3640 lines
147 KiB
Plaintext
3640 lines
147 KiB
Plaintext
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This files constitutes the text of "Computer Adventures, The
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Secret Art". Following Bruce Sterling's example with "The
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Hacker Crackdown", and cribbing some of his ACCEPTABLE USE POLICY,
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I am now releasing the text of the book as "literary freeware".
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Amazon Systems, who originally published the book, have approved
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the electronic distribution of its text in this form, and, indeed,
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expect to make a number of sales of the actual book on the back of it!
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=================================================================
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ACCEPTABLE USE POLICY
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The documents on this disk are not commodities. They're not for sale.
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You didn't have to pay any money to get them. If you did pay anything
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to see this stuff, you've been ripped off.
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You can copy them. You have my permission to do that.
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You can upload them onto boards or discussion groups.
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Please do!
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You can print them out.
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You can photocopy the printouts and hand them around as long as you don't
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take any money for it.
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But they're not public domain. You can't copyright them as I've
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already done that. Attempts to pirate this stuff and make money from
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it may involve you in a serious litigative snarl; believe me, for the
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pittance you might wring out of such an action, it's really not worth it.
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And don't alter the text, either; that would be pointless.
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It's a couple of years since I wrote the book, so I've added
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notes between *** *** where my opinion or where facts have changed.
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Mail me and give me your opinions, if you like.
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=====================================================================
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If you'd like a copy of this book in its original paperback form,
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signed by the author, typeset!!, very much easier to consult than
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a pile of printouts, with full colour cover art and full of super
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illustrations from Andrew Hill, telephone, email or write to:
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Amazon Systems,
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Lodge Hill Road,
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Farnham,
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Surrey,
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UK GU10 3RD.
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tel (+44) 252-716669
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Cost UK pounds 3.00
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US dollars 4.50
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UK post free
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Overseas Post UK pounds 1 US dollars 1.50
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VISA / Mastercard accepted for telephone/postal orders.
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Gil Williamson August 1994.
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gil@cix UK
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Compuserve 100271,761
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Chapter 1
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Introduction to the Secret Art
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There is no doubt that the writing of adventure games is an art, in
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the same way that writing a book or play is. It is also a secret art
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in that a only a handful of game writers seem to be able to produce
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a gripping game.
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I have carefully analysed the features of successful games, and present
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them here in the form of a Do-It-Yourself manual. This book reveals
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the secrets of how to plan, how to write and how to sell computer
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adventure games, also called `interactive fiction'. Irrespective of
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whether your game is a pure text adventure - for some the only `real'
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adventure - or a real-time graphic adventure, or even a text adventure
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with graphic illustrations, the principles of design are very similar.
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Is there any point in trying to break into this difficult marketplace?
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Most certainly. There is a shortage of games with the essentials of
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a good adventure, which are plot, atmosphere, challenge and a sense
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of winnability. Advances in technology are much less important to
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the adventure game enthusiast.
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Although the book assumes that you have played one or
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two computer adventure games, and that you therefore understand their
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general structure, it does not assume any programming knowledge. Some
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basic definitions are given in the table overleaf, and the chapter
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on Architecture describes and defines the various elements of an adventure
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in more detail.
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Terms used in this book:
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A `Game' takes place in:
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`Locations' (or Scenes or Rooms).
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`Characters' (People, Monsters etc.) populate the Locations.
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An important Character is the Player
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Character who represents the game player.
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`Items' (or Objects or Nouns) are contained in these Locations or
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may be in `Limbo' - a sort of storehouse for Items whose location
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has not yet been decided - or may be within another Item, or may be
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carried by a Character.
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It is also possible for a Character to be contained in an Item.
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The player interacts with the game by means of `Commands' input by
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keyboard or other input device.
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A Sexist Note:
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In this book, for simplicity, I have used the terms `he' and `him'
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in reference to the player. I do, of course, realise that many ladies
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of the feminine gender are also players, so please accept `he' as
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`he/she' and `him' as `him/her' throughout.
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Chapter 2
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How to Present
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your Game
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- Text or Graphics?
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Most of the comments made in this book are relevant to all types of
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adventure, however presented, but there are always pros and cons.
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This chapter outlines some of the choices and consequences of adventure
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graphics and sound.
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Presentation
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Often, the game-writing system you use will have as much influence
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on the format of your game as anything else. There are some notes
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about game-writing systems in Chapter 6, and in Appendix A. Ensure
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that the medium you choose is adequate to the adventure you plan.
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In most adventure games, even those with considerable graphic and
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audio illustration, text is also very important. When you play a text
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adventure game, you probably find that the scenes you create for yourself
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in the mind's eye are just as vivid as any screen image could be.
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A new genre of `arcade' adventure games is now becoming available,
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but for the few game writers lucky enough to belong to companies prepared
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to invest in these products, there are still many size and portability
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restrictions that are not experienced by text game writers. Writers
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of arcade adventures would do well to heed the tenets of good design.
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Razzamatazz may sell an individual game, but it will not sell a series.
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Think carefully before deciding your game needs graphics. After all,
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though it is possible to print lavishly illustrated books much more
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cheaply nowadays, publishers seldom, if ever, think of illustrating
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a detective novel or book of short stories. In the computer world,
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though word processors and spreadsheets are presented in ever more
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elaborate guises, the properties of late 1970s Electric Pencil and
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Visicalc are still the important elements of these products.
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Any game written for a particular piece of hardware will transfer
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most easily to other hardware if it is text-only. The cost and difficulty
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of transfer from machine to machine increases in direct proportion
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to the sophistication of the graphics and audio effects delivered.
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Again, many computers in common use, such as IBM PCs or VAXes have
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little or no graphics or sound capability when compared with Atari
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and Commodore games-oriented hardware, and text adventures have become
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a favourite with users of such machines.
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Images:
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The technology of screen images, together with the restrictions of
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RAM, backing store and development time, lead to three main types
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of graphic associated with an adventure that can be played on a personal
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computer:
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Hand-drawn still scenes of greater or less quality,
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sometimes with the facility to include characters and items that the
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player character can see;
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Digitised still images (sometimes grouped so that a cyclic movie-
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like effect can be delivered);
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Arcade-style playfields, sometimes drawn with perspective but operated
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in a 2-dimensional `Platform' format, where the player character,
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other characters and items actually appear, and move appropriately.
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The player character can manipulate the screen environment.
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Adventures with still or almost still images often allow the user
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to switch off the pictures, so that the user is reduced to a text
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adventure, with a better response time and more space on the screen
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for informative text.
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In the `playfield' style arcade adventure games, or those which depend
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on the use of icons and mice and menus, the total number of locations
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in the game is often restricted, as is the richness of the game.
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Some graphic games, I feel, are rather spoiled by having all possible
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verbs on pull-down menus, leaving little or no scope for imagination
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on the part of the player, and there comes a point where real-time
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events are happening on the screen and the game is verging on an arcade-style
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game, or a wargame.
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My own personal opinion is that text is the most suitable medium for
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adventure games, but that optional illustrations, well-designed, can
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enhance enjoyment in the same way that good illustrations in a book
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do. Having said that, the shareware game-writing product AGT, which
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I favour, is text only.
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In any event, the aspiring adventure writer will find that most game-writing
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systems currently available concentrate on delivering a text adventure
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(with optional still graphics).
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*** One or two systems for graphic adventures are now beginning to
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emerge ***
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Before leaving the subject of image, it is worth mentioning a useful
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advance on the old scrolling screen technique used in the early adventures.
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This is the `windowing' technique which allows the screen to be broken
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into various sectors such as:
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- Text from the game
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- Graphic
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- Inventory
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- Command
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- Exit directions
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- Map
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- Player status.
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Some of these windows may be multi-use - the graphics and map window
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often being the same one.
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Sound Effects and Noises Off:
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Though sound may sometimes be used to enhance a game, it is a mistake
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to make proper play dependent on sound. This is not because some players
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are deaf, or want to play while wearing their personal stereos, but
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because adventurers may not wish to disturb those around them with
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synthesised dalek voices, beeps and laser blasts. In my opinion,
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sound should always be capable of being switched off without spoiling
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the game.
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*** The advent of sound boards is allowing sound to become more useful
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and usable ***
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Chapter 3
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How to get your Ideas
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The Style of your Adventure:
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There are a number of clear forms in which an adventure can be placed.
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The first, and most common, is the one devised for the original Colossal
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Cave adventure. Each scene and its contents are described or drawn,
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and the player is free to attempt to move around, pick up and drop
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items and take action.
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In the second form, a simpler one, the scene and contents are described
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or drawn, but the player has a very few alternative actions he can
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take. These alternatives are made clear to the player, and he simply
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selects alternative 1, 2, 3, or 4 etc. The consequences of each alternative
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tend to be more far-reaching than those of the other style of adventure.
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Such adventures resemble those children's interactive books which
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have a page for each situation, and where the reader is invited to
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turn to different pages to see the results of the various actions
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he can take.
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A third main stream of adventures is the `role-playing' analogue,
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where there is emphasis on companions working as a team, and attributes
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such as strength, dexterity, stamina, and intelligence are given to
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each character. Magic spells and random combat play a strong part
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in such games, and it is sometimes possible for the player or players
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to act on behalf of more than one character in a single playing session.
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These three basic styles often merge and mingle with each
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other, but it is important to decide the style of your adventure before
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embarking on writing it and maintain the style throughout.
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Inspiration:
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It is important to start with a new and different game concept every
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time.
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As you plot the game, it will keep trying to resemble other games,
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but you must resist the temptation to go along with these diversions.
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The 1988 AGT Game Contest featured a game based on a Wagner Opera,
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and another based on an SF short story. Both were original concepts
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for an adventure game, and made you want to play them in a way that
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a clone of Zork would not.
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On the other hand, there is always room for a well-written satire,
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though PORK has probably spelled the end for Zork satires. It is so
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important that your player's enjoyment is not dependent on him having
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played a certain game.
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I have plot outlines for dozens of games, ranging from the ascent
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of mountains to underwater treasure hunting, from a journey on the
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London Underground system to a quest in classical Greece, from a round
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of golf to an E E Smith-style Space opera. I keep them in a spiral
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backed notebook, and keep adding ideas as they occur, until one becomes
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unrefusable and it spills out into implementation. There! I've given
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you six ideas in one breath, none of which closely resemble any game
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I've played.
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Very few adventures even remotely approach realism, which is why it's
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a good idea to base them in an artificial, or at least very constricted,
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world. Use consistency in creation to communicate the atmosphere.
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An idea should appeal before you consider it for game status. Whenever
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I enjoy a book or movie I consider how well it would translate to
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a game. Occasionally, something will just hit the spot, and it becomes
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a feature of one of your games in the pipeline. The London Underground
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concept grew out of a idea to optimise tube travel in London, not
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a game at all. The quest in classical Greece came from a Sprague de
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Camp book called `An Elephant for Aristotle'. As an ardent, but inexpert,
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golfer, I find that the situations one finds oneself in on a typical
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round more closely resemble `Lurking Horror' than they do `Leaderboard'!
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One subject which can be rather delicate is Pornography. In particular,
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Leather Goddesses has a mildly pornographic theme, handled, I think,
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quite tastefully and amusingly. Leather Goddesses takes care to allow
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female players, and delivers alternate text and characters for them.
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Other games which go into much more detail on the mechanics of sex
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are much less appealing, and often insulting to female audiences.
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The buyers of such games would not be the mainstream of adventurers,
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and the games lack subtlety, even when compared to `girly' magazines.
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Once an idea has come to you, you must nourish it for
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a while to give it full value. What you do is to add all the extra
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features the game will support in the form of a `bull session'. In
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this manual, Chapters 4 and 5 are a huge mine of ideas on which to
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base plot elements. I work best by myself, with the Hi Fi turned up
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loud and a pencil and paper in my hand. Drawing a map will often suggest
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other features and plot elements. Reading the book that sparked the
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original inspiration may feed more ideas, and reading books on a similar
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theme should also help. Working with a like- minded friend is also
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a good technique.
