| The madman | |
| Madman's loved one. | |
| Setting the scene: | |
| You don't necessarily have to make mention of the madness, but you | |
| had better explain things if its one of the big selling points of your | |
| game. I'd like to do a game about a comatose patient lost in his own mind | |
| or a fantasy world therein. I would replace the normal status line with | |
| and EEG graph like _/\_/\_/\_ that progresses to /\/\/\/\/\ then | |
| __________ or some erratic pattern as the patient's condition worsens. | |
| The goal would be to either escape your mind, or find a way to remain in | |
| the fantasy world permanently (and maybe physically). There are other | |
| ideas that could be used for a plot, hundreds actually. I can think of | |
| way too many to start listing them here. Again, use your imagination. | |
| This guide is only that, a guide. You have to come up with your own | |
| ideas. Good luck. | |
| Hook: | |
| After the player adjusts to his situation, it changes. His idyllic | |
| fantasy world becomes an ensnaring nightmare. The police arrive and arrest | |
| him for a murder he didn't commit, his other personality did. He finds a | |
| suicide note that his other personality wrote (if he's aware of the other | |
| personality.) and has to figure out a way to prevent the personality from | |
| killing him. Something thrilling and exotic. Madness is something that | |
| is endlessly fascinating to us. We just can't make any sense of it, by | |
| definition. We study it in all its myriad forms, trying to cure these | |
| people who don't perceive reality in the same manner as us. I like to | |
| think that there's a madman somewhere looking for a cure for sanity. Your | |
| game has to show a reality different from ours, and do it quickly, or the | |
| player will get bored and quit. | |
| Buildup: | |
| Reality and madness roll over him in succeeding waves. He is | |
| projected back and forth, torn between two worlds. The madness may either | |
| constitute a positive place, or a negative place that is worse than | |
| reality. The player has to decide what to do to resolve the rift, because | |
| it will slowly destroy his mind, until nothing is left. Or perhaps it's | |
| a different type of madness, and events in the fantasy world reflect what | |
| is happening in reality, causing the player to commit terrible deeds by | |
| accident. Perhaps even a murder, then police pursuit could blend and | |
| mesh with images of hideous beings pursuing him, screaming for his soul. | |
| Like I said, a fun plot. | |
| 19 | |
| Cliffhanger: | |
| Have the player cross between worlds at particularly stressful | |
| moments, leaving his fate in the other world in doubt. | |
| Plot Twist: | |
| His madness has been caused purposely by someone or something. | |
| In a perverse twist, his life has become better since he went mad. | |
| Climax: | |
| The two worlds come together in a clash. He must decide between | |
| the real world and his family or the fantasy world (and a love interest?). | |
| Maybe he has some climactic thing to do in each world before he can | |
| decide. In any event, if he doesn't manage it, something fatal happens. | |
| Resolution: | |
| The player's access to one world or the other is cut off, leaving | |
| him in the world of his choice. He is a hero wherever he stays, and his | |
| family/love interest is at his side. He lives happily ever after. | |
| 6) Self Sacrifice for love/ideal: | |
| Hero- | |
| The player | |
| The player's love interest | |
| Ideal/Love- | |
| Freedom | |
| Player's love interest | |
| Peace | |
| Equality | |
| Thing or person sacrificed- | |
| Player's love interest | |
| Player | |
| A golden oppertunity | |
| Setting the scene: | |
| Define the player's current situation, describing what he's | |
| fighting for and why he's doing that. Perhaps you could also describe | |
| what he's up against. | |
| Hook: | |
| An initial battle or event that causes the player to take arms | |
| against the slings and arrows of outrageous fortune. Perhaps because of | |
| his love interest, or perhaps, in spite of. | |
| Buildup: | |
| Perhaps the war for freedom (or whatever) has been going on for | |
| awhile now, and the rebels finally have the chance to strike a death blow | |
| against the oppressive government. Of course, this storyline is anything | |
| but original, but then, I've seen some excellent implementations of it. | |
| Cliffhanger: | |
| He's almost captured. Or he is captured, then threatened with | |
| torture. Watch Star Wars for ideas. Thanks, S.G. | |
| Plot Twist: | |
| His love interest is fighting for the other side. | |
| Climax: | |
| A big confrontation between the player and his love interest. The | |
| 20 | |
| outcome of this battle will determine the future of our world. The love | |
| interest sees the error of her ways and sacrifices herself for the | |
| player. | |
| Resolution: | |
| The world is safe. The player is sadder, but wiser, and has the | |
| satisfaction of having accomplished his purpose. | |
| 7) An Enemy Loved: | |
| Beloved Enemy- | |
| Alien | |
| Opposing army member | |
| Lover- | |
| The player | |
| Hater- | |
| Other members of the player's army. | |
| Members of the human/alien race | |
| Setting the scene: | |
| Explain where the player is, and let him know about the enemy. | |
| Hook: | |
| He encounters his enemy in a situation where the war they are in | |
| has no real meaning. A fight would mean the death of both of them. | |
| Buildup: | |
| The two of them learn to survive together, each needing the | |
| other's skills and talents. They face natural challenges or disasters | |
| together, wild beasts, primitives, etc. They form a friendship eventually. | |
| Cliffhanger: | |
| The enemy is about to be killed, or the player is hiding from an | |
| undefeatable enemy, hoping not to be found, while it searches the bushes | |
| around him. | |
| Plot Twist: | |
| I'm at a loss here. I can't think of anything that can really | |
| compete with the inherent irony of this plot. | |
| Climax: | |
| A rescue force arrives and doesn't approve of the relationship | |
| between them. If the two are of the opposite sex, they might even | |
| be in love with each other. (Ok, so the 'opposite sex' bit isn't very 90s, | |
| I'd hate to try and sell such a controversial game.) Eventually the | |
| player has to protect his friend/lover and must choose between rescue and | |
| friendship/love. | |
| Resolution: | |
| Traditionally, the player would reject his society for his loved | |
| enemy, but I say let the player make that decision. Don't try to pass | |
| moral judgements like that without a good in-story reason. | |
| 8) Conflict with a God: | |
| Mortal- | |
| The player. | |
| One of the player's worshippers. | |
| 21 | |
| Immortal- | |
| The player's god. | |
| The player. | |
| Setting the scene: | |
| Define just who the player is, and what his relations with his | |
| god/worshipper are. Also setup the character's position in life. | |
| Hook: | |
| I can see two angles on this. Either the player is being tested | |
| or toyed with by his god, or he IS a god, contesting with another god over | |
| his worshipper. Either has numerous possibilities. I could see a | |
| confrontation between the player and Death. Or a Job-like scenario from | |
| Job or God's point of view. I'm sure the player would enjoy the novelty | |
| of being a god. | |
| Buildup: | |
| The worshipper experiences a series of tests of his faith. Or he | |
| has to evade Death, which seems to have some grudge against him. Or he | |
| has to guide his follower through some tests or hardships. | |
| Cliffhanger: | |
| Your guess is as good as mine. | |
| Plot Twist: | |
| His 'god' is really a collection of special effects. Death is | |
| after him because he is immortal. The worshipper considers converting to | |
| a new religion. | |
| Climax: | |
| There is a direct mortal-immortal confrontation. The god decides | |
| to do things personally rather than rely on agents to do what he wants | |
| done. | |
| Resolution: | |
| Either the worshipper was found lacking, passed the test, or | |
| switched religions. This plot is fairly flexible with what you can do | |
| with it. | |
| 9) Loss of Loved Ones: | |
| Kinsman slain- | |
| Pick a relative, any relative. | |
| Friendly witness- | |
| Friend of player | |
| Executioner- | |
| Assassin | |
| Bounty hunter | |
| Random slaying | |
| I would use this plot as an element in a game rather than basing the | |
| game around it. It's an excellent way to add drama to a story, but it's not | |
| gripping enough by itself to be a full story. | |
| 22 | |
| 11 -------------- Developing your game's Atmosphere ------------------------- | |
| This is another reprint. | |
| Atmosphere is vital to the feel of a text adventure, or even a graphic | |
| adventure. But the trouble is, it's also a very tenuous thing to grasp hold | |
| of. But, I'll do my best to see if I can decipher some of it both for my | |
| own information and anyone who is interested. To do this, I'll look at some | |
| specific atmospheres and see how I would create them. | |
| Horror: I'll start here because it's one of the easier effects in my mind. | |
| First, I'd start out by watching my vocabulary closely. I'd use words | |
| like leprous, misshapen, and cancerous. Anything that gives a diseased | |
| feel to the story. Then, I'd use a couple of Cliffhangers (see my plot | |
| post) to frighten or unnerve the player. Also, I'd have some innocent | |
| item produce frightening effects. I'd delve deep into horror stories | |
| of all sorts and come up with a suitable Big Nasty (tm). Now, this is | |
| only my personal opinion, but I would put the player's personae in danger | |
| rather than a companion. Brings it home better. (I still think Horror of | |
| Rylvania is great.) Hmm...some sort of wasting curse or slow possession | |
| would be fun. Creaking doors, footsteps, I MIGHT use, MAYBE. Probably | |
| not. They've become quite hackneyed. I liked one scene in Piranhas 2 | |
| where this guy drops his watch into a murky sink and you just know a fish | |
| is gonna eat him when he reaches in...but it doesn't. Then, just as he | |
| turns around, a fish jumped him. (Flying fish, hilarious stuff.) Scared | |
| the hell out of me because I was busy relaxing. I might even plunk the | |
| player into a dark room with a nasty, player only hears a slight breathing | |
| and a steady scraping of feet that gets closer as he fumbles a match, | |
| and then strikes another just in time to illuminate a living corpse's | |
| face staring mindlessly at him. It's the little touches that make the | |
| big impacts. | |
| Next, I'll look at umm... | |
| Mysterious - This one is fun. I get images of thick fog and strange lights. | |
| Of corpses that have no business being where they are, and of course, | |
| sinister men huddling in London alleys with scalpels. (There's a thought, | |
| anyone want to write a game about Jack the Ripper? I'd be glad to help | |
| with publishing and packaging and such.) Words like tenuous, inexplicable | |
| and the ever popular moonlit trip from the tongue. I don't like secret | |
| passages in old houses though. My idea of mysterious is this: | |
| Something called _Lost in the Fog_. The player is a survivor from | |
| the Titanic, adrift, clutching a life preserver. Freezing in the ice cold | |
| waters that killed many of the survivors, it seems that death is | |
| inevitable. Just then, a bell rings distantly through the fog, and the | |
| player can swim for the sound. He finds the sound is coming from an old | |
| Spanish Galleon, miraculously afloat. | |
| He climbs aboard, and hears footsteps. The player evades the | |
| footsteps and searches the ship, discovering that its crew is somehow | |
| alive as well. Have they been transported forward in time, or he | |
| backwards? One of the player's ancestors is aboard the ship, and will | |
| befriend the strange young man who calls his name. But according to | |
| legend, the ship went down in a vast vortex that appeared inexplicably | |
| in its path. Just then, the player hears a loud rushing sound, and | |
| realizes that history can't be changed, but perhaps, just perhaps, it | |
| can be avoided. (Also, any Twilight Zone episode (the old series)) | |
| Exciting - It's probably inaccurate to describe exciting as an atmosphere, | |
| 23 | |
| but I want to, so nyah. Vocabulary - Lots of active verbs, words that have | |
| connotations of motion, and active, moving sentences. This style would be | |
| great for a James Bond styled game. Lots of leaping off cliffs, moving | |
| trains, airplanes, skyscrapers, etc. :) Keep things moving is rule number | |
| one here. Don't let up except for the odd romantic moment, if then. I | |
| can think of at least as many bad guys as I have plots. Big muscle men, | |
| Chinese plotters with fu manchu 'staches, sinister Russian agents, and of | |
| course, the odd mad genius out to destroy the world. Actually, I'm | |
| just joking. I'd never use any of those hackneyed characters. If you | |
| can't come up with original ideas, then come up with a new hobby. | |
| Originality is something lacking in a lot of games, and that needs to be | |
| rectified as soon as possible. Anyways, I'd probably use the odd spy | |
| gadget or two though. At least if I were writing a spy game. It might | |
| be much more fun to write about a bounty hunter chasing down a mark. In | |
| that case, it would all be standard gear. (Notice that I haven't ruled | |
| out a hanglider anywhere. I hope to use one in a game someday.) You | |
| could have car chases, bombs, gunfights, seduction, skydiving, white water | |
| rafting or a high-speed motorboat chase. Lots of fun stuff to do. | |
| Exotic - (As if the other atmospheres weren't.) I think the closest Infocom | |
| game to come to this was well, actually, none of them. I would consider | |
| exotic to be set in a lush tropical forest, or in Jamaica with a mysterious | |
| houdoo cult, or on an alien planet where you do more than explore an old | |
| station. Instead, I'd want to encounter and study an alien race. How | |
| about a game set in a series of parallel universes, all somewhat different? | |
| Say, they are all heading towards a similar destruction, and only you can | |
| save these multiple worlds. Vocabulary - If it was set in a real place, | |
| I would spend a week or two on researching its most bizarre aspects. | |
| Otherwise I would spend a week making up consistant information on it. | |
| (Someday, when I'm a big rich game writer, I'll just fly there and visit, | |
| heheh.) The action doesn't neccessarily have to keep going at all times in | |
| this atmosphere. It's okay to have rooms that have no purpose other than | |
| interesting descriptions and information. (Although it is better to tie | |
| that info into your puzzles.) Puzzles, ESPECIALLY in this atmosphere, | |
| should reward the player with new areas to explore. Don't let the | |
| commonplace slip into the game, unless it's to contrast it with the | |
| strange local customs. Keep the descriptions full of dreamy words and | |
| use all five senses here. Smells, tastes, feels, everything you can pack | |
| into it to make the player experience being there. Make the Big Nasty (tm) | |
| fit the setting appropriately. A crazed, loa-possessed cultist for the | |
| houdoo game, a strange snake-god in a lost city, the force behind the | |
| imminent destruction of the parallel universes. Just keep the player aware | |
| at all times that he is in unfamiliar lands. | |
| And here we have a new atmosphere for the guide. This was written | |
| by Stephen Granade and submitted to me. I enjoyed it, so here it is, with | |
| my own embellishments added in. | |
| Humor - This is not necessarily a separate atmosphere, but one that can | |
| be mixed with the others. There are two ways to go about it. One, try | |
| to make everything humorous, a la THGTTG. While this can be very, very | |
| funny, it can also be very, very unfunny. People have different senses | |
| of humor, so it's hard to write something that even a majority of people | |
| will find funny. Two, use humor as a reward for exploring. When the PC | |
| does something clever but unworkable in trying to solve a puzzle, | |
| respond with something clever. Conversely, if the PC does something | |
| abysmally stupid, zing him. For example: | |
| 24 | |
| The lab shows signs of a recent battle, as if the scientists who | |
| work here had been fighting for their lives. Charred lab benches form a | |
| barricade of sorts in the southeast corner. The thick metal door on the | |
| north wall is pitted, as if an incredibly corrosive acid had been splashed | |
| against it. An open doorway leads west. | |
| > EXAMINE DOOR | |
| The door possesses sturdy metal bars which hold the thing shut. A sign on | |
| the door reads, "Alien Hospitality Suite." | |
| > OPEN DOOR | |
| You slide the bars back, then start to open the door. As you do, tentacles | |
| reach out and grab you! Before you can react, they have dragged you into | |
| the dark, putrid-smelling room behind the door. There you are slowly | |
| decapitated, and your body used as a breeding ground for aliens! | |
| Just kidding, you can't slide the bars back at all. | |
| You get the idea. Let your imagination run wild. After all, most every | |
| game needs its moment of levity. Perhaps the player has a loyal friend | |
| who follows him everywhere, muttering acerbic comments about their | |
| adventures under his breath...Stephen's part ends. My comments on humor | |
| follow.] Other notable techniques include puns, one-liners, Rube Goldberg | |
| scenarios, and silly situations. Picture the player out on a ledge, | |
| chasing after his winning lottery ticket. The wind blows the window shut, | |
| and.... | |
| After awhile, three punk rockers assemble below you. They hold up their | |
| cigarette lighters and chant "jump, jump, jump!" You are tempted, if only | |
| for a moment, to take their advice...and aim for them. Somewhat later, a | |
| firetruck arrives, along with a police car. Unfortunately, the ladder they | |
| brought is too short, so they radio in for a longer one, and join the police | |
| over at Don's Donut World for a Crueller and coffee. By now, there is a | |
| large crowd gathered below, hoping to see a gory spectacle. Two pigeons have | |
| decided to build a nest in your hair, and you have this terrible urge to go | |
| to the bathroom. For the sake of the crowd below, you hold it in. | |
| See? Humor can be a really fun tool to work with. I originally left | |
| a humor section out of the guide because I didn't feel I could do it justice. | |
| Stephen's done a great job though, and I think he deserves a round of | |
| applause. Thank you Stephen. Much obliged to you for that great example. | |
| I am always looking for submissions for the guide. Anything on game writing | |
| that would fit in with the tone of it will be considered, and most likely, | |
| used. | |
| As you can see from the long descriptions, atmosphere is important | |
| for any game. Be sure that you build up a feeling of unity in your | |
| descriptions. The language used should tie together the setting and the | |
| emotions you wish to evoke. | |
| 12 ---------------- The other people in your game, NPCs --------------------- | |
| First, another reprint, then I'll expand my views somewhat. | |
| 25 | |
| 5 Laws of IF NPC Creation: | |
| 1. Never, EVER, EVER have an NPC comment on the player's body odor. Why? | |
| Damned if I know. This is just one of those rules that everyone blindly | |
| follows without questioning. | |
| 2. Make 'em unique, even if ya gotta steal 'em from somewhere else. | |
| 3. Don't stereotype them please, I find this endlessly annoying. My one | |
| exception to this rule is the senile old wizard, whom I find endlessly | |
| amusing. | |
| 4. Make their actions consistant with their personalities. 'Sir Robin | |
| charges valiently into battle.' just doesn't make any sense. (For the | |
| Monty Python impaired, Sir Robin was King Arthur's cowardly knight.) | |
| 5. Give 'em some emotions, and some conflict to sort out. Maybe the NPCs | |
| daughter is dying, or they're extremely frightened of the dark and panic | |
| blindly when shut into a dark room. Don't let the PC run roughshod over | |
| 'em, they have feelings too. If a PC attacks them, they should react | |
| according to their personality. Maybe they think it's a joke, maybe they | |
| think the PC has gone mad and kill the PC, maybe the police come and | |
| arrest the player, or maybe the NPC just dies... | |
| NPCs are the backbone of your game. Their unique personalities and | |
| quirks will stick in the player's mind far longer than the puzzles you set | |
| for him to defeat. What do most people remember, the Wizard of Frobozz, or | |
| the key and doormat puzzle. I can't really do a definitive work on NPCs. | |
| There are too many possibilities for you to contemplate. Instead, I'll | |
| list a few important characteristics below, with a brief sentence on each. | |
| 1) Appearance - This gives the player a mental image of the NPC. | |
| The smaller the detail, the more it brings out the | |
| personality of the NPC. | |
| 2) Speech Mannerisms - Such as a foreign accent, odd speech pattern. | |
| 3) Body Language - How the NPC stands, gesticulates, smiles, etc. | |
| 4) Motivations - Not neccessarily known to the player. But it SHOULD be | |
| known to you. | |
| 5) Interests - Shows in their room's furnishings, their belongings. Tells | |
| a lot about a person. | |
| In IF, there are basically only a few things that you want to worry | |
| about. First, give the NPC an interesting description and some interesting | |
| mannerisms. Next, ensure that the NPC reacts properly to the basic verbs in | |
| your game, such as kiss, hit, kill, push, etc. Finally, give the NPC a lot | |
| to talk about, and if it follows the player, a lot of things for it to do in | |
| certain places in your game. Oh, one last, neglected thing. Allow NPCs to | |
| react to one another in more than just a passing manner. These characters | |
| are just as important as the player in the overall development of your game. | |
| Be sure to have betatesters try very hard to break your NPCs. -v1.2 | |
| If you pay attention to these details, your NPCs will be more | |
| believable and interesting to the player. Particularly handle #2 and #4, | |
| and eveything else will fall into place. Have fun. | |
| 26 | |
| 13 ----------------- The player's good buddies, pets ------------------------ | |
| This is a reprint of another article, this one on pets. | |
| 1.) The term pets can apply to any object that follows the player around | |
| fairly consistantly. A pet is not necessarily helpful, nor is it | |
| necessarily harmful, it just is. Pets are not constrained to living | |
| creatures, nor are they even constrained to animate beings. Take, for | |
| example, the radio in Wishbringer that gave you advice. | |
| 2.) Pets tend to be very versatile objects, frequently their personality | |
| will pervade the entire game. (Floyd, of course.) This can be a good | |
| thing, or a bad thing, depending on how it is handled. | |
| Okay, here are some pet ideas. Let me know if you've seen any used already. | |
| 1) The player is a wizard, with an imp familiar that is more often than not | |
| leading the player into danger. | |
| 2) (A more general idea) The player is a non-human, with a non-human | |
| companion. Part of the game is determining how best to use that companion | |
| (say, for instance, the player is a rhinocerous, and has a friendly bird | |
| that helps them spot danger.) This could also be interesting if you | |
| have a human player, but a really exotic pet, like a shapechanging blob | |
| of jelly. (see A Boy and his Blob, on Nintendo systems) | |
| 3) Heheh, here's a whimsical thought...Remember that cartoon with the frog | |
| that would sing and dance, but only when no one else was around? Well, | |
| that could be a rather amusing plot device, especially for those who have | |
| seen the original cartoon. (Or maybe you find a talking dog with a similar | |
| limitation, or a talking....horse?) (everyone sing along...A horse is a) | |
| 4) Non-living pets. Robots are the pet of choice in this department, but | |
| there are a lot of humorous ideas packed away under this heading. | |
| In THGTTG, the aunt's thing almost took on a personality of its own, | |
| just by following you around, so maybe there's this certain object that | |
| shows up everywhere, like a Monkey's paw, or a cursed ring. That's | |
| by no means the only way an item can develop a personality, either. | |
| The Jack-of-all-traits in Nord and Bert was quite interesting just | |
| because of all the things you could do with it. And the two teleport | |
| spots in Starcross. Any item that simply has a number of uses and | |
| lingers in the game seems to me to become a sort of pet. | |
| 5) Non-living interacting pets. Ok, so you don't buy that bit in #4, well | |
| obviously, objects can interract with the player in a number of bizarre | |
| ways. Maybe the player is losing his grip on reality as a result of | |
| some poison in his body, so items start talking to him and arguing among | |
| themselves. His couch plays psychiatrist, his TV plays evangelist, his | |
| shoes start remarking about the treatment he's been giving them. | |
| ("Oi! Not another puddle! Walk around it you arsehole!") Or perhaps | |
| they can just naturally talk. (Via the talking credit card in Time Trax, | |
| or Talkie Toaster in Red Dwarf, a british comedy sci-fi show.) | |
| 27 | |
| 14 ------------Bringing it all together...Writing your first game------------ | |
| More reprints, look out! | |
| Welcome to IF 101, the Infinite Permutations of Story in IF. You | |
| may be asking yourself, "Why the heck would I want to write a dumb old text | |
| adventure?" The answer is simple, but different, for each of you. Maybe | |
| you're a writer looking for a new way of doing things, or maybe you were | |
| weaned on Infocom? Whatever your reason, doubtless it's a good one. On to | |
| the meaty part of this message. | |
| There are a few different starting points you can use when writing a | |
| game. They are: | |
| 1) Setting | |
| 2) Atmosphere | |
| 3) Plot | |
| 4) Characters | |
| (Wishbringer started from the plastic rock packaged with it.) | |
| I tend to start with atmosphere. Once I have in mind the sort of | |
| game I want to write, everything begins falling into place. Just as an | |
| example, you decide to write a horror game. Ok, now you have a starting | |
| point, which is often the hardest part. Now, concentrating on horror, begin | |
| to narrow your focus...is it going to be a thriller, something really campy, | |
| exotic and terrifying like H.P. Lovecraft, or how about mixing horror with | |
| another atmosphere like space opera to come up with an unusual setting? I | |
| think we'll go with the exotic one for now. In horror, you need to think of | |
| something that is WRONG. Maybe a monster, disease, or madman. It just has | |
| to feel WRONG. We're going with disease, that's always a nasty one. So, | |
| what does our disease do that's so bad? Infectious madness? Gross | |