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More Theme Ideas:
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The Happy Return:
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Instead of starting the adventure at a point before the quest begins,
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try starting it where the precious item has been recovered, and the
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player has to fight his way back to civilisation. This technique is
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useful for putting the player into the thick of the action early in
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the game.
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Breakout:
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A similar idea is to start the game with the player imprisoned in
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some way, and he must escape.
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Break-in:
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Penetrate the enemy defences, and free the prisoners - the Teheran/Entebbe
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approach.
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Instruction:
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Make your player find his way around the ruins of Knossos, examining
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wall paintings and artefacts.
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Expert System:
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Most adventure-writing systems can be used to develop complex diagnostic
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programs for simple situations.
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Skirmish:
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Try setting the scene of the game as a relatively unimportant incident
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in a huge Worldwide (to hell with the expense - make that inter-Galactic)
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campaign. This is a super lead-in to a series!
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First Contact:
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Explore unexplored territory, excavate archaeological remains, meet
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strange alien peoples and try to avoid shooting them. Have the adventurer
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find some peaceful contact mechanism.
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Basing your Adventure on an Existing Work:
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Whereas in the USA, a copyright owner has to register his copyright
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formally and announce it on the work, in the UK and Europe generally,
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copyright infringement can take place even on unpublished work.
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Copyright is not given to ideas, plots or themes, however original.
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In the UK, copyright is infringed by the reproduction of any substantial
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part of a copyright work without permission. `Substantial' is hard
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to define. Even a very small quote can qualify if it is important
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to the work as a whole.
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In the USA, copyright is infringed by quoting sections of a copyright
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work except for the purposes of non-commercial scholarship, comment
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and news reporting.
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Therefore, although it is tempting to use an existing work as your
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basis, you must be extremely careful not to infringe copyright. It
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is a shame to devote lots of work to a game that can never be published.
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It is, perhaps, safer to write an adventure `..in the style of...'.
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Excellent examples of this genre exist.
|
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Another pitfall is provided by Trade Marks. You will find that the
|
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inspiring name or phrase you might like to use in your game title,
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such as `Batman', `Star Wars', `Dungeons and Dragons', `Popeye' or
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`Lord of the Rings' is someone's registered trade mark, so steer clear
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of these, too.
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Apart from Copyright or trade mark infringement, there are a number
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||
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of problems with using an existing work as your basis. If a player
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has read the book, or seen the movie, he will expect a resemblance
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between your plot and its plot. If you reproduce the plot of the work,
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then it becomes easy to solve. If you don't, the player is disappointed.
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Again, no adventure game, text or graphic, will exactly reproduce
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||
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a book or movie. What the adventure game specialises in is the interaction
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of the game with the player.
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||
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I can well remember having a lot of `wheelspin' at the start with
|
||
|
The Hobbit and other Tolkienesque adventure games, just because the
|
||
|
plot didn't turn out the way I expected. Another disadvantage is that
|
||
|
the solution to a problem in a book or film is often based on a character
|
||
|
having a bright idea out of the blue. This is difficult to suggest
|
||
|
to the player without broadcasting the solution or is boring to re-enact
|
||
|
in the adventure.
|
||
|
|
||
|
Probably the best middle course is to borrow the atmosphere and technology
|
||
|
from your chosen work, but to build your own totally new plot into
|
||
|
it.
|
||
|
|
||
|
Chapter 4
|
||
|
|
||
|
The Plot Thickens
|
||
|
|
||
|
Adventure games offer a feeling of involvement and interaction which
|
||
|
can surpass even the most exciting book or movie, and it seems a pity
|
||
|
not to make the most of them. This chapter contains over thirty main
|
||
|
categories of feature, each of which can spawn hundreds of plot elements.
|
||
|
|
||
|
I advise you to work out a plot before you start writing the adventure.
|
||
|
I say A plot, not THE plot, as you may contract, extend or modify
|
||
|
the plot as development continues.
|
||
|
|
||
|
If you sit down to write an adventure from beginning to end, it will
|
||
|
be a very thin and insubstantial piece of work. You need time to develop
|
||
|
the theme and plot.
|
||
|
|
||
|
I carry around a spiral-backed reporter's notebook - the poor man's
|
||
|
laptop - which goes in my briefcase to work, sits beside me as I earn
|
||
|
my living, and sleeps on the bedside table at night. Every time I
|
||
|
have one of my brilliant inspirations, I note it down before the damned
|
||
|
thing escapes again. In fact, a sharp pencil with an eraser on the
|
||
|
end and a trusty notebook are better than a laptop for this purpose
|
||
|
- I've tried both systems!
|
||
|
|
||
|
Into this notebook go the maps, the characters, the clues, the traps
|
||
|
and the problems for the next adventure.
|
||
|
|
||
|
I find the maps to be the most fruitful source of inspiration. Very
|
||
|
often, a map or the plan of a building can suggest a plot element
|
||
|
that no amount of abstract thought could generate.
|
||
|
|
||
|
It is also handy to jot down character attributes so that you can
|
||
|
keep the personalities consistent.
|
||
|
|
||
|
A good adventure does not just fall into your hand like a primed hand-grenade.
|
||
|
It requires a lot of preparation, thought and creativity.
|
||
|
|
||
|
If you finish writing the adventure with the same set of plot elements
|
||
|
as you started with, then you have every right to be surprised. Given
|
||
|
a good basic theme, the very act of developing the details of the
|
||
|
adventure should suggest other plot elements, which will gradually
|
||
|
displace some of the original ones. There is nothing wrong with this,
|
||
|
provided that you retain the basic theme. If that goes, then you either
|
||
|
have an unstructured monster on your hands or the theme for another
|
||
|
adventure!
|
||
|
|
||
|
It is no longer sufficient, these days, for a player merely to survive
|
||
|
all the elaborate threats to his life. There must also be a story
|
||
|
which is very nearly interesting enough to enjoy for its own sake.
|
||
|
Atmosphere is also very important and there must be a build-up of
|
||
|
excitement during game play.
|
||
|
|
||
|
Inject a minor dose of suspense early in the game, and up to three
|
||
|
or four more important forebodings or anticipations before the end
|
||
|
of the game. For correct dramatic effect, the last such event should
|
||
|
be the biggest and best.
|
||
|
|
||
|
More will be said later about clarity and consistency in developing
|
||
|
adventures, but much can be done to help development by keeping the
|
||
|
plot well-balanced and paced.
|
||
|
|
||
|
Make sure there's enough territory around which the adventurer can
|
||
|
roam to keep him interested at any given time. An adventure that starts
|
||
|
in a cell and stays there until the player figures out how to escape
|
||
|
will bore the average player quickly.
|
||
|
|
||
|
Similarly, leave lots of items for him to play with, and
|
||
|
don't make the adventure too lethal. It is very boring for a player
|
||
|
to be killed off every time he makes a false move.
|
||
|
|
||
|
Plot Elements:
|
||
|
|
||
|
To get you started, I've listed the following features to help you
|
||
|
build your plots.
|
||
|
|
||
|
Try to introduce as much variety as possible to every adventure. Many
|
||
|
of the ideas in this section are tried and tested, and some are totally
|
||
|
new. Combine these ideas with your own and try to dress them up in
|
||
|
a new guise.
|
||
|
|
||
|
Possession of equipment:
|
||
|
|
||
|
One of the most typical requirements for problem
|
||
|
solution is that the player be in possession of certain equipment.
|
||
|
For example, plimsolls in Scott Adams' Pirate Adventure prevent the
|
||
|
player falling off the window-sill. I remember this one because I
|
||
|
discarded the plimsolls at an early stage and still managed to complete
|
||
|
the adventure by SAVEing just before every trip to the sill.
|
||
|
|
||
|
Sometimes, simple possession of equipment is enough to make the game
|
||
|
work. Sometimes the player must use the equipment in a certain way
|
||
|
before it becomes effective.
|
||
|
|
||
|
Collect and Assemble:
|
||
|
|
||
|
In many adventures, the player must collect and assemble
|
||
|
pieces of equipment to make a new item. Again, in the Pirate Adventure,
|
||
|
he has to collect all the parts for a galleon, and assemble them.
|
||
|
This is the case where the combination of a set of items makes it
|
||
|
possible to produce another item which the player needs.
|
||
|
|
||
|
Another neat feature is to require the player to keep the parts list
|
||
|
with him in order for the item to be assembled.
|
||
|
|
||
|
In one of my adventures, one of the parts was omitted
|
||
|
from the list. This part was necessary and should have been obvious
|
||
|
to the player, but, just in case he hadn't realised, I allowed him
|
||
|
to retrieve the missing item without too much further difficulty.
|
||
|
|
||
|
Another typical game feature is to remove a part
|
||
|
from one item for use on another - for example, taking a battery from
|
||
|
a torch to make a radio work.
|
||
|
|
||
|
Transformation:
|
||
|
|
||
|
A favourite idea is to non-magically transform an
|
||
|
item from one state into another by washing, cleaning or rubbing it,
|
||
|
painting it, oiling it, winding it up, putting fuel in it, connecting
|
||
|
it to the electricity supply, or switching it on or off.
|
||
|
|
||
|
Very often the game-writing system will favour the
|
||
|
switching of a non-working item with a working one, so that, although
|
||
|
the player is theoretically unaware of it, the object is actually
|
||
|
two items. The item in its first state is visible in the location,
|
||
|
the other is kept in limbo. When the transformation occurs, the items
|
||
|
are switched.
|
||
|
|
||
|
Such transformations are not limited to items. Characters,
|
||
|
including the player character, can be transformed into a new character
|
||
|
in analogous fashion to Clark Kent & Superman, Popeye & Popeye with
|
||
|
Spinach, Jekyll & Hyde, mild-mannered chemist & Incredible Hulk.
|
||
|
|
||
|
|
||
|
|
||
|
Discovery:
|
||
|
|
||
|
Often, an object which is available from a location
|
||
|
is not visible when the player enters the location. The object must
|
||
|
be discovered.
|
||
|
|
||
|
For example, a game may require the player to dig
|
||
|
in the ground or to move, say, a pile of leaves or a carpet, whereupon
|
||
|
a new item is discovered.
|
||
|
|
||
|
Another favourite site for discovery is where a container
|
||
|
clearly contains one item. Once that item is removed, another item
|
||
|
is discovered lurking in the bottom of the container. You can hide
|
||
|
items in unlit locations so that they cannot be discovered until a
|
||
|
light is introduced.
|
||
|
|
||
|
Again, from the game-writer's point of view, an item
|
||
|
may be kept in limbo until the player carries out the action which
|
||
|
results in discovery.
|
||
|
|
||
|
Weapons:
|
||
|
|
||
|
There are two basic types of weapons. A general purpose
|
||
|
weapon, such as a loaded automatic, will be effective against most
|
||
|
foes. A specific weapon, such as a wooden stake (anti-vampire) or
|
||
|
a silver bullet (anti-werewolf), may be uniquely required to kill
|
||
|
a certain class of enemy. Often, it will also be effective against
|
||
|
other opposition, though the well-known vampire repellents - sunlight
|
||
|
and garlic - seem specific to the undead.
|
||
|
|
||
|
It is unfair to have a specific weapon in a game
|
||
|
unless its effectiveness is widely known or there is some clue about
|
||
|
it in the game itself.
|
||
|
|
||
|
Another aspect of weapons is the number of rounds
|
||
|
of ammunition they carry. This concept ranges from the six bullets
|
||
|
in a magazine, through the number of arrows in a quiver and the charge
|
||
|
(shots left) in an atomic blaster, to the potency of the magic remaining
|
||
|
in an Elven Sabre.