| deformities? A craving for human snacks? Horrific transformation? I like | |
| the last one. We now have a game about a disease that causes humans to | |
| transform into something horrible. But what? Hmm, that's a stumper, so many | |
| disgusting monsters, so little time...Ok, let's give em claws, pointy teeth, | |
| big scabby armor-plated growths to ward off bullets, a funky hairdo, the | |
| effects of a 6 month exercise program, and a predilection for homo sapien. | |
| We need a catchy name...umm...er...Grunts, maybe. It'll do for now. Let me | |
| warn you now to use a good ASCII text editor to write your games with. I use | |
| one called dcom. You don't want to waste time converting back and forth from | |
| ASCII everytime you want to compile. Just make sure it has global search and | |
| replace capabilities, you'll need them. Ok, now we have our disease, so we | |
| need a few more things to go on. We need a cause for the disease, a reason | |
| why the hero is trying to do something instead of heading for the hills, | |
| and of course, a setting. We'll start with the disease's source. That will | |
| likely have some ramifications in the final solution of the game. So, | |
| what do you suggest? Mad scientist, government plot, meteor/comet, ancient | |
| Indian burial ground, toxic waste...? I like the government plot, being from | |
| Berkeley, home of the conspiracy theory. So, germ warfare gone astray. | |
| Now why the heck is the player dumb enough to get wrapped up in this mess? | |
| I'll tell you why, he's a member of the local SWAT team, the only survivor | |
| of a drug bust that was apparently a covert site for the govenment's testing. | |
| Unfortunately for the player, there was no communication between the local | |
| and the federal government on the matter. Now, a nervous trigger finger and | |
| a broken vial have unleashed a squad of Grunt/scientists/SWAT team members | |
| on the world. Perhaps the scientists killed all the SWAT members after | |
| changing, or maybe the SWAT team was changed too, except for the player. | |
| Anyways, I would say it likely that he was far enough away from the vial and | |
| 28 | |
| quick-witted enough to put his gas mask on. If he looks around, he's likely | |
| to find out the story behind the disease and an antidote, or maybe he has to | |
| find some simple way of changing them back or killing them. The setting? | |
| Some woods on the outskirts of <insert major city here>. He has to stop the | |
| Grunts before they get to the city and begin changing the populace. | |
| Well, there's your basic premise. Start vague, and work your way | |
| down. It never fails for me. | |
| Next reprint follows | |
| Right. In the last installment of this post, we determined that we were | |
| going to write a horror game based on a disease that turns people into, for | |
| lack of a better name, Grunts. Grunts are basically like people except for | |
| their sharp claws and teeth, armor plating, and taste for human flesh. We | |
| (okay, okay, I) decided that it was going to be set on the outskirts of a | |
| town that shall remain anonymous for now, and is released in a drug bust gone | |
| bad. Fortunately for the player, he manages to realize what's happening and | |
| gets his gas mask on in time. Since then, I have decided that the Grunts are | |
| clever, and possess enough intelligence to smash the radios in the vehicles | |
| they brought. Don't question the fact that they don't steal the cars, just | |
| accept it until we can think of either a good excuse, or a more plausible | |
| scenario. (You do a lot of this at first.) | |
| Okay, the stage is set. The Grunts have just taken off down the | |
| road, and our hero is lying in the bushes, trying to look inconspicuous. | |
| First thing we need to do now is to devise his first obstacle. The cars | |
| have been sabotaged. He needs to fix one to get back to town before the | |
| Grunts. He can cannibalize parts from any of the cars, and maybe find some | |
| parts lying around in the tool shed. In addition, he should stock up on | |
| good weapons since he's at a government installation (mistakenly believed by | |
| the SWAT team to be a drug plant) that had some fairly high tech stuff. | |
| (Not to mention some interesting diseases and such.) Anyway, the player | |
| should stock up, throw it all in the car that he fixed, and hit the road. | |
| He comes to a farmhouse that's on fire. Screeching to a halt, he | |
| hears cries for help inside and rescues a kid about 13 years old. We'll | |
| call him David. He tries to leave David behind, since it's too dangerous, | |
| but the kid hides in the trunk. David, of course, is going to become a | |
| horrible pain in the butt. Btw, the farmhouse was raided by Grunts, in | |
| case you're wondering. David's the only survivor. Now, I think that the | |
| player can use one or two more people in his little 'band', not to mention | |
| a love interest, so he manages to outrun the Grunts and gets to a dairy | |
| farm on the outskirts of suburbia. Luke, the farm hand, is a bit dubious | |
| until screams come from the house, and the two of them rescue the farmer's | |
| daughter from some Grunts. It's too late for the farmer. He was a widower, | |
| fortunately. Now that our little adventuring band is complete, we would | |
| spend time expanding on the characters and bringing them to life. | |
| Last post | |
| Ok. Now, the characters in our horror game are: | |
| The player - A SWAT team member. | |
| David - Kid that player saved and is stowed away in the trunk of his car. | |
| Luke - Farmhand | |
| Debbie - Farmer's Daughter | |
| We have established that the Grunts retain some vestige of human | |
| intelligence. We have also determined that the bacteria may only be spread | |
| through an exchange of bodily fluids. The player has had the opportunity to | |
| 29 | |
| arm himself and acquire companions, not to mention research into the cause of | |
| the disease. We are now ready for the confrontation/master plan. | |
| The player and his little retinue rush to head off the Grunts, now numbering | |
| about 5-8. During the first conflict, the player discovers that the Grunts | |
| are pretty much bulletproof. (What good movie monster isn't?) He does have | |
| a supply of diseases/vaccines that he may or may not have identified. One | |
| of these is the vaccine for the Grunt bacteria. He has a syringe as well, so | |
| he'd be well advised to inject himself with some of it. He has enough for | |
| several injections. One possible plan would be to head for the nearest zoo | |
| and get a tranq gun to use against the Grunts. Or maybe the other diseases | |
| in the collection would be of some use? There's a umm...blister agent, some | |
| adrenaline in a usable form, various illegal drugs, etc. The puzzles would | |
| consist of using these items in a variety of ways. I'm sure we can imagine | |
| the sort of things that would go on in the middle of this game. Lots of | |
| tracking down and disabling of Grunts, avoiding Grunts, saving folks, etc. | |
| So, let's skip to the ending. The last, biggest Grunt confronts | |
| the player atop the area's drinking water reservoir. The player can't just | |
| shoot him, or he'll fall down and pollute the water, infecting the populace | |
| all over again. So the player plays it slick. He gets out a cattle prod | |
| taken from the farm earlier on (retroactively inserted.) He walks out to | |
| the Grunt, prodding it back with the prod. He gets scratched up by the Grunt. | |
| (Hope he used the vaccine) He forces the Grunt away from the water, then | |
| hits him with a syringe full of vaccine. Voila. End of story. Or you | |
| could probably think of a better one. This is, after all, just off the top | |
| of my head. Anyway, let me now close off this story with some hints and | |
| help, explaining why I made this post. | |
| Starting out, I like to begin with a broad atmosphere and narrow downwards. | |
| Once you have set the stage with a plot, items come naturally and easily, | |
| puzzles a bit less so. | |
| The characters in your story are of utmost importance. Fiction is, | |
| ultimately, about people. | |
| There are several distinct sections to a game: build-up, conflict, | |
| resolution. Build-up and Resolution are the most important two IMHO. | |
| Finally, here's some advice to keep you working on your game. Announce its | |
| future release over the Net, and set yourself a deadline. Having people | |
| waiting for your game helps keep you to task. I know from experience. | |
| 15 -------------------------- Betatesting ----------------------------------- | |
| I can't emphasize this part of game design enough. You really need | |
| a good sized troop of testers. You won't find every bug, not even after the | |
| game is released. But do try to get all the really nasty ones out first. | |
| Call for volunteers on r.a.i-f, you'll probably get from 10-30 eager beavers. | |
| Don't feel threatened. You'll be glad you had so many responses when mail | |
| starts bouncing back to you saying no such account, and people flake because | |
| of an unexpectedly heavy classload this semester. Take it in stride. Also | |
| corner a few of your local friends and tie them to a chair and make them play | |
| it for you. You'll get a faster response on bugs that way. I have found | |
| that my game will work perfectly unless I let someone else touch the keyboard | |
| while it's running. Then, pfft. The very first command one friend entered | |
| crashed the game, and he gave me a dirty look. This will happen. Gird your | |
| loins for the horrible, demeaning process of debugging. Betatesting is an | |
| experiment in publicly embarrassing yourself. It's got to be done, though, | |
| if you want to produce quality games. So cheer up, and keep your mind on | |
| the fact that you aren't paying your testers anything. | |
| 29 | |
| 16 ------------- The gimmick and its place in your game --------------------- | |
| Think of all the old Infocom games and consider how many of them had | |
| a gimmick built into the game. Trinity had its pop-up poetry, Seastalker | |
| its little radar map, Suspended its six robots, etc. You should put some | |
| serious consideration into a gimmick. They cause your game to stand out from | |
| the crowd. If anyone comes up with an intriguing gimmick they don't want, | |
| pass it along to me. I'm always glad to get ideas, and I give credit where | |
| credit is due. | |
| 17 ------- Packaging your game with an eye for registration ----------------- | |
| Now, what do most people remember about Infocom games? The neat | |
| little trinkets and books that came with them, usually. Bear this in mind | |
| as you plan your game. You should be planning the more physical aspects of | |
| it even as you write it. Find out what packaging will cost as soon as | |
| possible. Look at your budget (or lack of one) and decide what you can | |
| afford to include. For my first game, I'm planning on strictly printed | |
| props like diary pages and flyers. Later, if I get a good response, I may | |
| go out on a limb and have a Space Miner's Union Member card done up, or any | |
| of a zillion other things I could do. The trick is to keep your costs down | |
| and shop around until you find the VERY best buy for your buck. The one cent | |
| that you are paying more per copy adds up quickly to equal lost revenue and | |
| funds for your next game. Even something as mundane as a rock can become an | |
| exotic keepsake if you do things right. | |
| Another aspect of packaging is notification of contests and/or | |
| newsletters available from your company. I highly recommend contests open | |
| only to registered users. It's just one more thing to help convince them | |
| that their money would be best invested in your wallet. A newsletter will | |
| probably have no immediate benefits. However, you will accumulate a core | |
| group of steady customers that you can easily get input from. A company | |
| can survive just off a good hardcore user group if it's big enough. | |
| 18 --------------- Marketing and distributing your game --------------------- | |
| Oh what a tangled web we weave. In the new world economy, you want | |
| to be able to gain access to as many dollars, pounds, yen, rubles, and marks | |
| as you can. This isn't easy to do. There is a distribution group that | |
| says they will send your game out to thousands of BBSes on a CD for just | |
| $100 a year (to cover membership). It's called ASP. I may try it later on | |
| and let you guys know how it works. They have some conditions which they | |
| slap on you for the privilege of you paying them to distribute your game. | |
| You have to include their various legalese files with your game. You cannot | |
| cripple it in any way. You may not use any obstrusive regstration reminders | |
| in your game. Frankly, I don't think it's any of their business whether you | |
| cripple your game or not, but they're putting themselves out on a limb for | |
| your program, so I won't worry about it. There are also the various | |
| credit card vendors that will take your credit card orders for a small part | |
| of your fee. This strikes me as an excellent strategy to attract impulse | |
| shoppers to our games. Get 'em while they're dying to get the free hint book | |
| and paper cup included with every copy of your game. Hell, let em order two | |
| copies. I'll include all these important info things at the end of this | |
| guide. By the way, you'll probably also need to get a P.O Box to serve as a | |
| registration sending point. Lastly, don't forget the IRS. Watch your taxes. | |
| 31 | |