|
||
|
|
||
|
Apparel:
|
||
|
|
||
|
A distinction is often made between items that are
|
||
|
carried and items that are worn. The VERBs used might be WEAR and
|
||
|
REMOVE. Clothes can be important for warmth, decency or as a mark
|
||
|
of rank.
|
||
|
|
||
|
Some items which are worn have even more special
|
||
|
significance - for example Cloak of Invisibility, Space Suit, Gun
|
||
|
Belt or Rucksack.
|
||
|
|
||
|
Puzzles:
|
||
|
|
||
|
A puzzle with a logical solution is a delight to
|
||
|
solve. Examples abound in adventure games and represent a major source
|
||
|
of pleasure in playing.
|
||
|
|
||
|
Suppose you have a game in which there is a radio
|
||
|
without a battery, and a torch with a battery but a broken bulb. There
|
||
|
is a clear invitation to make the radio work with the torch battery.
|
||
|
This `collect and assemble' feature also represents a puzzle with
|
||
|
a solution that makes sense.
|
||
|
|
||
|
Conversely, illogical solutions to puzzles detract
|
||
|
from enjoyment.
|
||
|
|
||
|
Another point to remember is that instead of trying
|
||
|
to make an item work, you may want the player to stop an item working
|
||
|
because it is interfering with his objective.
|
||
|
|
||
|
Many of the features of adventure games present themselves
|
||
|
as puzzles. The main thing to remember is to keep them fair. There
|
||
|
is a class of puzzle so illogical that there is little satisfaction
|
||
|
even in solving it.
|
||
|
|
||
|
|
||
|
|
||
|
Bribery:
|
||
|
|
||
|
In this case, the player must find an item and give
|
||
|
it to a character or monster in order to secure his/her/its co-operation.
|
||
|
A favourite plot device is to allow several different items to be
|
||
|
used to bribe a single adversary. Only one of these can, however,
|
||
|
be spared. If one of the others is used, it makes the adventure harder
|
||
|
or impossible to complete.
|
||
|
|
||
|
Another feature of bribery is the need to carry an
|
||
|
item so that a companion will stay with the player. For example, the
|
||
|
player in Pirate Adventure soon discovers that the parrot will stick
|
||
|
close to him as long as he carries the biscuits.
|
||
|
|
||
|
Purchase is a special case of bribery. Some games
|
||
|
allow a pool of money to be accumulated, usually by discovery of treasure,
|
||
|
and expended in exchange for goods and services in furtherance of
|
||
|
the quest. In this case, the pot of gold coins is depleted according
|
||
|
to the value of the commodities purchased and increased by addition
|
||
|
of treasure trove, plunder and swag.
|
||
|
|
||
|
|
||
|
|
||
|
Mazes:
|
||
|
|
||
|
An adventure has considerable potential for the use
|
||
|
of mazes but guard against making the maze boring. In some cases,
|
||
|
the maze is a geographical one, in others it is logical. I shall explain
|
||
|
the differences:
|
||
|
|
||
|
Geographical Mazes:
|
||
|
|
||
|
In a geographical maze, if the maze is drawn on a
|
||
|
piece of paper, the locations in the maze correspond correctly to
|
||
|
the direction travelled to reach them. That puts them on a par with
|
||
|
the kinds of maze you see in children's puzzle books. The way the
|
||
|
game writer sometimes makes it difficult is to give each location
|
||
|
the same or similar description.
|
||
|
|
||
|
To solve these, the player simply maps the maze.
|
||
|
Extra complications can be introduced by having hidden passages which
|
||
|
do not appear in the description.
|
||
|
|
||
|
In Hollywood Hijinks, the author has a large geographical
|
||
|
maze in which, when the player moves in a given direction, the game
|
||
|
tells him how many paces he has taken before the next junction or
|
||
|
dead end. A map is printed out as underlines and `I's, but it is in
|
||
|
two layers - all the underlines, and all the `I's, and the two printouts
|
||
|
must be overlaid before the whole maze is revealed. Nevertheless,
|
||
|
because it is a geographical maze, it was possible to solve with only
|
||
|
one layer of the map (as I laboriously proved), and would probably
|
||
|
have been possible to solve with no map at all. Ah, what a feeling
|
||
|
of satisfaction that accomplishment would have provided!
|
||
|
|
||
|
|
||
|
|
||
|
Logical Mazes:
|
||
|
|
||
|
In a logical maze, the locations in the maze are
|
||
|
connected together in a bizarre fashion so that a geographical map
|
||
|
is not all that helpful. Typically, East from location A leads to
|
||
|
location B, but West from location B does not lead to location A.
|
||
|
Again, the locations may be similarly or confusingly named. Here is
|
||
|
a diagram of such a maze:
|
||
|
|
||
|
Cave 2 Cave 3
|
||
|
^ ^
|
||
|
| |
|
||
|
Entrance <- [Cave 1] -> Cave 2 Cave 1 <- [Cave 2] -> Cave 3
|
||
|
| |
|
||
|
v v
|
||
|
Cave 3 Cave 1
|
||
|
|
||
|
|
||
|
|
||
|
Cave 2 Cave 1
|
||
|
^ ^
|
||
|
| |
|
||
|
Cave 4 <- [Cave 3] -> Cave 2 Exit <- [Cave 4] -> Cave 2
|
||
|
| |
|
||
|
v v
|
||
|
Cave 1 Cave 3
|
||
|
|
||
|
|
||
|
The quickest way from ENTRANCE to EXIT would be E
|
||
|
to CAVE 1, S to CAVE 3, W to CAVE 4 and W to EXIT. Note that if
|
||
|
the player goes N from CAVE 2, he gets to CAVE 3, then N again returns
|
||
|
to CAVE 2. Similarly, going E from CAVE 2 always takes the player
|
||
|
to CAVE 3, and E again takes him back. If the descriptions of the
|
||
|
four caves were similar, this would appear like an endless series
|
||
|
of caves.
|
||
|
|
||
|
The adventure writer's usual convention for these
|
||
|
apparently illogical mazes is to call them `twisty' in the location
|
||
|
description.
|
||
|
|
||
|
Added variety can be provided by having the structure
|
||
|
of the maze vary with time, or vary according to the player's activities,
|
||
|
or at random.
|
||
|
|
||
|
|
||
|
|
||
|
Variable Geography:
|
||
|
|
||
|
Two or three examples of variable geography come
|
||
|
to mind. In Wishbringer, for example, Festerton changes in a sinister
|
||
|
fashion, part-way through the adventure. A totally new set of locations
|
||
|
and items appears, each one a sinister version of the ones in the
|
||
|
original Festerton.
|
||
|
|
||
|
One-way and Restricted Exits:
|
||
|
|
||
|
It is frequently useful to allow the player to pass
|
||
|
from one location to another without being able to return the same
|
||
|
way. Examples of this are some teleport devices (see transportation), such
|
||
|
as chutes, climbing down ropes, falling into pits or rivers and entering
|
||
|
traps.
|
||
|
|
||
|
Similarly, some adventures feature a narrow exit
|
||
|
which can be negotiated by the player only if he is unladen or lightly
|
||
|
laden.
|
||
|
|
||
|
Too many such exits can prove burdensome to the player.
|
||
|
Use the facility sparingly and logically. It is a useful feature for
|
||
|
forcing the player to solve additional puzzles. In Sir Ramic, for
|
||
|
example, the player enters a set of caverns by one route, but must
|
||
|
leave by another if he wants to take the large item he has assembled
|
||
|
in there.
|
||
|
|
||
|
Secret Exits:
|
||
|
|
||
|
Although a location description usually describes
|
||
|
all the exits from the location there is no compulsion to do so. Therefore,
|
||
|
an exit can remain secret by virtue of not being described, until
|
||
|
the player invokes a SHOW EXITS command or tries a direction. A natural
|
||
|
convention is to say in the location description `There are exits
|
||
|
in many directions' so that the player knows he may have to try several.
|
||
|
|
||
|
A useful `secret' exit is provided in a pond or pool
|
||
|
if the swimmer dives. Then he can take an underwater passage.
|
||
|
|
||
|
Another idea is not to have a conventional exit at
|
||
|
all in the secret direction, but to `teleport' the player to the next
|
||
|
location when he performs a certain action, such as moving a book
|
||
|
in the bookcase or saying a magic word. Secret exits are therefore
|
||
|
often one-way exits.
|
||
|
|
||
|
Sometimes, a hint can be left that a secret exit
|
||
|
exists, such as a rectangular hairline crack in the wall, or a character
|
||
|
disappearing from the location unaccountably.
|
||
|
|
||
|
Knowledge:
|
||
|
|
||
|
An important plot feature is giving the player knowledge
|
||
|
which he can use to deal with an obstacle. For example, in Leather
|
||
|
Goddesses of Phobos, there is a simple way of dealing with one of
|
||
|
the monsters. To stumble upon that method would be very difficult,
|
||
|
but deciphering a coded note gives you the information you need.
|
||
|
|
||
|
To maintain `fairness', some adventures with this
|
||
|
kind of knowledge-based problem solution will not allow the knowledge
|
||
|
to be applied unless the player has previously, in this particular
|
||
|
instance of the game, encountered the item that offers the clue.
|
||
|
|
||
|
A rather over-used ploy is to use a number written
|
||
|
on some document as a telephone number or lock combination. See also
|
||
|
copy-protection.
|
||
|
|
||
|
Another knowledge-based ploy involves the player
|
||
|
researching in reference books, or in the handbook supplied with the
|
||
|
game. This method forms one of the principal features of instructional
|
||
|
adventures.
|
||
|
|
||
|
|
||
|
|
||
|
Curtains and Carpets:
|
||
|
|
||
|
If you are concealing a scene or exit behind a curtain
|
||
|
or wall hangings, then if the player moves the fabric, it must be
|
||
|
replaced with another item which describes the scene or exit.
|
||
|
|
||
|
A carpet frequently conceals a trapdoor, leaves cover
|
||
|
cave entrances, and so on. The same sorts of description rules apply
|
||
|
to these, and the simplest mechanism for the game writer to use is
|
||
|
Transformation, described above.
|
||
|
|
||
|
Elaborate Patterns of Behaviour:
|
||
|
|
||
|
Often, and this is most entertaining for the player,
|
||
|
he must build up, by trial and error, an elaborate behaviour pattern
|
||
|
to circumvent a single obstacle. A great example of this is the method
|
||
|
of obtaining a Babel Fish in Hitchhiker, where the player must forestall
|
||
|
several different accidents, and divert a robot before he can get
|
||
|
hold of the fish. The messages from the game are humourous, and it
|
||
|
is a pleasure to solve. In another commercial adventure, some elaborate
|
||
|
behaviour is spelled out in a printed enclosure - acting as a sort
|
||
|
of copy-protect mechanism.
|
||
|
|
||
|
Richness of Methods:
|
||
|
|
||
|
Another entertaining feature is to provide different
|
||
|
methods of achieving the same objective. In Paul Daniels' Magic Adventure,
|
||
|
there were three ways of getting from the Airport to the Hotel - bus,
|
||
|
taxi and hire car. All three methods worked, but each had different
|
||
|
problems to surmount, and players were amused to hear about the routes
|
||
|
they hadn't used. Another device to enrich a game is provided by giving
|
||
|
the player a variety of roles to adopt, so that the story develops
|
||
|
differently because of the different powers of the role taken.
|
||
|
|
||
|
|
||
|
|
||
|
Door Openers:
|
||
|
|
||
|
There are lots of door-opening methods, ranging from
|
||
|
the trivial KNOCK or RING to such elaborate solutions as a coin in
|
||
|
the slot or solving a numeric combination. The classic ones are requiring
|
||
|
a key to unlock the door or needing to say a magic word, like `OPEN
|
||
|
SESAME', or having to show a pass.
|
||
|
|
||
|
Another complete set of solutions involves a door
|
||
|
being locked until certain other doors are closed (as in an air-lock)
|
||
|
or unlocked only for a certain period after another event.