| I recently purchased a book called _Starting and Operating a Business in | |
| California_, by Michael D. Jenkind. From what I can tell, there is a set of | |
| these books, one for each state. I suggest getting it, it's very | |
| informative, and contains postcards to send off to certain government | |
| departments requesting forms that you need and other legal information. | |
| -v1.2.] | |
| Now, don't neglect your customers. Get orders out in a timely | |
| manner. timely, according to the law, is 30 days from time of order, unless | |
| you state in advance that it will take longer. If you fail to meet this | |
| deadline, you must send them a letter offering a refund, or having them | |
| accept the delay, their choice. -v1.2 | |
| A letter should be enclosed in any event. This is one of the elite of | |
| the computer world, a registered user. Be courteous, but try not to kiss up | |
| too much. They should feel rewarded for their honesty, not like they're | |
| doing you a favor. If your program is good, then it deserves the | |
| registration. If you have future projects planned, then try to stick a | |
| 'catalog' in with your registered version describing them. Keep track of | |
| your registered users, and send out pamphlets when you have another game and | |
| some money to spend on them. Good god, what I wouldn't do for a roster of | |
| the Zork User's Group, or a list of those people who sent in the warranty | |
| cards from Lost Treasures of Infocom 1 and 2. Sadly, the former no longer | |
| exists, and Activision has the latter. Too bad they'll never use it in the | |
| manner in which it is meant to be used. See if your local computer stores | |
| are interested in carrying a few registered versions in stock, but don't hold | |
| your breath. I would suggest print advertising if it weren't for the | |
| tremendous expense involved. | |
| Now that you've jumped those hurdles, you're going to try for some | |
| FREE advertising, or nearly so. Contact every magazine listed at the bottom | |
| of this guide and offer to send them a registered version to review. Do | |
| this only after you have a product that stands up to betatesting and looks | |
| as good as you're willing to pay for. Enclose a short note notifying the | |
| magazine that they are not eligible for any contest you're running. You're | |
| giving them a free sample, it's not fair to let them win the goodies too. | |
| Anyway, keep in close contact with them, answer their questions, offer to | |
| write articles on the hardships of IF. If you're lucky and your game is | |
| good, it'll get some rave reviews. If you get poor reviews, try not to take | |
| it too hard. The magazine is just doing its job as it sees fit. Try harder | |
| next time, or, if they are violently opposed to text adventures, stop sending | |
| them sample copies to review. A text adventure should be judged on merit | |
| rather than lack of flashy graphics and sound. | |
| Well, if you've gotten this far, congratulations, you did well. You | |
| have released a new text adventure out into the hungry waters of the market. | |
| Cross your fingers and whisper a quiet prayer to the gods that blessed Zork. | |
| I really hope that the money starts flowing in, at least enough to make it | |
| worth your while. As I said, IF seems to have a small market, but I think if | |
| we have enough quality products out there that are well marketed, we might be | |
| able to edge our foot back in the door. Keep pushing your game every chance | |
| you get. Post it on flyers around your school, or the bulletin board at | |
| work. People are always interested in a small 'home-town' company. Work | |
| your way up to the point where you can afford trinkets for your packages, | |
| and glossy pictures on the box covers. Eventually you may have a respected | |
| company, able to leave the difficult whitewater shareware market and move on | |
| to the smoother retail market. My best wishes go with you. | |
| 32 | |
| Another useful marketing technique used by Adventions, one of the larger | |
| producers of text adventures, is selling the game commercially and just | |
| releasing a demo, rather than the whole game. Note that this kills your | |
| chances of using ASP to distribute your game. -v1.2 | |
| 19 ---------------------------- Assorted Miscellany ----------------- -v1.2 | |
| Version 1.2: | |
| Well, the Guide has received a really good response since I released | |
| it. I have seen it offered on ftp sites as far away as Finland. The | |
| Internet never ceases to amaze me. Most of the changes to the Guide will be | |
| concentrated in this section for the convenience of those who have read the | |
| earlier versions. Of course, that means that this section is going to be | |
| a bazaar of different things, but that's okay with me. Since the first | |
| appearance of the Guide, I have started writing a regular game writing column | |
| for Intelligent Gamer magazine, the only such column to appear in a game | |
| magazine (See the magazine overviews for more info). Also, excerpts from the | |
| Guide were re-published in Chris Crawford's _Interactive Entertainment | |
| Design_ (Chris is the author of Balance of Power and other games.) For a | |
| year subscription to this magazine, published 6 times a year, send a check or | |
| money order for $36 ($50 outside North America) to: | |
| Interactive Entertainment Design | |
| 5251 Sierra Road | |
| San Jose, CA 95132 | |
| My excerpts appear in Volume 7, Number 4, in case you want a copy. Back | |
| issues are $5 apiece, volumes 1-6 are available for $30 per volume. | |
| First off, I have another reprint from r.a.i-f for you here on the | |
| use of the 5 senses in IF: | |
| --------- | |
| 1. Sight - Sight is almost always a major part of any text adventure. | |
| But, in my opinion, is seldomly used as well as it could be. Consider | |
| Adventure with its volcano room, since that seems to be the most well | |
| known room in IF. The room is very 'busy', there's a lot going on there, | |
| a lot of motion, nearly a visual assault. Nobody, except perhaps Steven | |
| Spielberg, could do justice to this room in a movie or picture. The | |
| image summoned up is one of Hell, one that Dante would be proud of. But | |
| what makes this room so visually interesting? Well, obviously the motion | |
| is part of it. All that lava and steam and sulfer bubbling around. The | |
| other thing that is so effective is the sheer number of things described so | |
| prosaically. Lastly, I think that the authors just spent a lot of time on | |
| that room, refining it until they had what they wanted. Just remember | |
| these things when writing room descriptions. | |
| 1.) Our eyes are drawn to motion first. It's an instinctive thing | |
| dating back to our hunting days. | |
| 2.) Even a very mundane item can be described in flowing terms if you | |
| put the effort into it. A sword, for instance, can have details such as | |
| a large nick halfway down the blade, a splash of rust near the tip, and a | |
| weathered leather wrapping around the handle. An item doesn't even | |
| neccessarily have to be useful in the game to look interesting, although | |
| the player may try and do something with it if it is. | |
| 33 | |
| 3.) We don't see the world in black and white, even if our monitor is | |
| monochrome. Colors are essential to an effective visual presentation. | |
| Lastly, I'd just like to mention that I think this technique works more | |
| effectively when applied to a few select rooms in your game rather than | |
| every room. It has more emotional impact that way. | |
| Ok, now that I've detailed what I'll be doing without in Sight Unseen, | |
| I'll try and expand more on the senses that I will be using. | |
| Hearing - Sound has been largely ignored in IF, which is a shame. It is | |
| second only to sight in the amount of information it can gather for the | |
| player. Really, I shouldn't say second, because it can gather just as | |
| much info as sight if attention is paid, and the listener can recognize | |
| the sounds. Think of how much information you hear just sitting in your | |
| room. Is it quiet? Then nobody's around, or if they are, they're not | |
| moving around. Do you hear laughter and the sounds of a ball being | |
| kicked or hit? Someone's playing a sport outside your window. Do you | |
| hear footsteps? Someone's walking nearby, and you can tell whether | |
| they're walking towards or away from you unless the place you're in has | |
| weird acoustics. You can tell when someone is fixing breakfast, or | |
| watching tv, or making love upstairs, or having an argument, all sorts of | |
| things. Now consider how much of this usually makes it into IF. I know, | |
| I'm guilty too. Avalon neglects sound just as much as the next game. I | |
| can think of only two places I used it, once to mention the lack of birds | |
| in Avalon, and once when you hear a voice nearby and follow it to its | |
| source. Oh yes, actually you also deal with the loss of hearing in one | |
| spot. Three rooms. That's a pretty lousy record for a game with about | |
| 50 rooms so far. I think I'll go back and pay more attention to it as I | |
| read through my room descriptions. I can think of one point where | |
| breathing should definitely be heard, and another that could use the | |
| crash of the thundering surf. That's just off the top of my head. I | |
| mean, we concentrate on all the human noises in IF, and neglect the | |
| background sounds when it's in our own best interest to include them. So | |
| look over your game with an eye for sound. :) | |
| Smell - Of course, most of us can't afford to include scratch n' sniff | |
| cards with our games, so we do the next best thing and describe the | |
| smells. The tangy scent of oranges, the fresh smell of a pine forest, | |
| the sweet smell of a forest meadow filled with flowers in bloom...these | |
| things have a very strong emotional impact on people. Consider the smell | |
| of cookies baking. Doesn't that make you feel comfortable, and a bit | |
| hungry? What sort of memories does it evoke? Grandma, most likely. Now | |
| think what an excellent trap that smell would make. The adventurer is | |
| wandering around some caves...dum de dum.. *sniff* Mmmm...cookies. He | |
| follows the smell, and ends up on the dinner menu of some monster who | |
| smells like chocolate chip. :) Or think, what if you lived alone, and | |
| you came home to the smell of cookies baking. Now, you're sure that you | |
| didn't put any cookies in the oven before you left, so who did? I'm sure | |
| you see how this works now, so I'll move on to the next sense. | |
| Touch - Here's another highly underrated sense in IF. Touch is our only | |
| real link to reality, if you think about it. How do you know that | |
| something is real? Sure, you can see and hear it, but you could be | |
| hallucinating for all you know. Touch is the final arbitrater on what is | |
| real, and what isn't. If you can feel it, then it doesn't matter what | |
| else you think you see or hear, you know it's there. And consider all | |
| the textures we encounter everyday. Sharp, rough, smooth, fuzzy, | |
| 34 | |
| serrated, squishy, doughy. gritty, hard, soft, etc. There's a lot to be | |
| learned by touching things. Think of the difference between having a | |
| knife waved at you, and feeling its point pricking at your neck. One is | |
| frightening, the other terrifies into immobility. Consider trying to put | |
| your back against the wall in a dark cave and bumping into something | |
| large and hairy. Consider the feel of running your hands through | |
| someone's hair, be they lover or whatnot. When choosing the warmest | |
| blanket for the night, which do you go for, the quilted one, or the fuzzy | |
| one? We touch things all the time, every day, and half the time we don't | |
| even notice what we're feeling. Well, maybe we should pay more attention. | |
| Taste - I put this sense last because it has very limited usefulness in | |
| real life and in IF. To be sure, it's a great sense, but we don't use it | |
| unless we're eating something, and you can't eat all the time. Of | |
| course, it might be useful to tell the difference between salt and sugar, | |
| or two other similar substances, but that's about all we use it for. | |
| Although it might be nice to slip it into your game sometime. Maybe | |
| include little bags of powder or something. :) It could be interesting, | |
| but it anyone puts 'decaying corpse' in there, they'll hear from my lawyer. | |
| ---------------------- | |
| Also, I should point out that I am also publishing a periodic e-mail zine | |
| about text adventures, called SPAG (Society for the Preservation of Adventure | |
| Games). E-mail me at whizzard@uclink.berkeley.edu for more info, and let me | |
| know that you heard about SPAG from the Guide rather than the newsgroups so | |
| that I know what info to send you. I'm just one busy little fellow. Info | |
| is also available on ftp.gmd.de in /if-archive/SPAG/spag.faq. | |
| ---------------------- | |
| Finally, so no one feels cheated by this version, since it hasn't had | |
| much in the way of new articles, here's one or two to quench your thirst: | |
| The Terrible Traps of Object Interaction | |
| Once, on r.a.i-f, one fellow mentioned the idea to make a CD-ROM | |
| text adventure, 10 megs long. Well, we got a good laugh out of that, and | |
| pointed out to him the terrible curse of all text adventure authors, | |
| exponential growth. Every time you add an object to your game, you must | |
| consider its connections to every other object and creature in the game. | |
| Here's an example: You're writing a game set in New York, 1956. You put | |
| a Zippo lighter in the player's pocket, merely as a decoration. Bad move. | |
| When all you have is a hammer, every problem looks like a nail. The players | |
| WILL, not might, WILL eventually try to set every godforsaken item in your | |
| game on fire. Let's just say that the default response to 'light x' is: | |
| "The x burns feebly for a moment, then flickers out." | |
| Now, I know you can see this coming: light concrete, light lake, | |
| light cat, light plane, light myself, light bookstore, light salesman. | |
| Observe how seldomly the standard response makes sense. You have to | |
| include messages telling about how concrete and water don't burn, how the | |
| cat and salesman yell and run around while on fire, how the police arrest the | |
| player for arson, and how the player goes up in a blaze of glory. Now think | |
| about adding a rope to your game. At this point, any sane game writer will | |
| flee gibbering into the woods. Take a piece of rope and play with it for | |
| 35 | |
| awhile. Make a list of all the things you can do with the rope. Filled | |
| three pages yet? Ok, now you can run screaming into the hills. | |
| This is what Graphical User Interfaces (GUIs, or alternatively, CRAP) | |
| were designed to avoid. There are only a few verbs in those systems, so | |
| there aren't nearly as many things to worry about. Still, this is more a | |
| cop-out than a solution. The REAL solution is to be careful what you add to | |
| your game, and keep it down to a manageable size. Avoid using general | |
| purpose tools to solve puzzles like axes, explosives, and other stuff, like | |
| sledgehammers. These devices have so many uses that you will bog yourself | |
| down trying to cover them all. If you try to do a cop-out, and don't allow | |
| the player to say, beat down a locked door with a sledgehammer, you'll just | |
| annoy the player, so don't do it. Just use some common sense, with a liberal | |
| dose of betatesters, and you'll be fine. | |
| Okay, one last article, then I've got to tie this off and work on | |
| SPAG: | |
| Other Things you need to do for your Game: | |
| Provide some sort of instructions for beginners. | |
| Provide a set of hints for paying users. | |
| Provide technical and general support for your game. | |
| Pay your taxes. (See a good small business book for more info.) | |
| Also, watch your copyright infringement and don't libel anyone in | |
| your game. Either one could be disastrous financially for you. Even if you | |
| were to win a lawsuit, the legal fees and time wasted on it could be | |
| crippling to you. If you are operating as a sole proprietorship or as a | |
| partnership (i.e. your company is not incorporated.) then there is a term you | |
| should know: Unlimited personal liability. If you lose a court case over | |
| your company's product, then you can be sued for everything you own. If you | |
| are in a partnership, then you can be sued for everything both you AND your | |
| partner own. Pretty neat, huh? Liability insurance might just be something | |
| to look into. | |
| Additional: Since the last time I worked on the Guide, Intelligent | |
| Gamer stopped being published. Rather than consign my articles to oblivion, | |
| I'm going to toss them in here. Consider it a free bonus. | |
| The Art of the Game | |
| Article 1 | |
| Greetings, and welcome to the first installment of what will | |
| hopefully be a regular column in "Intelligent Gamer." My column is about | |
| writing games. No actual source code or machine specific techniques, just | |
| the art of the game itself. In this column I will address what I think makes | |
| a good game, and how you can make one. I encourage feedback and suggestions | |
| of any sort. | |
| So You Want to Write Video Games? | |
| A worthy goal, to be sure. You've played hundreds of games and now | |
| wish to join the ranks of Richard Garriot (Lord British of "Ultima" fame), and | |
| Steve Meretzky (author of "Leather Goddesses of Phobos" and the "Spellcasting" | |
| games). Be warned: it's no small task you are looking at. Expect hours and | |
| hours of frustration, hair-pulling, and eyeing that bottle of arsenic near | |
| your desk. Before you begin, you should be armed with a wide reportaire of | |
| movies, books, and older games. You really need the sort of background these | |
| 36 | |
| things can give you. Here's a required reading list for any would-be game | |
| author: | |
| * J.R.R. Tolkien's "The Hobbit" | |
| * Douglas Adams' "The Hitchhiker's Guide to the Galaxy" | |
| * Peter Beagle's "The Last Unicorn" | |
| * William Gibson's "Neuromancer" | |
| * Arthur Conan Doyle's "Sherlock Holmes" series | |
| These are just a few that are quite representative of their respective | |
| genres. All of them are outstanding for one reason or another, and an | |
| excellent read nonetheless. Other suggested authors are David Gerrold, H.P. | |
| Lovecraft, Robert A. Heinlein, Isaac Asimov, Gary Gygax, Piers Anthony, Terry | |
| Pratchett, Alan Dean Foster, and anyone else you can get hold of. The more | |
| the merrier! | |
| Some movies that feature good setting, characters and plot are: | |
| * The Princess Bride | |
| * Monty Python's Search for the Holy Grail | |
| * 2001: A Space Odyssey | |
| * Terminator 2 | |
| * Pretty much anything with Steven Spielberg's hand in it. | |
| And definitely try to play the old Infocom games, available as "The Lost | |
| Treasures of Infocom" (reviewed in the February 1994 issue of "Intelligent | |
| Gamer") from Activision. Try playing anything by LucasArts or a few of the | |
| "Ultima" games by Origin. | |
| There, now that your knowledge of past works is a bit more caught up, | |
| you can begin. There are three major things a game needs: | |
| Characters | |
| Plot | |
| Setting | |
| I will cover each of these in more depth in future columns. For now, | |
| I'll look at the characters. Just as in fine literature, games are about | |
| people. You have to make the player somehow relate to his alter-ego in the | |
| game; at the same time, you also have to get his alter-ego to relate to the | |
| other characters in the story. On a simple scale, this involves physical | |
| appearance and surface traits. On a much broader scale, it's called society. | |
| You want to try and create a society within your game. Maybe it's only a | |
| three person society, but it should still try and simulate the interactions of | |
| real people with one another. Society involves communication, trade, and | |
| combat. Therefore, the characters in your game need a way to talk to the | |
| player's character, barter with him, and kill him. | |
| Communication is as complicated as you'd like to make it. You could | |
| use something as simple as offering the player a list of sentences to choose | |
| from, or as complicated as having the player speak into a microphone, and | |
| letting the computer answer through a sound card. The latter is still rather | |
| difficult, but the first method has been used in many games. Just be sure to | |
| give each character a distinctive set of beliefs and mode of speech. A | |
| character should also have a goal and a means for accomplishing this goal. | |
| The more small touches you can add to a character, the more realistic and | |
| interesting he or she will become. One thing that has not been attempted in | |
| many games is communication between characters other than the player. An | |
| accent or speech characteristic is useful for separating that character from | |
| the others in your game. | |
| 37 | |
| Trade means simply that characters must be able to transfer items | |
| back and forth between one another. An item can be be nearly anything, such | |
| as gold, a piece of information, or even a disease. The exchange of items | |
| is a common part of our lives, but is often overlooked in the gaming world. | |
| Put some thought into it. What is valuable to the character, and what does | |
| the character have to trade in exchange? Must it be money? In a medieval | |
| setting, barter may well be a more appropriate form of exchange, while magic | |
| might form the currency in a fantasy setting. Trade is the lifeblood of | |
| society, even as communication is the brain. | |
| Finally, consider the role of conflict in the game. Internal conflict | |
| is used to reveal things about the character, while external conflict is more | |
| of a motivator, pushing the character around even as he struggles with his own | |
| inner problems. External conflict involving sharp, pointy implements is | |
| often referred to as combat. One important thing to note is that repetitous | |
| and unnecessary combat is boring and doesn't belong in a good game. Good use | |
| of it advances the plot while letting the player take out his aggression on | |
| some small, squishy monsters. Unconventional weapons, armor, and magic are a | |
| big plus. The idea is to give the player a little adrenaline rush, not to | |
| bore him to death. Also bear in mind that there are many forms of formal | |
| combat that don't involve anyone dying at all: chess, jousting and fencing are | |
| all good examples. And yet, these are all examples of conflict between two or | |
| more characters. The vast majority of ideas in this department remain | |
| untouched. | |
| A character can be defined by what the player perceives him to be. | |
| Anything else is irrelevant, unless it shows up later in the game. And so, | |
| these three things (communication, trade and conflict) should be sufficient to | |
| create believable characters, since most character interaction will fall into | |
| one of them. | |
| Well, that's all for this month. If you are interested, I have a | |
| guide on the Internet called "Whizzard's Guide to Authoring Text Adventures." | |
| It is available for anonymous FTP from ftp.gmd.de, in the /if-archive/info | |
| dir, as authorship-guide. It contains lots of stuff on writing games, | |
| including a discussion of the 36 basic plots. I hope you enjoyed this | |
| article, or at least found it useful. Let me know what you think. Next | |
| month, if all goes well, I'll write about plot. | |
| The Art of the Game | |
| Article 2 | |
| Well, as I promised last month, I'm going to write about plot in this | |
| month's column. I'm glad the folks at Intelligent Gamer liked last month's | |
| enough to keep me around. Anyhow, enough stalling, on to the plot. | |
| The Ins and Outs of the Plot Tree | |
| Now, if you ask ten people what they like in a plot, you'll get 15 | |
| different answers. Bear this in mind when writing your game. You just can't | |
| please everyone, so pick a consistant philosophy and stick to it. From what | |
| I can tell, there are three major schools of thought on plot. | |
| 1) The Minimalists | |
| 2) The Linearalists. | |
| 3) The Branchologists. | |
| The Minimalists argue that games should be an experience in | |
| exploration and simulation. They want to be able to start their own plots | |
| and toss them aside at will. In my opinion, they are very dangerous people. | |
| The primary argument I have against them is the incredible lack of interest | |
| 38 | |
| I have in flight or sub simulations. They bore me to tears. The only way | |
| we can allow a bunch of plots and twists at present is to program each one | |
| individually. It's enough work to write one plot, and the Minimalists want | |
| a constantly changing web of them. Frankly, I don't think there's any money | |
| in that approach. You'd have to work on a game for years to get it even | |
| close to that level of adaptability. | |
| The Linearalists prefer one plot. A very restrictive plot. Plays | |
| like a book, reads like a book, feels like a book...hmmm. These folks are | |
| simply writers that have yet to grasp the 'interactive' in 'interactive | |
| fiction.' You are herded, sheep-like, through this one plot, with blinders | |
| on your eyes, and shackles on your legs. Do not turn your head, do not try | |
| to escape, do not make any decisions, in fact, do not enjoy yourself. | |
| Finally, we have the school of Branchology, of which I am a | |
| practicing member. This school advocates a FEW plots. Not one, not a | |
| constantly changing web of them, a few. This is the middle ground. It | |
| involves a bit of careful planning, though. I like to have several major | |
| plot branches, a few optional side branches, and a couple of endings. Oh | |
| yes, one more nice technique is to have two plot branches which are mutually | |
| exclusive of each other. This adds variety and replayability to your game. | |
| I'm not going to detail the numerous plots available for your use. | |
| Suffice it to say that there are at least 36 of them, and those 36 are | |
| described in my Authorship Guide to IF, mentioned in last month's column. | |
| In fact, most of the guide concentrates on plot, ideas, and characters. It's | |
| not a bad read for the serious game writer, IMHO. | |
| Now, having spent so much time in the guide on plot, what is there | |
| left to discuss here? Good question, I'm glad you asked. (Grrr...) Ah, I | |
| have it. I'll discuss the art of plot branching. It takes a delicate touch | |
| to create a story in such a manner that portions of it are optional and yet | |
| still has a sense of unity throughout. You've got to ensure that the player | |
| can reach a winning ending no matter what path he decides upon. This means | |
| that any item or event that is in one path must have an equivalent | |
| item/event in each alternate path. So, if you need a magic mirror to turn | |
| the clockwork glockenspiel into a radish just after a two branch plot split, | |