|
||
|
|
||
|
A door may be inscribed with runes or code of some
|
||
|
kind which reveal the way to open it. The solution to the code might
|
||
|
be a feature of copy protection.
|
||
|
|
||
|
|
||
|
|
||
|
Riddles:
|
||
|
|
||
|
Riddles are a favourite technique. Make sure, though,
|
||
|
that the solution you favour is truly unique and self-evident once
|
||
|
guessed. There are two really annoying mistakes some game-writers
|
||
|
make with riddles. The first is a riddle so obscure that it cannot
|
||
|
be solved. The other is one to which you know one or more possible
|
||
|
answers but cannot think of the words the game-writer expected you
|
||
|
to use.
|
||
|
|
||
|
An example of a `fair' riddle (Gollum in The Hobbit):
|
||
|
|
||
|
Q. Alive without breath,
|
||
|
As cold as death;
|
||
|
Never thirsty, ever drinking;
|
||
|
All in mail, never clinking.
|
||
|
|
||
|
A. Fish.
|
||
|
|
||
|
|
||
|
An example of an obscure riddle:
|
||
|
|
||
|
Q. What's green, hangs in a tree and
|
||
|
whistles?
|
||
|
|
||
|
A. A herring. (see Polish folklore for the
|
||
|
explanation of this)
|
||
|
|
||
|
An example of a riddle with too many or complicated
|
||
|
answers:
|
||
|
|
||
|
Q. What's white and dangerous?
|
||
|
|
||
|
A1. Polar Bear;
|
||
|
A2. Blizzard / Avalanche / Iceberg;
|
||
|
A3. Seagull with a hand grenade...etc.
|
||
|
|
||
|
|
||
|
|
||
|
Transportation:
|
||
|
|
||
|
There are wonderful varieties of vehicles in adventures,
|
||
|
from magic carpet to teleportation device. If they are to be used
|
||
|
repeatedly, though, make sure that they are easy to operate. For example,
|
||
|
if you are only using a vehicle once, to make an essential bridge
|
||
|
from one location to another, then it is fair practice to make it
|
||
|
hard to operate. If, on the other hand, you are using it a lot, then
|
||
|
it is boring to the player to have to, for example:
|
||
|
|
||
|
PUT KEY IN IGNITION
|
||
|
TURN KEY
|
||
|
PRESS CLUTCH
|
||
|
SELECT FIRST GEAR
|
||
|
RELEASE HANDBRAKE
|
||
|
RELEASE CLUTCH
|
||
|
|
||
|
.... and so on.
|
||
|
|
||
|
Peter Cartwright, in his new Lady in the Swamp adventure, accumulates
|
||
|
a list of destinations for his car. Once the player has solved the
|
||
|
clue for another possible destination, that destination is added to
|
||
|
a numbered list with which he is presented when he suggests driving
|
||
|
the car.
|
||
|
|
||
|
A number of anomalies occur with transportation. If the player character
|
||
|
actually enters the vehicle, then commands like East, West and so
|
||
|
on may really apply to the directions inside the vehicle. This is
|
||
|
fine if the vehicle is large, like a spaceship, but not if it is a
|
||
|
car, for example, when these commands might be appropriate for the
|
||
|
whole vehicle and contents. When you are in the vehicle at some location
|
||
|
or other, do you describe the location, or do you describe the interior
|
||
|
of the vehicle?
|
||
|
|
||
|
|
||
|
|
||
|
There are two or three ways of dealing with this,
|
||
|
as follows:
|
||
|
|
||
|
If the vehicle is a horse or other vehicle which
|
||
|
is not enclosed, then you can move it to the new location with the
|
||
|
player in response to a direction command. In this method, the player
|
||
|
has to be `on' the horse or `on' the motorbike. This you can ensure
|
||
|
by forcing him to use a `mount' command, then setting a flag to ensure
|
||
|
that he dismounts before he does anything other than travel from location
|
||
|
to location.
|
||
|
|
||
|
If the vehicle is like a car, in that it is enclosed, but the outside
|
||
|
world can be seen from it, it can be handled by having several locations
|
||
|
such as `At the Town Hall in the car', `Outside your home in the car',
|
||
|
`At the Beach in your car'.
|
||
|
|
||
|
You move from `At the Beach' to `At the beach in your car' and vice-versa
|
||
|
by ENTER and EXIT. Travel is effected by moving the player from one
|
||
|
`... in the car' location to another. Elevators are also dealt with
|
||
|
in this fashion.
|
||
|
|
||
|
If the inside of the vehicle is actually a set of locations like this,
|
||
|
each with a different view from the window, then be sure when you
|
||
|
`move' it to the Town Hall that you also move any items the player
|
||
|
has dropped in it when he was parked at the beach, as well as reproducing
|
||
|
any controls inside the car.
|
||
|
|
||
|
Also, ensure that the player can only travel between these locations
|
||
|
by car, otherwise he will find on walking back to the Town Hall that
|
||
|
the car he left at the beach has mysteriously driven itself to join
|
||
|
him!
|
||
|
|
||
|
Alternatively, you can implement vehicle operations
|
||
|
by moving the exits around while the player is inside the vehicle.
|
||
|
The vehicle is one location (or even a group of locations if it is
|
||
|
a ship or spacecraft). This is handy if you are prepared to describe
|
||
|
the journey rather than the destination. Some of the adventure game-writing
|
||
|
systems will not allow this type of solution, as exits cannot be altered.
|
||
|
|
||
|
Teleportation is a very handy system. Often what
|
||
|
seems to be transport is actually teleport. The player is removed
|
||
|
from location X to location Y. If the locations are not `in the vehicle' then
|
||
|
the vehicle must also be teleported. It is also used to deal with
|
||
|
secret exits and resurrection, and is even a major feature of some
|
||
|
games, such as Star Portal.
|
||
|
|
||
|
One commercial game has an ingenious `black hole' teleportation device.
|
||
|
Entering any of the black holes takes you to a predictable destination.
|
||
|
There is even one hole which the player must make for himself, another
|
||
|
which is cleverly concealed inside something else and another whose
|
||
|
destination moves in a predictable manner.
|
||
|
|
||
|
|
||
|
|
||
|
Death and Resurrection:
|
||
|
|
||
|
As cautioned elsewhere, try not to kill the player
|
||
|
too readily. However unsuccessful his ploys, it is unfair to make
|
||
|
them a capital offence.
|
||
|
|
||
|
Resurrection is a fairly frequent device to prevent the player from
|
||
|
having to restart the game. For a serious player, however, it is unsatisfactory
|
||
|
to win a game as a result of a resurrection and he would reload a
|
||
|
saved game in these circumstances. If you do provide a resurrection
|
||
|
facility, make sure that the game is re-set in a playable form. Sometimes,
|
||
|
the game-writer maroons the player without access to the items needed
|
||
|
to complete the adventure, which makes the exercise pointless. It
|
||
|
is quite in order to make the game harder by scattering the items
|
||
|
the player character carried in his inventory around the accessible
|
||
|
locations at random.
|
||
|
|
||
|
There are special cases where apparent suicide on
|
||
|
the part of the player character or a companion is beneficial in the
|
||
|
way that sacrificing a piece in Chess can be.
|
||
|
|
||
|
Push, Pull, Turn and Play:
|
||
|
|
||
|
Most adventurers, after EXAMINEing an item, will
|
||
|
PUSH, PULL, TURN or PLAY it, depending on its description. Very often,
|
||
|
this is exactly what the player was intended to do. However, it is
|
||
|
always advisable to have some relevant responses to these attempts,
|
||
|
even if they do not advance the game.
|
||
|
|
||
|
Containers:
|
||
|
|
||
|
The use of containers can be extremely helpful, particularly
|
||
|
when the contents are nested. In some adventures, there is a limit
|
||
|
to carrying capacity which can be over-ridden by the use of a container
|
||
|
to carry the smaller items.
|
||
|
|
||
|
Again, the difficulty of opening successive levels
|
||
|
of container can provide a pleasurable experience to the player. It
|
||
|
is also possible to perform cartoon-like incongruities in which a
|
||
|
small item contains a very large one.
|
||
|
|
||
|
The usual mechanisms for container manipulation are OPEN and CLOSE,
|
||
|
but UNLOCK and LOCK may also be relevant. Most game-writing systems
|
||
|
do not allow transparent containers, so that any contained objects
|
||
|
are not visible when the container is closed.
|
||
|
|
||
|
Invisibility:
|
||
|
|
||
|
Invisibility is a very useful attribute for a player
|
||
|
character. In this state, the player can usually avert monster attack
|
||
|
and can eavesdrop with impunity.
|
||
|
|
||
|
Invisibility offers a great deal of scope for the author's imagination.
|
||
|
The effect can be of short or unpredictable duration, may have adverse
|
||
|
physical effects, and may prevent the invisible character from carrying
|
||
|
or even touching items.
|
||
|
|
||
|
The invisibility can be invoked in a number of ways. For example,
|
||
|
|
||
|
|
||
|
magic spell
|
||
|
wearing a ring or cloak
|
||
|
consuming a potion.
|
||
|
|
||
|
Remember to deliver handy clues regarding the invisible
|
||
|
player's state and limitations, otherwise the benefit of invisibility
|
||
|
may become almost totally incomprehensible to the game player.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Codes & Ciphers:
|
||
|
|
||
|
The easiest method of introducing codes and ciphers
|
||
|
to a game is via a discovered note. Another method of making codes
|
||
|
seem natural is the translation of alien languages or character sets,
|
||
|
including runes.
|
||
|
Most adventurers are quite capable of interpreting a message simply
|
||
|
anagrammed, coded or ciphered. A typical trick for short messages
|
||
|
is to take the message and transpose all letters in the following
|
||
|
regular fashion:
|
||
|
|
||
|
A-D; B-E; C-F; .... W-Z; X-A; Y-B; Z-C
|
||
|
|
||
|
|
||
|
so that HELP becomes KHOS.
|
||
|
|
||
|
To make it harder, we could reverse or otherwise anagram the message,
|
||
|
and/or break the message into regular groups. The purpose of this
|
||
|
is to hide the identity of common words such as `a', `of', `to' and
|
||
|
`the', so that translation cannot be based on recognising word length.
|
||
|
|
||
|
|
||
|
HELP I AM TRAPPED INSIDE A COMPUTER
|
||
|
|
||
|
might become:
|
||
|
|
||
|
HELPI AMTRA PPEDI NSIDE ACOMP UTER
|
||
|
|
||
|
before being transposed to:
|
||
|
|
||
|
KHOSL DPWUD SSHGL QVLGH DFRPS XWHU.
|
||
|
|
||
|
However, there is a limit to the patience of your
|
||
|
audience. The method usually employed to decode transposed messages
|
||
|
is to count the letters, and then assume that the most frequent will
|
||
|
be E, the next T, then A, O, I, N, S, H, R, D, L, U and so on, which
|
||
|
tends to work fine for English with the regular frequency of `the'
|
||
|
`a' and so on.
|
||
|
If it is a regular transposition, the player assumes the most frequent
|
||
|
letter is E, then T, then A and so on, until the message springs to
|
||
|
view.
|
||
|
|
||
|
Let us analyse the message above:
|
||
|
|
||
|
letter no of occurrences
|
||
|
E 4
|
||
|
A 3
|
||
|
I 3
|
||
|
P 3
|
||
|
T 2
|
||
|
R 2
|
||
|
D 2
|
||
|
and all the rest 1.
|
||
|
|
||
|
|
||
|
Your player would have a reasonable chance of decoding
|
||
|
that message if you used a regular transposition.
|
||
|
|
||
|
On the other hand, if the message is a long one, you can afford to
|
||
|
have an irregular transposition such as:
|
||
|
|
||
|
ABCDEFGHIJKLMNOPQRSTUVWXYZ
|
||
|
|
||
|
matching to:
|
||
|
|
||
|
XFJQZKESVDNPIUWHARTYOBCGMP
|
||
|
|
||
|
for example.
|
||
|
|
||
|
You could even make the message very short and the transposition immensely
|
||
|
complex if you overtly or secretly include the key in your game instructions,
|
||
|
as I did in the Paul Daniels Magic Adventure or in a codewheel or
|
||
|
other device in the game pack. (See also the section on Copy Protection.)
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Following:
|
||
|
|
||
|
Many discoveries can be made only if the player follows
|
||
|
a non-player character or monster to find out what he/she/it is doing.
|
||
|
|
||
|
It is especially useful to allow the player to eavesdrop on other
|
||
|
characters in order to determine the magic words that open doors or
|
||
|
quell demons.
|
||
|
|
||
|
Sometimes following will permit directions and paths which are not
|
||
|
available to the player moving independently. In at least one adventure,
|
||
|
following an animal is a good way to get out of mazes.
|
||
|
|
||
|
The Senses:
|
||
|
|
||
|
Smell and hearing can be useful adjuncts to an adventure.
|
||
|
At least one adventure was issued with a `scratch and sniff' card,
|
||
|
and Hitchhiker has a situation where the player must use senses other
|
||
|
than sight to continue play.
|
||
|
|
||
|
Characters with heightened senses may be able to detect danger at
|
||
|
a greater distance than usual.
|
||
|
|
||
|
Proxy Actions:
|
||
|
|
||
|
Actions which might be undertaken by a player may be
|
||
|
delegated to a non-player character, usually a companion to the player.
|
||
|
This delegation may be made explicit by command of the player, or
|
||
|
implicit by virtue of the presence of the character.
|
||
|
|
||
|
For example, Trent/Tiffany in Leather Goddesses always performs spontaneously
|
||
|
to protect the player character if he/she is present.
|
||
|
|
||
|
There is more discussion of this under the subject of Characters and
|
||
|
Monsters.
|
||
|
|
||
|
|
||
|
|
||
|
Time Dependence:
|
||
|
|
||
|
Another important feature in adventures is time.
|
||
|
For some of these, time is `real' time, but it is more usual for time
|
||
|
to be proportional to the number of moves made.
|
||
|
|
||
|
Many adventures expect the game to be solved within a certain timescale,
|
||
|
counted in turns, and close the adventurer down if he has not reached
|
||
|
the end.
|
||
|
|
||
|
Important use can be made of the effect of time. For example, a maturing
|
||
|
element can be introduced, in which an item transforms into another
|
||
|
over the period of several turns. A caterpillar might transform to
|
||
|
a butterfly. A seed, once watered, might grow into a plant.
|
||
|
|
||
|
Conversely, a leaking bucket might become empty within a few turns,
|
||
|
or, most typically, a torch burns out after twenty or so turns. The
|
||
|
torch device has been over-used in adventures, in my opinion, but
|
||
|
there is no harm in introducing some new time- dependent wear and
|
||
|
tear.
|
||
|
|
||
|
Finally, there is the `critical moment' feature, where something happens
|
||
|
at, say, turn 27 of the game, or 27 turns after another event. The
|
||
|
player must be ready for the event or he will miss it. It is important
|
||
|
to inform the player that the event has occurred, or he may never
|
||
|
realise he is too late.
|
||
|
|
||
|
Ambushes are often time-related. A non-player character intercepts
|
||
|
the player on the basis of the number of turns performed or on the
|
||
|
basis of the number of turns performed in a single location.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Weather:
|
||
|
|
||
|
Another feature which is often time-related, but
|
||
|
probably deserves its own category, is weather.
|
||
|
|
||
|
Mist or Fog can reduce visibility. Cold weather might freeze the moat
|
||
|
the player needs to cross. Hot weather might dry it up. The fire-breathing
|
||
|
dragon probably stays home in rainy weather.
|
||
|
|
||
|
Skills, Powers and Magic Spells:
|
||
|
|
||
|
This is a very handy plot device. The player, or
|
||
|
one of his companions, acquires the power to make a transportation
|
||
|
device work, to defeat monsters or to control some other important
|
||
|
feature of the game.
|
||
|
|
||
|
It can, however, make a game tedious if taken to extremes. For example,
|
||
|
if the player has the strength to lift a ten-ton rock, it is inconsistent
|
||
|
that he must use a key to open a door, or use a silver bullet to kill
|
||
|
a werewolf. Surely he could apply a ten-ton rock or his Fist of Iron
|
||
|
to either problem. While a role-playing Dungeon master can deal
|
||
|
with frivolous use of powers when the game is played by people in
|
||
|
a non-computer context, an adventure writer would be hard put to anticipate
|
||
|
all possible misuses of a strange power. The power must be carefully
|
||
|
constrained to a small range of effects.
|
||
|
|
||
|
|
||
|
|
||
|
Logical Traps:
|
||
|
|
||
|
Fiendish glee can be obtained from the delivery of
|
||
|
a trap in the form of a clue. For example, watering a dry plant might
|
||
|
transform it into a man-eating Arcturian Tiger Orchid! Or the player
|
||
|
might be tempted by a clue to bribe a guard, only to discover that
|
||
|
guards react very badly to bribery.
|
||
|
|
||
|
Similarly, the game might tempt the player to use a piece of wood
|
||
|
to break a window, only to reveal, when the player picks it up, that
|
||
|
the piece of wood was supporting the ceiling.
|
||
|
|
||
|
Physical Traps:
|
||
|
|
||
|
Physical traps usually reside in a specific location.
|
||
|
They may consist of, for example, a hole in the floor into which the
|
||
|
player has a percentage chance of stepping, or a monster which lives
|
||
|
in that location. Rock-climbing or Monster-killing equipment, respectively,
|
||
|
might protect the prudent player in these locations. Traps should
|
||
|
be distinguished from ambushes, where the danger stalks the player
|
||
|
and may strike in a number of different locations.
|
||
|
|
||
|
The trap may either be passive, where it actuates either regularly
|
||
|
or randomly without the player's intervention, or active, where a
|
||
|
player has to do something incautious to trip it.
|
||
|
|
||
|
There is no limit to the ingenuity of the game-writer in delivering
|
||
|
a trap. A falling rock or missile, a bright flash that blinds the
|
||
|
player character or an illusory exit are just the tip of a large iceberg.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Alarms:
|
||
|
|
||
|
A variation on the Trap is the Alarm. Allow the player
|
||
|
to trip an alarm by entering a location or doing something. This alarm
|
||
|
can then set a counter which guarantees to bring the Horrid Goblin
|
||
|
Hordes rushing to the scene very soon, and the player has perhaps
|
||
|
three turns to escape or render himself invisible.
|
||
|
|
||
|
Darkness, Obscurity and Illusion:
|
||
|
|
||
|
It is natural to render a player vulnerable (to Grues,
|
||
|
usually) and disoriented when in a dark room. The game-writer can
|
||
|
decide whether the player can move out of the dark area, and how many
|
||
|
turns he has before the grue descends upon him. A dark room can usually
|
||
|
be lit by a general purpose light source, but it is often useful to
|
||
|
make a room's appearance and contents visible only when a certain
|
||
|
object - analogous to a light source - is being carried by the player.
|
||
|
For example, a Helmet of Clear Seeing.
|
||
|
|
||
|
Another handy device is Obscurity. This resembles a thick fog in which
|
||
|
the player can move around freely, but cannot find anything and may
|
||
|
have to make several attempts to leave the location, often exiting
|
||
|
in a direction different from that which was intended. Obscurity can
|
||
|
accompany Ambush.
|
||
|
|
||
|
Illusion is an excellent feature. It consists of a location, item
|
||
|
or character appearing different from reality (whatever THAT is in
|
||
|
an adventure game). From the game-writer's point of view, substitute
|
||
|
characters or items are used if the illusion is limited, or variable
|
||
|
geography may even be used for extensive illusions.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Ambushes:
|
||
|
|
||
|
Ambushes are a type of trap in which a non-player
|
||
|
character, such as the thief in Zork, mugs the player, often killing
|
||
|
him. The exact location of the ambush is not necessarily predictable.
|
||
|
It could be engendered by a time-related formula, by the value of
|
||
|
the player's inventory or by the length of time the player remains
|
||
|
in a certain location.
|
||
|
|
||
|
Typically one allows the player's possessions to be lost for good,
|
||
|
or to be scattered around the locations of the adventure.
|
||
|
|
||
|
It is usual to allow the player to be able to ward off ambushes by:
|
||
|
|
||
|
- reacting to the ambush by taking one of a
|
||
|
number of allowed actions
|
||
|
|
||
|
- avoiding the circumstances which lead to
|
||
|
an ambush - for example, by not standing
|
||
|
still for too long!
|
||
|
|
||
|
Helping Out:
|
||
|
|
||
|
Sometimes it's a good trick to show a creature or
|
||
|
character in distress. If the player helps that creature, the creature
|
||
|
then, or perhaps much later, helps the player. It is a useful feature
|
||
|
to make helping the creature optional at the time the help is required.
|
||
|
In this way, there is virtue in providing the help and the subsequent
|
||
|
reward is well-deserved.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Clues:
|
||
|
|
||
|
There are many ways of delivering clues.
|
||
|
|
||
|
Non-player characters can include hints in their conversation. In
|
||
|
particular, lies and contradictions may provide oblique clues. Cryptic
|
||
|
clues - like those in crosswords - may also suit a particular type
|
||
|
of adventure.
|
||
|
|
||
|
Characters deliver hints in two forms - either as an unprompted statement
|
||
|
like the loquacious parrot in Pirate Adventure, or on request as with
|
||
|
the owl in Sir Ramic Hobbs.
|
||
|
|
||
|
The most direct method of delivering a clue is in response to a HELP
|
||
|
request from the player. I would advise against inviting him to buy
|
||
|
a hints booklet, as some games do. I always feel that HELP should
|
||
|
provide an opportunity for the game writer to deliver a relevant hint
|
||
|
or at least a meaningful response then and there.
|
||
|
|
||
|
Often a clue can be hidden in a riddle, but make sure it's a fair
|
||
|
riddle.
|
||
|
|
||
|
The most subtle, and most satisfactory method of delivering clues
|
||
|
is within the location and item descriptions. For example `The plant
|
||
|
is dry and withered' is a clear invitation to water it.
|
||
|
|
||
|
A method which I used in Sir Ramic concerns the use of a magic carpet.
|
||
|
There is a device which controls the carpet, but which seems to be
|
||
|
intended for something else. When the player uses the device in the
|
||
|
more obvious manner, the carpet whooshes away. This tells him, or
|
||
|
should do, at any rate, how the carpet works.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Food and Drink:
|
||
|
|
||
|
There are two reasons for including edible and drinkable
|
||
|
items in a game.
|
||
|
|
||
|
The first concerns the need for the player character to keep body
|
||
|
and soul together during the game. As a player, I find it very tedious
|
||
|
to keep having to go through such housekeeping activities time and
|
||
|
time again. Game writers should make sure that the caches of food
|
||
|
and drink, however hard to find, are sufficient to sustain the player
|
||
|
for a considerable proportion of the game once taken.
|
||
|
|
||
|
The other purpose is to use comestibles to make important (usually
|
||
|
magical) changes in body size, visibility, awareness, state of health
|
||
|
and so on. Conversely, feeding suitable items to enemies may disable
|
||
|
or kill them.
|
||
|
|
||
|
Unusual Uses:
|
||
|
|
||
|
A game is often enriched by providing an everyday
|
||
|
object which is to be applied to the game in an unusual manner - for
|
||
|
example, to use a food mixer as the propulsion unit for a boat.
|
||
|
|
||
|
Provided enough clues are given, this can be a very entertaining feature.
|
||
|
Unfortunately, examples of bad planning abound. Some problems appear
|
||
|
time and time again in fan magazines and bulletin boards.