| you need to make sure that, not only does each path arrive at the clockwork | |
| glockenspiel, but each path also provides a magic mirror or a reasonable | |
| facsimile thereof. Now, in my usual itemizing fashion, I shall detail a few | |
| types of plot branch. | |
| 4) Dead End | |
| 3) Optional path | |
| 2) Inclusive split | |
| 1) Exclusive split | |
| The dead end is the plot branch most of us have seen way too often. | |
| It is handled in one of two ways. Either it kills the player, or it just | |
| gets him permanently stuck (Do not pass go, do not collect 200 points.). If | |
| you decide to use this type of branch (It's not mandatory, look at LucasArts | |
| games like "Day of the Tentacle"), then please, for the sake of your players' | |
| sanity, either kill them outright, or let them know that they can no longer | |
| win the game. Nothing generates a lynch mob faster than a puzzle that | |
| requires an innocent item from the beginning of the game. After breaking out | |
| the old save game, I usually think to myself "Is this worth it?". More often | |
| than not, the answer is no, and the delete command runs amuck in my game | |
| directory. | |
| 39 | |
| Optional paths, on the other hand, are something I like. The only | |
| purpose they serve for the player is either to give him more points, or to | |
| make for a happier ending to the game. (Well, actually, I could think of a | |
| few more reasons, like avoiding a maze, or making a later puzzle easier.) | |
| The player should not be forced into this path, that's why it's called | |
| optional. Indeed, this path may not even be readily apparent to the player. | |
| But it shouldn't be TOO hard to discover. | |
| An inclusive split is simply a branch of two or more paths that the | |
| player has to 'choose' between. There's really no choice involved, however. | |
| The player will end up going down every path eventually whether he likes it | |
| or not. This is like the old gather-the-treasure puzzles. Sooner or later, | |
| the player will get every treasure (maybe), but the order in which to get | |
| them is up to him. | |
| An exclusive split is something that is just beginning to show up in | |
| some of the newer games. When you decide which path to follow in this split, | |
| you've got to stick by your decision come hell or high water. After all, | |
| there's no turning back. Something happens to prevent you from returning to | |
| the fork, and taking the other path (not death, though, this isn't a Dead | |
| End.). Personally, I would find it a nice touch if you prompt the player | |
| for a save here, letting him know that his decision is final. That way, the | |
| player can try one path, restore to the save, and try the other path. But | |
| that's entirely up to you. | |
| Of the four techniques, I enjoy exclusive splits and optional paths | |
| the most. Perhaps it is the freedom and responsibilty that they place on the | |
| player that I like. Or perhaps it is simply that the novelty of these | |
| techniques has not worn off yet. Or maybe, just maybe, it's because these | |
| two, of the four, are the only ones that actually give the player a real | |
| decision, rather than simply a perceived one. I don't think that 'decisions' | |
| that have no effect on the game should be included. One example I saw | |
| recently was a game (which shall remain anonymous) that had as an integral | |
| part of itself conversation where you choose one sentence from several. I | |
| tried many of these in different manners, but none of them had the slightest | |
| effect on the game. The 'choice' I was given of what to say didn't mean | |
| anything, it wasn't a real choice. If you're going to do something, do it | |
| right. If you want to include plot branching, allow the player some control | |
| over the story, and not just an imaginary decision. | |
| Just as a final cautionary note, let me warn beginning game writers | |
| against too much plot branching. The players will cry, beg, and plead for | |
| it, but be strong. Every branch you add to your game will mean an | |
| exponential increase in the amount of work you're doing for a game that is | |
| the same length as before. There are many who do not wish to play your game | |
| multiple times, looking for the differences. You must make a game that is | |
| satisfying first to these people, and then and only then, to the plot | |
| branching advocates. So don't let the 'decisive' dimensions of your game | |
| outstrip the 'linear' dimensions, or you'll be left with a short, | |
| unsatisfying game. On the other hand, DO use SOME branching. It makes a | |
| game that much more interesting. | |
| Next month I'll be discussing setting. Be sure to catch this action | |
| packed column, same Whiz-time, same Whiz-zine. | |
| The Art of the Game | |
| Article 3 | |
| Ah yes, I've made it through the second cut, and am now here to bring | |
| you the third installment of the Art of the Game. In the first installment, | |
| I talked about characters, and then went on babble endlessly about plot in | |
| the second. Now, I've decided to gush forth on the topic of setting. So, | |
| without much ado about anything... | |
| 40 | |
| "I Don't Think We're on Venus anymore, Otot." | |
| Setting is an often overlooked, but still vital part of your game. | |
| I don't just mean coming up with some half-baked idea like "a ghost-town", or | |
| "an alien spaceship". Setting involves a lot more than that, or at least an | |
| interesting setting does. It's quite simple to slap something together, but | |
| if you want the player to feel like he's in a real place, then things get a | |
| bit more involved. | |
| First things first, is your setting real or imagined? If it's real, | |
| then try to get photographs, aerial maps, streetmaps, tourist guides, | |
| whatever you can find. Read through these materials looking for colorful and | |
| unusual things about the area. Those are the things to pay particular | |
| attention to. Learn about the people, their customs, unusual plants and | |
| animals native to the area, and what the scenery is like. Then try to get | |
| a feel for the everyday in the area. Learn a bit about what they eat there, | |
| what their houses are like, what games their children play, etc. You may | |
| not always use all or even most of this information, but it will help you | |
| to create a believable setting. Besides, you often learn some very | |
| interesting facts about the area. Be sure to pick out major landmarks. | |
| Another thing to take into account is when you want the game to take | |
| place. The time period can be very important to the setting, and careful | |
| research will add another dimension to the game. For a good example of | |
| setting an ordinary game in an interesting time period, try "The Witness", | |
| one of the old Infocom games. | |
| Once you have these two things, setting and time, firmly fixed in | |
| your mind, then pull out your research and see how it relates to your game. | |
| Look for ways to slip in some of the more interesting tidbits unobstrusively. | |
| Use only your very favorite things directly, you're writing a game, not a | |
| travelogue. Try to either include or refer to major landmarks. And one more | |
| bit of advice on using a real locale...if all else fails, wing it. | |
| An imagined locale is inherently more difficult to deal with. There | |
| is no research or photographs for you to fall back on. There are no novels | |
| written about the people who live there unless you are using an established | |
| world such as J.R.R. Tolkien's Middle Earth. There aren't even any roadmaps. | |
| Just for an interesting exercise, let's take your favorite place in | |
| the world and turn it into a locale for a game to be set in. First, | |
| visualize the place clearly in your mind. Now, we are going to make a | |
| fantasy realm out of it. Forests become either ancient elven glades or | |
| rotted haunted woods. Shopping malls become either tiny villages or exotic | |
| arabian bazaars. Convert over the rest of the location like this, drawing | |
| obvious parallels and maintaining the landscape. If you like, draw a map as | |
| you go to keep track of things. | |
| Now that you have your terrain and basics mapped out, consider the | |
| main landmarks of your place and how they fit into what you have imagined | |
| already. Convert them over and add them in as well. Most of your puzzles | |
| would likely be held around these landmarks. If there are any spawling | |
| empty places, would it be possible to condense them down by simply | |
| describing them as long, empty places, or is it so necessary to the plot | |
| that you want the player to have to walk through these barren spots each | |
| time they pass through. There, now you have a fairly barren, but hopefully | |
| interesting setting. Feel free to send me a copy of your map if you like, I'd | |
| be interested to see what folks come up with. Include some sort of | |
| explanation as to what the area originally was before you converted it over. | |
| So, now that we've done that, consider the steps that you just went | |
| through in making your land: | |
| 41 | |
| Determine general theme. | |
| Determine topology, aka the lay of the land. | |
| Determine terrain type. | |
| Insert habitats and dwellings. | |
| Place landmarks. | |
| Fill in details. | |
| This is probably at least a fair approximation of the process. Now | |
| that you see how to do this, it is easy to turn it towards an entirely | |
| fictitious setting, which is what all this was leading up to. | |
| 0) Determine general theme: | |
| You know, the general half-baked idea I mentioned before. It's not | |
| good as an entire setting, but it's a good starting point. | |
| 1) Determine topology: | |
| Next, logically create your landscape. Say that you have decided in | |
| step 0 that your game is set in a mystical forest of mushrooms. Ok, next you | |
| decide where the high and low points are, whether there is any water at the | |
| low points (or the high points if you have something special in mind) and | |
| what the ground itself is like. Wet? Squishy? Dried and cracked? | |
| Fragmented into mysterious levitating pieces that you fly between? Whatever. | |
| 2) Determine terrain types: | |
| This will come easily after #1. You simply decide on what sort of | |
| vegetation there is, if any. In our case, let's have squat blue mushrooms in | |
| the low, wetter regions, and thin, tall yellow mushrooms in the higher, drier | |
| areas. | |
| 3) Insert habitats and dwellings: | |
| Ok, we've got flora, now we need fauna. What sort of things inhabit | |
| your game? In our mushroom example, let's put squat, leechlike monsters that | |
| hang out around blue mushrooms, and winged, hopping birdmen around the yellow | |
| mushrooms. The leeches cling to the underside of their mushrooms, dropping | |
| on unwary prey, such as the skittering 8-legged squirrels that run around | |
| pretty much everywhere, or the player. The birdmen hop from the top of one | |
| mushroom to the next and eat small insects and pieces of the mushrooms they | |
| live on. | |
| 4) Place landmarks: | |
| Here's where you begin taking your plot into account. In our game, | |
| there is a huge red mushroom with a staircase leading up its stalk, and a | |
| gigantic black mushroom accessible only by convincing the birdmen to carry | |
| you there. A wise old crab-creature lives in the red mushroom, while the | |
| black mushroom is inhabited by an evil slime-mold and his hench-amoebas. | |
| We're going for the fungi motiff here. Oh yes, one more landmark. There is | |
| a big green puffball that regularly explodes with astonishing force on one | |
| screen. This could be an alternate way to get into the black mushroom, | |
| climbing the puffball and getting blown to the mushroom. | |
| 5) Fill in details: | |
| This is the best part, and you should spend plenty of time on it. | |
| 42 | |
| Detail the quirks of the land, and of the people and customs the people have. | |
| So, in 'Shroomville, I find that yellow mushrooms are poisonous to the | |
| slugs, and the blue are poisonous to the birdmen. In addition, the birdmen | |
| have a real love of leaping from mushroom to mushroom, and often hold | |
| contests with prizes for the winners. To them, any of their members that | |
| falls off the top of the mushrooms is considered dead. Not unreasonable, | |
| considering the long fall to the ground and their fragile bone structure. | |
| They believe the ground is unclean and ostracize those who have trodden on | |
| it. | |
| The leeches are afraid of the sun. They refer to it as the 'burning | |
| pain' and will do anything to stay out of it. The player can avoid them by | |
| simply sticking to the lit patches. The leeches greet one another by saying | |
| "Beware the light." and the other replying "I 'ware it well." They also | |
| have poor eyesight, but can sense vibrations easily. Thus, it's quite easy | |
| to fool them. The player might hold one captive in the light and force it | |
| to spill its guts even. | |
| The puffball spores are considered a great delicacy among both races, | |
| since there is a limited supply, and the supply is fairly far off. The | |
| spores are also good for human consumption. | |
| The water supply is limited and choked with bacteria and mushroom | |
| spores, quite deadly to humans. However, there are reeds along the shore | |
| that, if the players watch, are used by the squirrels to drink. The player | |
| can also drink through them in relative safety. | |
| Finally, let's consider the crab-creature and the slime mold. It | |