|
||
|
|
||
|
|
||
|
|
||
|
Chapter 5
|
||
|
|
||
|
The Cast of
|
||
|
Characters
|
||
|
Assembles
|
||
|
|
||
|
An important component of any plot is the characters who must help
|
||
|
the player act it out. While you need not have your full complement
|
||
|
of characters before you start development, it is helpful to have
|
||
|
selected the leading players, as they will suggest plot elements to
|
||
|
the writer.
|
||
|
|
||
|
Characterisation is one of the hardest parts of adventure creation.
|
||
|
There are few really memorable heroes or villains in adventures. This
|
||
|
section should give you some ideas on how to create interesting characters
|
||
|
and communicate their personality to the player.
|
||
|
|
||
|
The Player Character(s):
|
||
|
|
||
|
There are no clear rules for choosing the attributes of a player character.
|
||
|
That character is the one whom the player controls like a puppet,
|
||
|
and who represents the game player's interests.
|
||
|
|
||
|
In an arcade adventure, the puppet is usually clearly seen strutting
|
||
|
around the screen, and text messages clarifying the situation are
|
||
|
preferably kept to a minimum. Personal identification between the
|
||
|
player and the character is often weak, because the figure on the
|
||
|
screen does not look much like the player.
|
||
|
|
||
|
Even in an illustrated text adventure, the player character does not
|
||
|
often appear in the graphics. In essence, the graphics represent what
|
||
|
the player character can see. Since there is often an option to switch
|
||
|
off the graphic image, the character's appearance on the screen must
|
||
|
be non-essential to the characterisation.
|
||
|
|
||
|
In other words, the attributes of the character are usually communicated
|
||
|
to the player by some intellectual process, rather than pictorially.
|
||
|
|
||
|
In my adventures, the quality and disposition of the player character
|
||
|
are communicated by the way the game reacts to him. It is quickly
|
||
|
made clear, for example, that Sir Ramic Hobbs is an unathletic, drunken
|
||
|
character with considerable courage but a misplaced faith in his own
|
||
|
capabilities.
|
||
|
|
||
|
As an author, you ought to give careful thought to these personality
|
||
|
considerations, and, once the player character has been created, maintain
|
||
|
a consistent reaction to him/her throughout the game or explain why
|
||
|
the attitude changes.
|
||
|
|
||
|
Other Characters and Creatures:
|
||
|
|
||
|
Characteristics:
|
||
|
|
||
|
The attributes of a non-player character or creature
|
||
|
are communicated to the player by what they say or do, and consistency
|
||
|
is again the watchword here. That does not mean that the character
|
||
|
should be bad through and through or unwaveringly good. What it means
|
||
|
is that once you have decided on the personality, don't let him/her
|
||
|
act `out of character' without reason. As novelists have discovered,
|
||
|
it is appealing if the baddies have a redeeming feature and the goodies
|
||
|
some flaw in their personality.
|
||
|
|
||
|
It is sensible to assemble a set of characteristics, and give each
|
||
|
character and monster a score out of ten against each characteristic
|
||
|
in the style of a role-playing game. If desired, too, the profile
|
||
|
and current condition of the player character and all the other characters
|
||
|
in the game can be maintained throughout.
|
||
|
|
||
|
When the character is attacked, or goes without food
|
||
|
or travels a long distance you can use his attributes to decide how
|
||
|
he will take the strain and what his eventual condition will be.
|
||
|
|
||
|
This can be taken to the point of resolving combat with the use of
|
||
|
chance factors, hit points, armour class and damage tables.
|
||
|
|
||
|
The effect of poisons, spells and cures can also be reflected in the
|
||
|
attributes of the characters. TSR's excellent Dungeons and Dragons
|
||
|
handbooks are a great source of inspiration for such logical world
|
||
|
structures.
|
||
|
|
||
|
Health may be restored to an ailing character by antidote, spell,
|
||
|
food & drink, sleep, infusion of old batwings and toadsbreath or the
|
||
|
undying love of a fair member of the opposite sex (or even an unfair
|
||
|
member of the opposite sex).
|
||
|
|
||
|
Character Actions:
|
||
|
|
||
|
Much of a game's enjoyment often springs from the
|
||
|
seemingly independent action of other characters. These actions may
|
||
|
be programmed to appear truly spontaneous, or to react to the player's
|
||
|
actions or requests.
|
||
|
|
||
|
The spontaneous actions of characters can provide warnings or clues.
|
||
|
For example, it is reasonable to cause a canine companion to detect
|
||
|
the smell of enemies approaching, and behave in a way which warns
|
||
|
the player.
|
||
|
|
||
|
|
||
|
|
||
|
Hostile and murderous characters (often monsters)
|
||
|
provide a great deal of the challenge of adventure games, but, unlike
|
||
|
space invaders, it is not great sport just to zap them all with superior
|
||
|
strength or by being lucky. It is more rewarding to subvert, trick,
|
||
|
bewitch or befriend the opposition, sometimes with the aid of friendly
|
||
|
companions.
|
||
|
|
||
|
The antics of the living (and undead) denizens of your world can provide
|
||
|
entertainment, even when such behaviour does not directly advance
|
||
|
the game.
|
||
|
|
||
|
Proxy Actions:
|
||
|
|
||
|
Sometimes, a player may cause his player character
|
||
|
to issue an instruction to another character in the game. As the game
|
||
|
author, this complicates your job somewhat, because you have to deal
|
||
|
with all these sorts of action as well as the player character's own.
|
||
|
|
||
|
The complication has its reward in cases where a companion is able
|
||
|
to distract or defeat a monster, working in partnership with the player,
|
||
|
where the player would not have been able to win single-handed.
|
||
|
|
||
|
Alternatively, the non-player character, by virtue of some special
|
||
|
characteristic, could be able to do something the player character
|
||
|
cannot, like climb a rope, lift a great weight or cast a spell.
|
||
|
|
||
|
|
||
|
|
||
|
Character Utterances:
|
||
|
|
||
|
Similarly, the speech of other characters is often
|
||
|
a very considerable feature of a game.
|
||
|
|
||
|
Use speech to communicate the attributes of the character, and to
|
||
|
deliver clues to the player. These clues should be spontaneously offered,
|
||
|
or offered in response to a request or as a reaction to player activity.
|
||
|
|
||
|
|
||
|
I sometimes find it useful instead of writing:
|
||
|
|
||
|
`The parrot says: "Watch out for the Jabberwock!" '
|
||
|
|
||
|
|
||
|
to employ the dramatic convention:
|
||
|
|
||
|
`Parrot: Watch out for the Jabberwock!'
|
||
|
|
||
|
and indent the speech if it runs to more than one
|
||
|
line. This distinguishes speech from location and action description.
|
||
|
|
||
|
Characters may speak spontaneously or may respond
|
||
|
to information requests and deliveries such as:
|
||
|
|
||
|
`ASK PARROT ABOUT MAGICIAN'
|
||
|
|
||
|
or
|
||
|
|
||
|
`TELL POLICEMAN ABOUT THIEF'.
|
||
|
|
||
|
Extra interest can be brought to the game if each
|
||
|
character speaks in a different manner. In Hobbs, the narrator (Prang)
|
||
|
speaks in a withering and sarcastic tone, while the owl always speaks
|
||
|
in a grovelling, ingratiating whine.
|
||
|
|
||
|
|
||
|
|
||
|
Lies and Contradictions:
|
||
|
|
||
|
Like real people, characters in adventures often
|
||
|
lie and contradict themselves. These falsehoods often give the player
|
||
|
an insight on the truth, or on the true nature of the character.
|
||
|
|
||
|
Detective adventures are the principal medium in which this kind of
|
||
|
behaviour gives clues to the player, but there is something to be
|
||
|
said for using the feature in other types of adventure, as a guide
|
||
|
to personality or as a clue.
|
||
|
|
||
|
Companionship:
|
||
|
|
||
|
It is usual for the player character or hero of an
|
||
|
adventure to be accompanied by one or more companions who may act
|
||
|
on the player's behalf either spontaneously or on request.
|
||
|
|
||
|
It is often also possible for a player to choose to be a different
|
||
|
character on a subsequent play of the game. Some multi-user systems
|
||
|
allow a number of players to wander the realms of the adventure simultaneously.
|
||
|
|
||
|
As described under Proxy Action, it is possible to instruct different
|
||
|
companion characters to perform actions that the player character
|
||
|
cannot carry out. This is in line with the role-playing convention
|
||
|
of sending a group of adventurers on the same quest, typically a warrior,
|
||
|
a thief, a priest, a witch, a dwarf, an elf and so on.
|
||
|
|
||
|
It is common for companions, once encountered, to follow the player
|
||
|
character everywhere. On other occasions, it is necessary for the
|
||
|
player to press them into service by bribery or simply by requesting
|
||
|
them thus:
|
||
|
|
||
|
`THESEUS, FOLLOW ME'.
|
||
|
|
||
|
Monsters:
|
||
|
|
||
|
Beware of stereotypes in monster design. Every monster
|
||
|
should be a well delineated character in itself. The fact that an
|
||
|
ogre wants to eat the player character is not in itself evil. It is
|
||
|
in the nature of ogres to eat adventurers, in the same way that it
|
||
|
is in the nature of pike to eat perch.
|
||
|
|
||
|
If he is to be really evil, the ogre must be seen to kick puppies
|
||
|
and pull the wings off butterflies. He may also have one robust redeeming
|
||
|
feature like cheating on his taxes or selling his mother-in-law into
|
||
|
white slavery.
|
||
|
|
||
|
It is these little points which make him a really rounded character,
|
||
|
and a positive pleasure to lure into the path of a combine harvester.
|
||
|
|
||
|
Monsters can also have specific powers such as poisonous stings which
|
||
|
act over a period of time, or the ability to become invisible or roam
|
||
|
the locations or follow the player character.
|
||
|
|
||
|
As mentioned under Weapons, a monster may be vulnerable to a specific
|
||
|
weapon as opposed to a general-purpose one. Equally, it may succumb
|
||
|
to attack by a particular companion character, or it may have a vulnerable
|
||
|
time of day, or the famous soft underbelly.
|
||
|
|
||
|
Monsters can range from pools of sentient corrosive slime, through
|
||
|
renegade Asimov-eating robot, to God of Greek Mythology.
|
||
|
|
||
|
|
||
|
|
||
|
Chapter 6
|
||
|
|
||
|
How to Develop and Test your Game
|
||
|
|
||
|
Having decided on your theme and setting, and put together a plot
|
||
|
and the leading characters for your adventure, the next stage is to
|
||
|
actually develop the game, using the game-writing system or systems
|
||
|
you have chosen.
|
||
|
|
||
|
The first part of this chapter discusses the__ art__ of conveying
|
||
|
atmosphere and excitement to the player. Next, come some notes on
|
||
|
the __craft__ of the game-writer. The third section concerns the
|
||
|
__technology __of game-writing systems.
|
||
|
|
||
|
Art:
|
||
|
|
||
|
The art of the adventure game writer bears a close resemblance to
|
||
|
that of the short story writer. He must create an atmosphere with
|
||
|
as few words as possible, and build and sustain excitement with economy.
|
||
|
|
||
|
How are atmosphere and excitement to be achieved?
|
||
|
|
||
|
However inspiring the subject matter of the game, the key areas are:
|
||
|
|
||
|
- Clarity
|
||
|
- Consistency
|
||
|
- Responsiveness
|
||
|
- Progress
|
||
|
- Reward
|
||
|
- Anticipation.
|
||
|
|
||
|
These are, in fact, substantially the same key elements as all games
|
||
|
require.
|
||
|
|
||
|
|
||
|
|
||
|
Clarity:
|
||
|
|
||
|
Except where obscurity or illusion are intentional it must be clear
|
||
|
to the player, either in words or in graphics, what the current situation
|
||
|
and objective are. In addition, it is helpful for the player to know
|
||
|
the overall objective of the game, even if that objective is quite
|
||
|
irrelevant to the current situation.
|
||
|
|
||
|
The geography of the game in general and of each scene must be clear.
|
||
|
This is particularly important in graphics games where the constraints
|
||
|
of the drawing method or the screen resolution can perversely make
|
||
|
perspective and direction difficult to perceive.
|
||
|
|
||
|
Sometimes it is fun to conceal the true nature of an item, but most
|
||
|
of the time you have to work quite hard to describe them clearly.
|
||
|
Again, this can be hard in graphics games. A `zoom' or text feature
|
||
|
is often necessary.
|
||
|
|
||
|
Sometimes, a handbook issued with the game provides a detailed description
|
||
|
of important items and of the geography of all or part of the game.
|
||
|
This can also be a useful copy-protection device.
|
||
|
|
||
|
In writing and testing your adventure, you must always place yourself
|
||
|
in the position of a `dumb' user who has not helped you write the
|
||
|
game, and make sure that he will always know what his target is, what
|
||
|
has happened, where he is, who and what are sharing the environment
|
||
|
with him, and, to a large extent, his degrees of freedom to act.
|
||
|
|
||
|
Consistency:
|
||
|
|
||
|
A game must be consistent. That doesn't necessarily mean realistic.
|
||
|
Because few adventures even remotely approach realism, you rely on
|
||
|
the consistency of an imaginary world. Consistency encourages the
|
||
|
creation of atmosphere.
|
||
|
|
||
|
If an effect works in one part of the world, it should work in all
|
||
|
parts. For example, your `dissolve rock' spell should dissolve rocks
|
||
|
encountered anywhere in the game, not just on the wall you need to
|
||
|
penetrate. Paint should make a mark wherever you daub it, not just
|
||
|
where you need it.
|
||
|
|
||
|
The fulsome description or detailed graphics you deliver for the early
|
||
|
locations should be maintained for all scenes in the game. If the
|
||
|
quality is bunched at the start of the game, the whole game starts
|
||
|
to look very thin. This is harder to achieve than you might think.
|
||
|
By the time you are half-way through an adventure, the end will appear
|
||
|
more distant than it did before you started, and a panicky haste will
|
||
|
descend upon you.
|
||
|
|
||
|
If you are really restricted on resources, it is probably best to
|
||
|
reserve the best graphics for the first and climactic scenes. This
|
||
|
avoids the impression that the game is gradually fading out.
|
||
|
|
||
|
Responsiveness:
|
||
|
|
||
|
Interactivity distinguishes adventure games from the books and movies
|
||
|
which are much richer in other ways. It is important for the game
|
||
|
to return a fairly high quality of response. `You can't do that..'
|
||
|
is going to be returned all too often as it is. If you, as the game
|
||
|
writer, can anticipate some of the ploys a player may try, it is certainly
|
||
|
your duty to build appropriate responses to them, even if the player's
|
||
|
action does not advance the game.
|
||
|
|
||
|
If his action is `getting warm' - for example, if he has tied one
|
||
|
end of the string to the right lever - make an encouraging response.
|
||
|
|
||
|
In arcade adventures, the antics of your player character
|
||
|
are eventually going to become boring when a player is trying to retrace
|
||
|
his steps. Make his response to direction control very positive so
|
||
|
that the player can gallop through the areas he knows well.
|
||
|
|
||
|
Progress:
|
||
|
|
||
|
The game must move forward to remain interesting. One way of doing
|
||
|
this is to open up new avenues of exploration to the player. It's
|
||
|
no good to move him from one anonymous cave to another. The new cave
|
||
|
must be interesting in its own right. The player should always have
|
||
|
a reasonably large territory to explore unless he is in a tight spot
|
||
|
of some kind. There should be enough items and clues lying around
|
||
|
to keep him interested for a while. As emphasised in __Clarity__,
|
||
|
he should have a general idea of the geography and objective of the
|
||
|
game, so that he can see he is getting somewhere.
|
||
|
|
||
|
Avoid tedious mazes and avoid killing the player too readily. Obviously,
|
||
|
the player can use SAVE and RESTORE to anchor his progress, but it
|
||
|
can be tedious to keep reloading in order to recover from sudden death.
|
||
|
|
||
|
Putting a `security lock' on the RESTORE verb can be all you need
|
||
|
to dishearten a player from using a pirated copy. Going back to the
|
||
|
beginning of the game after every mistake is even more tedious than
|
||
|
RESTOREing. This can be the basis for copy protection.
|
||
|
|
||
|
Often, it is worth having a character appear and brief the player
|
||
|
on the solution to a problem if he has been stuck in a situation for
|
||
|
a large number of turns. I see no virtue in wandering the corridors
|
||
|
of a dungeon for year after year, with nothing new ever coming to
|
||
|
light, and the solution ever elusive. These games are meant to be
|
||
|
interactive fiction, not eternal purgatory.
|
||
|
|
||
|
Make your clues meaningful. I have often delivered a clue that seems
|
||
|
as broad as a barn door to me, but which turns out to be too subtle
|
||
|
for my audience. Remember, you know what the solution is. Your player
|
||
|
is going to have to work much harder than you, and if he fails to
|
||
|
make progress, he will become bored. This is a difficult balance.
|
||
|
You must maintain the impression of progress for the inexperienced
|
||
|
player, while giving a challenge to the Seventh Dan adventurer. In
|
||
|
short, an adventure game should be challenging, but not unreasonably
|
||
|
difficult to play.
|
||
|
|
||
|
Apart from any other consideration, it is a terrible waste of your
|
||
|
own creative spark if most players never reach the end of your game.
|
||
|
That would be like an author expecting most of his readers never to
|
||
|
reach the end of his novel.
|
||
|
|
||
|
Reward:
|
||
|
|
||
|
Reward is the mechanism by which the game author can indicate progress
|
||
|
to the player. It is also a mechanism for keeping the player interested
|
||
|
even when he is actually making no progress at all.
|
||
|
|
||
|
It can vary from the opening up of a new and interesting set of caves
|
||
|
to the appearance of a new character or an amusing consequence of
|
||
|
something the player tries.
|
||
|
|
||
|
Nothing keeps a player interested like a well-communicated sense of
|
||
|
`winnability'. If he really believes he can complete the game, he
|
||
|
will work much harder than if he constantly feels discouraged.
|
||
|
|
||
|
Often, alternate methods, one clever, the other laborious, of solving
|
||
|
the same problem can be used to give the player confidence that he
|
||
|
will solve all the puzzles one way or another, or that he doesn't
|
||
|
just have one chance of winning.
|
||
|
|
||
|
It is useful to use different responses (selected at random) to reply
|
||
|
to different instances of the same or similar stimulus. This keeps
|
||
|
the player trying much longer. If the invariable response to `TOUCH
|
||
|
item' is `Nothing happens' then the player will become bored more
|
||
|
quickly. He will keep playing around with the items in a more creative
|
||
|
manner if the responses are richer such as: `You'll take the shine
|
||
|
off it!' or `Careful how you touch the ...'.
|
||
|
|
||
|
Another way of rewarding the player is by giving him points for progress.
|
||
|
Points scores in an adventure are, however, less motivating than they
|
||
|
are in an all-action arcade game. Nobody plays adventures for the
|
||
|
pleasure of seeing their points score, though it is often used to
|
||
|
measure whether the player has completed the whole adventure. It __is__
|
||
|
important to make it clear to the player that he has completed the
|
||
|
adventure, by making a positive statement to that effect.
|
||
|
|
||
|
Anticipation:
|
||
|
|
||
|
Nothing builds excitement like anticipation. It is a vital element
|
||
|
of any successful game. If you can convey to your player that something
|
||
|
exciting is going to happen before it does, you will add greatly to
|
||
|
his enjoyment.
|
||
|
|
||
|
As described in the chapter on plotting, there should be a build-up
|
||
|
of suspense throughout the game, consisting of events which are anticipated.
|
||
|
|
||
|
The character of these events, and the manner by which the anticipation
|
||
|
is delivered will vary from broad hints like `You can hear the tramp
|
||
|
of iron-shod boots approaching' to more subtle clues such as small
|
||
|
animals scurrying in the opposite direction and `an unnatural silence
|
||
|
descends upon the countryside'. Alternatively, you may give the player
|
||
|
hints of something wonderful on the opposite side of a canyon that
|
||
|
he must cross, or the form of the geography may indicate that he is
|
||
|
about to stumble upon an important discovery.
|
||
|
|
||
|
Surprises are very much part of an adventure game, but they should
|
||
|
not be delivered in a bald style like:
|
||
|
|
||
|
`SUDDENLY A HUGE OGRE LEAPS OUT UPON YOU'.
|
||
|
|
||
|
Repeated events of this nature are no longer surprising nor even interesting
|
||
|
if they are largely unrelated to the player's actions.
|
||
|
|
||
|
If the huge ogre leaps out of a hat box the player has just opened,
|
||
|
or the pond he has decided to swim turns out to be inhabited by man-eating
|
||
|
ducks, then the player will start to anticipate surprises.
|
||
|
|
||
|
For a build-up of tension, you need to establish that
|
||
|
almost anything can happen if the player is careless, and then have
|
||
|
a period of relative peace between incidents.
|
||
|
|
||
|
Craft:
|
||
|
|
||
|
The craft of the adventure author lies in his use of image, sound
|
||
|
and text. However cleverly designed, the game stands or falls by the
|
||
|
craft applied to its development.
|
||
|
|
||
|
Images:
|
||
|
|
||
|
Be careful when making your graphics for the game to make each image
|
||
|
professional. Drawing a childish image just for the sake of having
|
||
|
`graphics' can easily devalue an otherwise excellent piece of work.
|
||
|
It is better not to provide an image at all than to provide an inferior
|
||
|
or misleading one.
|
||
|
|
||
|
The recent advent of digitisers, which can take a picture and turn
|
||
|
it into a screen image, has made it easier to produce good screen
|
||
|
images, but again at a cost in storage.
|
||
|
|
||
|
*** This paragraph has been left in the dust of progress***
|
||
|
Remember, in any case, that some of your users will have low resolution
|
||
|
graphics. To ensure a wide distribution, you must design to the lowest
|
||
|
common denominator, which in the case of Spectrums, C64s, Amigas and
|
||
|
STs is a TV set, and in the case of IBM PCs is a CGA-compatible laptop
|
||
|
with LCD. In short, do not presume a high resolution. Design your
|
||
|
picture so that it is balanced and well-proportioned. Then, even if
|
||
|
it appears in shades of grey, it will still look good, especially
|
||
|
from a distance. This does not prevent you from producing stunning
|
||
|
graphics for the top-of-range computers, what it does is to widen
|
||
|
your marketplace.
|
||
|
|
||
|
*** So has this one ***
|
||
|
Ideally, we would often like our graphics to be like Foss or Roger
|
||
|
Dean paintings - in fact, like the cover of this book or an LP. Bear
|
||
|
in mind, though, that these illustrators are dealing in detail at
|
||
|
hundreds of dots per inch and three thousand shades of colour, while
|
||
|
we computer artists are dealing in tens of dots per inch and tens
|
||
|
(at best) of colours.
|
||
|
|
||
|
*** But these haven't! ***
|
||
|
|
||
|
This is not a book on graphics, but here are some starting
|
||
|
points for the beginner:
|
||
|
|
||
|
Study perspective. So many promising computer graphics
|
||
|
are spoiled by a lack of understanding of how objects diminish with
|
||
|
distance, and parallel lines converge in perspective.
|
||
|
|
||
|
Get a book on artistic composition. There are two helpful outcomes
|
||
|
of this. A well-composed picture is easy on the eye, and suggests
|
||
|
an atmosphere much more readily than a cluttered one. In addition,
|
||
|
a well-composed picture will tend to have large blank areas on it,
|
||
|
which saves you work. Avoid fiercely symmetrical pictures, and ones
|
||
|
which have the focus of attention in the centre, or which are divided
|
||
|
in half by a horizontal.