| seems fairly obvious that the crab has some info about how to defeat the | |
| slime mold. But what does he want? Well, his carapace is covered in | |
| scintillating jewels, except for one spot. So, the player needs a gem. | |
| Where have we left a spot for a gem? The leaping contest, of course. So, | |
| the player needs to win the gem, go back to the crab, get the info, then | |
| either ride the puffball or bribe the birdmen with puffball spores to carry | |
| him to the black mushroom, where he will use the crab's advice/item to | |
| defeat the slime mold. | |
| See how neat that works out? If you put a little thought into the | |
| setting, you'll have no shortage of puzzles and such. We still haven't | |
| decided how the player can win the leaping contest, but it will probably | |
| have something to do with the leeches. Maybe you get some sticky slime | |
| from them to stick to the mushrooms when you leap around? Maybe you have to | |
| do something else with them instead. Maybe you need another landmark or | |
| two for this area? Well, there are lots of types of mushrooms out there. | |
| Remember, the details will win the player over, the general concept just | |
| grabs his attention. | |
| That's all for this month. Next month I will be starting a three | |
| part serial on magic in games, a topic that is VERY near and dear to my | |
| heart. Until then, good gaming all! | |
| The Art of the Game | |
| Article 4 | |
| Well, Joe's pretty pleased with my column, so it lives another month. | |
| Keep that fan mail pouring in. (Well, I can dream, can't I?) As I promised | |
| last month, this column begins a three part mini-series on thaumatology, | |
| alchemy, houdoo, prestidigitation, sorcery, and witchcraft. So, without | |
| any further geas' being laid upon you, here we go again... | |
| "Nobody does that voodoo like you do so well." | |
| 43 | |
| You've decided that your game needs magic. Well, bravo. I enjoy a | |
| good sword and sorcery game. But, like all things, there's a right way and | |
| a wrong way. I'm here to try and lead you in the direction of the right way | |
| of implementing magic in your game. First, an introduction to some ancient | |
| 'tennets' of magic. Or at least what people used to believe. | |
| Basic Laws of Magic: | |
| ==================== | |
| The Law of Contagion - What was once together, is always together. | |
| The Law of Contagion figures in to such things as teleportation spells, | |
| location spells, direction finder spells, and anything else similar. Say for | |
| instance that a wizard were to break a stone from the wall of his home and | |
| carry it with him. Symbolically, he would be carrying around his home, and | |
| could use his magic to reunite the home and stone, while being carried along | |
| with the stone. Or if a mage had a gemstone that was mined in the far north, | |
| it could be enticed to pull towards its place of origin, becoming a handy | |
| compass in the process. A shred of clothing from someone could pull towards | |
| that person, allowing a witch to track him. Likewise, an enchanted antler | |
| could even help a hunter to find deer. | |
| The Law of Sympathy - What appears the same, is the same. | |
| The Law of Sympathy is often thought of as used in houdoo (voodoo). | |
| Voodoo dolls are a prime example of it. A representation of the victim is | |
| made, and by integrating the Law of Contagion (by adding a personal item or | |
| bit of blood, spit, or hair) it would then be possible to do harm or good to | |
| the victim. A twig could represent a tree, and a bowl of water the ocean. | |
| The water is stirred to create a whirlpool, the twig is snapped to fell the | |
| tree. So small, easily carryable items could represent large, bulky items, | |
| which was the whole point. A good dollmaker could, conceivably, become a | |
| very powerful sympathetic wizard. | |
| Now that you've seen the two primary tennets, you have to consider | |
| the different methods of delivery for the magic. In other words, what are | |
| the specifics of your system? I will list a few that I have seen done first, | |
| and then a few that I've never seen done. | |
| 1. Memorize spell. Cast spell. Re-memorize spell. | |
| This method has been used in so many games that it deserves a game | |
| that lampoons it. (Character casts spell, forgets name.) No way would I | |
| use this. It lacks color and intrigue, which is the reason to include magic | |
| in the first place. | |
| 2. Mix reagents/other stuff together. Cast spell. Mix more junk together. | |
| Again, been there, done that. This is another dried up method of | |
| spellcasting. I'm sick of dropping bat guano and lizard's breath into some | |
| lousy bowl, gourd, or bag and shaking thoroughly. And doing it again, and | |
| again, and again. If you really must do this, give the player the option to | |
| turn on automatic mixing for spells that he has mixed at least once. | |
| 3. Cast spells until out of 'magic' points. Rest. Repeat until nauseous. | |
| More hackneyed stuff here. Nothing surprising or exciting. The best | |
| thing about this spell system is that it's convenient for the player. No | |
| 44 | |
| diddling around with spellbooks or reagents. The character actually is | |
| intelligent enough to know how to cast spells on his own. Hallelujah. | |
| Now, I'm sure you realize by now that I don't like any of the above | |
| methods of spellcasting. My reason is still that they add no enjoyment, | |
| flavor, or memorability to anything. Of course, now comes the cry, "Can you | |
| do any better?" Well, maybe not, but at least I'm going to make the | |
| attempt. The remainder of this column will be devoted to new systems of | |
| magic. Or at least systems that I haven't seen done yet. | |
| 1. "Amazing how many spells require the blood of a wizard, isn't it?" | |
| Blood is both the water of life and the fount of magic in this | |
| system. The player must balance his use of magic with his wizard's survival. | |
| Not an easy task to those who think of magic as an easy solution to anything. | |
| Magic always has its price, and usually involves pain and injury to those | |
| daring enough to wield it, not to mention the threat of losing their soul. | |
| Any wizard so foolish as to offer up his last drop of blood for a spell will | |
| be rewarded with spectacular results, just before he is dragged off by a | |
| demon. I could foresee a side view of a bowl, which slowly fills up, drop by | |
| drop. The player clicks on the bowl to stop adding blood. Suitable for a | |
| grim or gothic game. | |
| 2. Lay lines and other lines of Power. | |
| Lines have long been attributed with being both source and expression | |
| of magic. In this system, wizards draw from the power of the earth, and her | |
| lines of force, known as lay lines. Visible only to wizards, and accessible | |
| only to wizards. The lay lines provide the 'oomph' for the spells, while | |
| other lines provide the shape. For example, in Wizfoobia, a world I just | |
| made up a second ago, wizards carry around small circular boards with nails | |
| of silver driven into the board at regular intervals. They also carry quite | |
| a bit of gold wire with them. The board looks like this: (ratty ASCII | |
| drawing follows.): | |
| ----- | |
| / @ \ @ | |
| /@ @\ @\ /@ | |
| / \ | \ / | | |
| |@ @| @---/---@ | |
| \ / | / \ | | |
| \@ @/ @/ \@ | |
| \ @ / @ | |
| ----- | |
| figure 1. figure 2. | |
| To cast spells, the player connects the nails to form patterns, which are | |
| then stored in memory as a courtesy to the player. There are a helluva lot | |
| of possible spells to make with this system, so it would be best if you were | |
| to assign each nail in the circle a sphere of influence and develop generic | |
| rules for mystic connections made between the nails. In addition, perhaps | |
| the number of nails that the circle has indicates the wizard's rank. Say, | |
| apprentices get only a cross of four nails, journeymen get the eight nail | |
| pattern shown above, and masters have an additional ninth nail driven into | |
| the center of the circle. How's that for flavor? To finish, the wizard | |
| would have to either be near a lay line and draw power from it, there being | |
| several types of lay lines, each with maximums to the power the wizard can | |
| control, as well as nexus points, the meeting place of lay lines, or he would | |
| 45 | |
| have to summon the power from within himself, stored up the last time he went | |
| near a lay line. This power could increase with experience, and the player | |
| could make focii, or small items that are able to store magic as well. | |
| That's all for this month. My fevered brow is sagging, and I try to | |
| keep my column small for you 2400bps modemers out there in any event. | |
| Besides, if I give everything away now, what'll I write about in parts 2 and | |
| 3 of my miniseries on magic? Good question, actually. Next month: Shamanic | |
| magic, and after that, miracles. Until next time... | |
| =-=-=-=-=-=-=-=-=-=-=-=-= | |
| That's about all. There was one more article, but it really doesn't | |
| have anything to do with text adventures. And very lastly of all, here's a | |
| more recent article on NPC's, sort of an expanded version of the earlier | |
| article in the guide.... | |
| The NPC and You | |
| What is it that makes a character come alive and leap from the screen | |
| in the hearts of millions? Just what is this intangible attraction that | |
| draws us to seek out computerized beings and fall in love with them. I may | |
| not be able to tell you all there is to know on the subject, in fact, I'm | |
| sure I can't, but I'll tell you everything I know. Here's a list of things | |
| that a sucessful author is aware of with his characters: | |
| 1.) Personality Quirks | |
| 2.) Motivation | |
| 3.) Physical Appearance | |
| 4.) Speech Characteristics | |
| 5.) Actions | |
| 6.) Reactions | |
| 7.) Abilities | |
| Of these, there are 3 that stand out as important to the character's | |
| likability, and 2 that are essential to its usefulness in your game. Quirks, | |
| speech, and motivation are the 3 most important things that I look at when | |
| deciding if a character will be liked. Reactions and abilities are the 2 | |
| important things that contribute to your game as a whole. Appearance and | |
| actions are almost secondary, aiding in the visualization of the NPC, but | |
| not essential to it. It is possible to have NPCs that are not described and | |
| take no original actions of their own, yet remain interesting and | |
| entertaining. On the other hand, the NPC must react to the player's actions | |
| or the player will quickly become bored with it. It is usually, but not | |
| always, better to let the player have the initiative when dealing with NPCs. | |
| This preserves the illusion of freedom better, by allowing a larger number | |
| of options to the player. | |
| 1.) Personality Quirks | |
| The details are what bring a character to life. Sam the grocer is | |
| 87 years old, constantly smokes cheap cigars, is Jewish, uses the word 'oi' | |
| constantly, and has a wife that only a mother-in-law could love. These | |
| little tidbits and others are a part of the heart and soul of your character. | |
| 2.) Motivation | |
| Just what makes the NPC tick? Why is he wasting time chumming around | |
| 46 | |
| with the player when he so many other important things to do? Everyone has | |
| an angle, what's the NPC's? Is he friend or foe, ally or judas, lover or | |
| archenemy? An NPC should have SOME opinion of the player, rather than | |
| ignoring him, this falls under reactions. You've got to know these things, | |
| even if the player doesn't and never will. | |
| 3.) Physical Appearance | |
| Now, while we've all heard "Don't judge a book by its cover." we all | |
| know what a load of crap that is too. Maybe in your game setting there is no | |
| racism, sexism, chauvenism, or judgemental folks, but in most worlds there | |
| will be, unless everyone is identical. A man sees a pretty woman with nice | |
| big...ahem, and his hormones kick in. He only sees her assets, and doesn't | |
| care what she's really like. Or, you meet a guy with a really big um, nose, | |
| later, one of your friends asks you about Joe, you look blank until he adds, | |
| "The guy with the big nose." It is part of our make-up, as a very visually | |
| oriented people. It shames us and we try to hide our ugly secrets from | |
| everyone else, and never quite succeed. It's always there with us, a very | |
| important part of how we were raised. The player should know what his | |
| character is seeing (and thinking, if you use a pre-defined character). | |
| Point out the obvious first, like a wart on the nose, huge pectoral muscles, | |
| or nice round assets. Be sure not to stick thoughts in the player's mind | |
| unless you are using a well-defined character though, many resent having | |
| words put in their mouths. | |
| 4.) Speech Characteristics | |
| Mark Twain is one of the most famous authors to use this technique. | |
| He wrote down the southern accents just as he heard them. It's quite simple | |
| to do the same for any other accent. Simply establish certain patterns of | |
| speech and stick to them. The classic gangster, for example, has a thick | |
| New York accent, so replace 'ir' with 'io' and make second person pronouns | |
| plural, like 'yous'. There are other aspects to that accent, but I leave | |
| them to you to play with. If you inventing an accent, so much the better. | |
| Simply pick those parts of speech that come across as 'improper' and make | |
| sure to stick to your changes, breaking that rule only on purpose. Otherwise | |
| the NPC steps out of character, and that is 'not good'. | |
| 5.) Actions | |
| Amazing how little initiative NPCs in text adventures have, isn't it? | |
| Well, it leaves the player room to maneuver. I am attempting other things in | |
| Avalon, but for now, let's stick to the traditional stance. NPCs are there | |
| to spur the player on, or to provide a solution to a puzzle, or present a | |
| puzzle themselves. Any actions they take will neccessarily be related to | |
| their primary purpose. A troll will attempt to kill the player with an axe, | |
| for instance, or a grocer will tell the player about today's specials. For | |
| the basic NPC, this is enough. For more complex ones, you must decide how | |
| they can best serve their purpose. Just some advice though, keep the NPCs | |
| simple to use, if possible. NPCs are one reason I favor a pre-defined | |
| character for the player to control. It allows me more lassitude in defining | |
| the player's reactions, and I feel more comfortable spending extra time to | |
| expand the NPC into a fully rounded being, since the player can have advance | |
| knowledge of it. | |
| 6.) Reactions | |
| Reactions are perhaps the most important thing an NPC has going for | |
| 47 | |
| it. Begin by assuming that every NPC will be kissed, killed, taken, kicked, | |
| made love to, eaten, and used as an ashtray. Players love to abuse the NPCs | |
| in horrible little ways. Be prepared, betatesting is not for the weak of | |
| stomach. The sad fact is that you will be expected to somehow magically | |
| divine every single action that a player can inflict on an NPC. You won't be | |
| able to of course, but try nonetheless. It saves time. NPCs must either | |
| fulfill a goal, or provide atmosphere. No, I take that back, they must | |
| always provide atmosphere, whatever their purpose. Most NPCs tend to | |
| personify stereotypes of some sort. This is acceptable, if somewhat | |
| predictable. In addition, NPCs nearly always have a straightforward motive | |
| urging them along. This I tend to disagree with. People are complex, and | |
| NPCs are people. In using a stereotype, I prefer to use it to mislead the | |
| player. I don't do this a lot, but I do it in certain strategic places. | |
| It's a good dramatic device, used sparingly. | |
| Other good reactions to plan for include gift-giving and questioning. | |
| Try to have the NPC maintain its illusion of sentience as much as possible by | |
| letting it know about relevant topics, as well as personal ones. In my | |
| games, I try to discourage wanton NPC murder. That's up to you, of course. | |
| In any event, just try to have the NPC react believably as often as possible. | |
| 7.) Abilities | |
| Finally, you need to carefully catalog what the NPC is going to do | |
| for the player. You must be careful here, as a broad ability is subject to | |
| abuse. If you have a blacksmith who fixes a sword, expect him to be | |
| confronted with every metallic object in your game afterwards. If a wizard | |
| casts a spell, he should answer questions on magic, and have a very limited | |
| repertoire of spells. And if a beast eats a glove, expect the cruel players | |
| to attempt to feed it that poisonous ginsu weed you mentioned 8 rooms back. | |
| As long as an NPC is suitably tested and annoyed, you'll have no problems in | |
| this department. | |
| To end, here's a short example of how a player might treat Sam the grocer, if | |
| he were to be so unfortunate as to meet the player. Watch for examples of | |
| the techniques I've mentioned. | |
| >look | |
| The Grocery Store | |
| You are surrounded by food and drink of every description. Towards the | |
| rear of the shop lies a deli, with a banner overhead proclaiming "For Kosher | |
| Meat, we can't be beat!" Next to the stand is a barrel of pickles. A fat, | |
| elderly woman works the register. The back room is to the east. | |
| There is an old man wearing an apron here. Clutched in his mouth is the | |
| nastiest cigar you've ever had the pleasure to be downwind of. Wiping his | |
| hands on his apron, he extends his right hand to you to shake. He speaks | |
| around the cigar, sounding quite a bit like Mel Brooks. "Hullo. I'm Sam. | |
| Welcome to my humble store. You want meat? Oi! Have we got meat. You want | |
| cheese? We've got so much cheese that our mice die of indecision. And | |
| bread? Oi! Such a selection we have! The only thing we don't have is | |
| bananas. Never could stand them, all long and yellow and firm, the smug | |
| bastards. My first wife left me for a banana. Speaking of bananas, that's | |
| my latest wife, Ethel, minding the register. Don't worry, she's been | |
| declawed. | |
| >look at sam | |
| 48 | |
| Sam is old and fat. He wears a dirty apron and smokes a cheap cigar. | |
| His hair is black, curly, and unkempt, matching his moustache in all but | |
| curl. Still, Sam's hairline is receeding, as you can tell by the faint | |
| scent of rogaine as he nears you. | |
| >kiss sam | |
| "What are you, some sort of maladjusted pervert? In my day, men | |
| didn't kiss men. At least I think they didn't. Who knows, stranger things | |
| have happened." | |
| >kill sam | |
| Your hands close around Sam's throat, and you squeeze your hardest. | |
| Sam only smiles and nods approvingly. "My boy, you would make a fine | |
| masseuse! Oi! What hands!" | |
| >ask sam about pickles | |
| "Pickles? So what's there to know? They're green, they float, you | |
| eat them. You want them, I'll let them go for $1 apiece." | |
| >ask sam about mice | |
| "Don't you worry about the mice. Those mice eat better than I ever | |
| did. Still, they ever get out of hand, I slip some of Ethel's fruitcake in | |
| the back room and you can watch them stampede out the front door." | |
| >ask sam about fruitcake | |
| "Oi! You ARE crazy. Still, you take a piece of that fruitcake off | |
| my hands, I'll give you $5!" | |
| >get fruitcake | |
| Sam quietly slips you $5, not wanting Ethel to notice. | |
| >east | |
| Sam follows along behind as he sees you walk into the back room. "Hey, what | |
| are you doing? You can't go back there! Don't make me call the police, | |
| mister." | |
| The Back Room | |
| Filled with old, expired food, the back room is a haven for mice of all | |
| kinds. Big ones, little ones, fat ones, skinny ones. There are even a few | |
| that could probably take your arm in two bites. | |
| Sal stands behind you, wringing his hands and asking you to leave. | |
| >drop fruitcake | |
| Suddenly there is a mad scramble as the rodents head for the front | |
| door, en masse. Soon the store room is cleared of mice. Sal hugs you. | |
| "Oi! I never really thought that would work. Just a joke, don't you know? | |
| Still, you've saved my store, so let me present you with a token of my | |
| thanks. Taking you by the hand, Sam pulls you back out into the main store, | |
| back to the deli, and makes you a six foot submarine sandwich, the way only | |
| 49 | |
| he can. Truly a handsome reward. With the $5, you buy lottery tickets, and | |
| win 40 million the next week. You move to Rio and live your life in the lap | |
| of luxury. Congratulations! | |
| Afterword and Closing ------------------------------------------------------- | |
| Thank you for taking the time to read my guide to writing text | |
| adventures. A lot of time has gone into it at this point, but I don't mind | |
| too much. If you guys got something out of it, then I feel that time well | |
| spent. I really hope that you've profited from my work. I hope that you've | |
| found it somewhat witty and not too boring. I also hope that you'll write a | |
| text adventure. If you do, send me a copy, would you? I enjoy these sort of | |
| things. What follows this is a list of useful places to contact as you are | |
| getting your game together. There are also some helpful hints interspersed | |
| in there. Finally, there will be a warning, and then a plug for my own | |
| company, Vertigo software. You needn't read it if you don't want to. | |
| Goodbye and remember: | |
| "Imagination sold and serviced here." | |
| A List of Useful Addresses -------------------------------------------------- | |
| Most useful addresses you can get from The Shareware Book. It is ftp'able | |
| from wuarchive.wustl.edu as /systems/ibmpc/msdos/info/sharebk1.zip. This | |
| is a fairly comprehensive guide. Actually, I believe that I will just refer | |
| you to it here because I can't hope to match the number of useful addresses | |
| he has in this book. Excellent book, but be warned, it will depress you. | |
| He takes the standpoint of a hardcore businessman that sells business | |
| software. The only mention of text adventures per se is a small blurb in | |
| the 'Not Hot' section advising you not to write them. I say write your game, | |
| but don't let your hopes get up too high. Also, in regards to the book, I | |
| would work my way up to some of the things he describes. Definitely try to | |
| find and use an uploading service though. You do want as much distribution | |
| as possible. And definitely rig an agreement with some company to handle | |
| credit card orders. That's really all I would worry about until you get a | |
| magazine review or two, and start to sell some copies. Maybe after awhile | |
| you could try and distribute overseas. I'm not too clear on what's involved, | |
| but it seems complicated. There are some registration services overseas that | |
| you might use, though. Well, that about covers it. All the addresses and | |
| phone numbers and such are in this book. Good book. | |
| Oops. Here's something I forgot in my original posting of this guide, the | |
| magazines I promised in Ch. 18. Without further ado...here are the addresses | |
| I have for them. | |
| Game Bytes- | |
| Ross Erickson - rwericks@ingr.com | |
| 129.135.252.121 | |
| 205-730-4019 - voice | |
| 205-730-6445 - FAX | |
| READ GAME BYTES MAGAZINE! Found at: | |
| ftp.uml.edu - /msdos/Games/Game_Bytes | |
| wuarchive.wustl.edu - /systems/msdos/Games/Game_Bytes | |
| Intelligent Gamer- | |
| "Let's see... You might write that "Intelligent Gamer" is a | |
| monthly electronic magazine that will review games (shareware or | |
| commercial) that are sent to us. Our FTP site is BUSOP.CIT.WAYNE.EDU in | |
| 50 | |
| the directory pub\pselect\intgmr, if people would like to see current and | |
| back issues. All issues are free. | |
| Additional Addendum: Intelligent Gamer is no longer being published. I | |
| believe that the old issues are still there, but they may be gone forever. | |
| Truly a sad moment for computer game fans. | |
| Computer Gaming World- | |
| This is the only printed magazine on the list. Definitely try for | |
| it. Printed reviews are great for publicity. They'll probably ask you for | |
| two copies of your game. Or at least that's what they want from me. | |
| 76703.622@compuserve.com | |
| If you don't see your gaming magazine here, and you'd like to, let me know. | |
| I'll put it in. | |
| From what I can tell, Vidbits has gone under, so will no longer be listed. | |
| -v1.2 | |
| -----------------------------Advertisement Warning--------------------------- | |
| ***************************************************************************** | |
| ----------------------------------------------------------------------------- | |
| Mankind must put an end to War, or | |
| War will put an end to Mankind. | |
| - John F. Kennedy | |
| War has never been pretty. It probably never will be. But you're not | |
| worried about that right now. Your name is Frank Leandro, and you're in the | |
| middle of a hot poker game. That, of course, is when the grenade comes | |
| rolling across the floor. | |
| For you see, you're an enlisted man in Vietnam. The year is 1968, and | |
| you're about to die. But, as Alexander Smith once wrote, "Death takes away | |
| the commonplace of life." | |
| Indeed, you find yourself suddenly caught up in the land of Avalon, where | |
| King Arthur was sent after his mortal battle with Mordred. But all is not | |
| well in Avalon. Arthur and his knights are fading spirits, while Mordred and | |
| Morgan Le Fay play havok with the land. And somehow, you're supposed to use | |
| the Holy Grail to restore yourself to life, only Mordred has poisoned it. | |
| You've also got to deal with cruel faeries, senile sorcerors, and deadly | |
| dragons. And that's only the beginning! | |
| Man, being dead is a real pain in the butt. | |
| Coming sometime before July 1995! | |
| Avalon, priced to sell at $25.00, includes: | |
| A beautifully packaged disk containing the latest version | |
| of Avalon. | |
| A gorgeous artwork on the cover of the package. | |
| 51 | |
| A FREE hint book that reveals the darkest secrets of Avalon. You | |
| will even discover where Elvis is hiding! All encoded for your | |
| safety. Also included in the hint book is a printed | |
| version of the 'Wrytings of Merlyn', the game manual, and a | |
| catalogue of upcoming Vertigo games. | |
| Three pages torn from the Diary of Frank Leandro. Peer into his | |
| soul and discover what makes him tick. | |
| Several flyers from various pro and anti-war organizations that | |
| give you the facts behind the war. | |
| The Brass Lantern #1, the official Vertigo software newsletter. | |
| All this, and a random drawing to boot. Prizes include a lifetime | |
| 10% discount on all Vertigo products, the original cover artwork for Avalon, | |
| valuable coupons, and a mock up of Frank Leandro's dogtag, as seen in the | |
| game itself. | |
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