|
||
|
|
||
|
Try not to fill the screen with the picture. You will save storage
|
||
|
and produce a better effect if you frame a section of the screen and
|
||
|
place the picture in that.
|
||
|
|
||
|
Study the masters. Walt Disney backgrounds and Chinese paintings are
|
||
|
masterpieces of economy and composition. The recent spate of Kung-Fu
|
||
|
arcade games has spawned a particularly fine series of oriental backgrounds
|
||
|
for their zapping and kicking. Snow scenes are good, too. Christmas
|
||
|
cards often display an admirable economy with a well-wrought atmosphere.
|
||
|
Beardsley pictures are beautifully balanced, but you won't be able
|
||
|
to match his line.
|
||
|
|
||
|
*** No longer strictly true. Now that stunning colour graphics are the
|
||
|
norm, even on PCs, the problem of the stepped diagonal line has
|
||
|
largely disappeared, and graphics that rely on line drawing are
|
||
|
much less satisfactory that those that rely on subtle colour.***
|
||
|
|
||
|
Possibly best of all models to use are high quality comic books. They
|
||
|
can suggest stunning scenery and events with great economy of detail
|
||
|
and colour. Their resolution and pallette range is much closer to
|
||
|
the one we must use.
|
||
|
|
||
|
*** Nor is this, though there are some execrable examples of poor
|
||
|
perspective in characters ***
|
||
|
|
||
|
In arcade adventures, you will have to bear in mind
|
||
|
the fact that your puppet will probably not vary in size as you move
|
||
|
him around, so you have to make the playfield shallow from front to
|
||
|
back and avoid natural perspective. In effect, you have a stage. Use
|
||
|
the artificial perspective set designers employ. A study of set design
|
||
|
will be rewarding in many respects. Don't clutter the stage with extraneous
|
||
|
items. Make sure the entrances and exits are wide enough so that your
|
||
|
actor can get through them easily. Make sure your scene changes are
|
||
|
so slick that the player doesn't get bored.
|
||
|
|
||
|
The golden rule for all computer graphics is... keep it simple.
|
||
|
|
||
|
Sound:
|
||
|
|
||
|
*** This section on sound preceded sound boards. I still think
|
||
|
all games should be playable in silence if desired, however.***
|
||
|
|
||
|
While sound is an important feature of arcade games, in adventures
|
||
|
it is often a needless distraction. An adventure game must not, in
|
||
|
my opinion, be dependent on sound, and must allow the sound to be
|
||
|
suppressed. Although they are largely an intellectual medium, some
|
||
|
adventures are accompanied by a little tune that plays throughout
|
||
|
the game. Luckily, the tune can usually be switched off before it
|
||
|
drives the player insane.
|
||
|
|
||
|
Sound can also be used as an additional `warning' stimulus about the
|
||
|
approach of danger. Sometimes a sound in the middle of an otherwise
|
||
|
silent game gives an agreeable surprise, when, for example, a magician
|
||
|
appears or a monster is killed.
|
||
|
|
||
|
Recently, in the more highly developed arcade adventures, synthesised
|
||
|
voices have been used. Regrettably, too, the speech is often hard
|
||
|
to comprehend.
|
||
|
|
||
|
In common with high quality graphics, recognisable speech and sound
|
||
|
effects is very greedy of RAM and backing store and games with both
|
||
|
typically require special or top-of-the-range hardware and many kilobytes
|
||
|
of backing store to operate at an acceptable response level.
|
||
|
|
||
|
On the other hand, music and conventional beeps and grunts are relatively
|
||
|
easy and relatively economical of computing resources.
|
||
|
|
||
|
Text:
|
||
|
|
||
|
The use of language in adventures is not simply a matter of spilling
|
||
|
your ideas onto the screen.
|
||
|
|
||
|
There is a duty upon any person who delivers words to the public to
|
||
|
employ proper spelling, grammar, punctuation and construction. You
|
||
|
may not be writing great literature, but like every wordsmith, you
|
||
|
should have a dictionary and thesaurus to hand and be ready to use
|
||
|
them in earnest.
|
||
|
|
||
|
A thesaurus is particularly useful in finding the right word to use
|
||
|
in any context, to form lists of synonyms, and to find alternate names
|
||
|
for similar objects so that the player does not have a problem distinguishing
|
||
|
between them.
|
||
|
|
||
|
Style:
|
||
|
|
||
|
In my own adventures, the player is usually addressed by the game
|
||
|
in a very personal fashion thus:
|
||
|
|
||
|
`You are in a dimly-lit cavern. There is a dark entrance
|
||
|
to the South, where you first entered this cave, and a flight of rough
|
||
|
steps leading downwards to the North.
|
||
|
|
||
|
There is a heavy sword here.
|
||
|
|
||
|
Your faithful cat is by your side.'
|
||
|
|
||
|
The game delivers the view as it is seen by the character, and the
|
||
|
items, if connected to the character, are so described.
|
||
|
|
||
|
Whenever the game reacts to player input, it does so as game author
|
||
|
to player, sometimes, as in Hobbs, putting my words into the mouth
|
||
|
of a constant and inseparable companion. The reaction to `ATTACK MAGICIAN'
|
||
|
might be:
|
||
|
|
||
|
`You thrust the heavy sword at the advancing magician,
|
||
|
but miss, due to overconfidence and bravado. Why not try again?'
|
||
|
|
||
|
Sword and Sorcery exponents often prefer the present
|
||
|
tense narrative form with implied prior knowledge of the environment,
|
||
|
thus:
|
||
|
|
||
|
`Grey Paladin stands in the Ancient Hall of the Wierdmage.
|
||
|
North lies the Terrible Staircase, South the Hall of Arch Conjurors.
|
||
|
|
||
|
The great sword Toadpricker invites his steel grip.
|
||
|
|
||
|
Mogg the Mouse-slayer stands by his side.'
|
||
|
|
||
|
Whenever the game reacts to player input, it does so in the narrative
|
||
|
form again:
|
||
|
|
||
|
`Grey Paladin thrusts Toadpricker at Hrrdtczx the
|
||
|
Parsoneater.'
|
||
|
|
||
|
The style does create a different atmosphere, appropriate to certain
|
||
|
themes.
|
||
|
|
||
|
The present tense is, of course, optional. The narrative
|
||
|
can read like an historical epic instead.
|
||
|
|
||
|
Output Text:
|
||
|
|
||
|
In text adventures, keep your descriptions brief and to the point.
|
||
|
There are two reasons for this. In the first place, the player is
|
||
|
not there to read a Sir Walter Scott novel, and may become bored if
|
||
|
your descriptions are too fulsome and detailed. In the second place,
|
||
|
the more features of the scene that you mention, the more likely the
|
||
|
player is to use a word from your location description in his command,
|
||
|
and become disappointed when that item is not actually there.
|
||
|
|
||
|
In most successful adventures, a single location description seldom
|
||
|
exceeds 300 characters.
|
||
|
|
||
|
Try to remember, when writing location descriptions, that unless the
|
||
|
location is a `YOU ARE DEAD' type of location, the player may visit
|
||
|
the location a number of times. Do not write the location description
|
||
|
as it would appear if the player only visits it once. The description
|
||
|
should fit for the first and subsequent occasions, and any exceptional
|
||
|
text like `At last! You've found it' should be programmed to appear
|
||
|
only the first time the location is visited.
|
||
|
|
||
|
The same applies to the short messages that signal item or character
|
||
|
presence, such as `There is a sharp sword here'.
|
||
|
|
||
|
Detailed item and character descriptions, on the other hand, may need
|
||
|
to be longer. As the player should not need to access the same description
|
||
|
very often, it cannot become boring.
|
||
|
|
||
|
It is often helpful to have both a description and a text for things
|
||
|
that can be read.
|
||
|
|
||
|
For example `There is a large notice here' has a description `The
|
||
|
notice is four feet high and three feet wide' (perhaps to indicate
|
||
|
it could be used to wrap something) and might have a text such as:
|
||
|
|
||
|
`NO TRESPASSING. TRESPASSERS WILL BE EATEN.'
|
||
|
|
||
|
|
||
|
|
||
|
Input Text:
|
||
|
|
||
|
Most adventure game systems have reasonable parsers, able to separate
|
||
|
the parts of a user's input, and deliver each part of a composite
|
||
|
command separately.
|
||
|
|
||
|
It is important, however, that you make sure that synonyms for verbs
|
||
|
and items are provided wherever possible. If you feel the need of
|
||
|
an abbreviation, make sure the abbreviation is communicated to the
|
||
|
player. He is not going to start guessing which words you have decided
|
||
|
to abbreviate.
|
||
|
|
||
|
Try, too, not to lock a problem solution in on a particular phrasing.
|
||
|
I remember one US offering which required the player to guess `CRAWL
|
||
|
THRU THE HOLE'.
|
||
|
|
||
|
`GO INTO THE HOLE', `ENTER HOLE' and `SOUTH' (the hole was the only
|
||
|
Southward exit) did not work.
|
||
|
|
||
|
Another pitfall concerns the way other characters are spoken to.
|
||
|
|
||
|
The best format I have come across allows
|
||
|
|
||
|
`ASK HAROLD ABOUT THE VAMPIRE'
|
||
|
|
||
|
for information seeking.
|
||
|
|
||
|
`TALK TO HAROLD ABOUT THE PARTY'
|
||
|
|
||
|
enables information giving.
|
||
|
|
||
|
`HAROLD, EAT THE PIE'
|
||
|
|
||
|
issues an instruction to Harold.
|
||
|
|
||
|
The worst was `"HAROLD, VAMPIRE' as the only form of conversation
|
||
|
(note the lone double quote!). There was no other way of communicating
|
||
|
with characters. The results of such requests were usually even grimmer
|
||
|
than the format required.
|
||
|
|
||
|
Very common verbs may be attached to function keys or icons. It may
|
||
|
be possible to menu-select items. It is indeed surprising how few
|
||
|
verbs are required to conduct even an elaborate game. They consist
|
||
|
of:
|
||
|
|
||
|
- all the standard game management verbs, such as
|
||
|
|
||
|
HELP, INVENTORY, LOOK, EXAMINE, SAVE, RESTORE, SCORE, QUIT;
|
||
|
|
||
|
- all the direction verbs - ie
|
||
|
|
||
|
N, S, E, W, NW, NE, SE, SW, UP, DOWN, ENTER and EXIT;
|
||
|
|
||
|
- all the common action verbs which appear in many adventures, including
|
||
|
|
||
|
|
||
|
ATTACK, KILL, EAT, DRINK, OPEN, CLOSE, LOCK, UNLOCK, GET, DROP, PUT
|
||
|
x IN y, PUSH, PULL, TURN, PLAY, ASK x ABOUT y, TELL (TALK TO) x ABOUT
|
||
|
y, LIGHT, EXTINGUISH, GIVE x TO y, READ, FOLLOW.
|
||
|
|
||
|
Even if these are not essential to the game, it is best to have sensible
|
||
|
responses to a player's attempts to use them;
|
||
|
|
||
|
- action verbs particular to the current game - such as:
|
||
|
|
||
|
SWIM, PAINT, RUB, TIE x TO y, UNTIE x, COOK, BUILD, BURN, CUT, CLEAN,
|
||
|
USE, KISS.
|
||
|
|
||
|
Remember to synonym as many verbs as you can, so that the player does
|
||
|
not himself have to resort to a thesaurus to guess the word you are
|
||
|
expecting him to use.
|
||
|
|
||
|
For CUT, it is reasonable to synonym:
|
||
|
|
||
|
SLICE, CHOP, SEVER, SLASH, SAW, SLIT and STAB.
|
||
|
|
||
|
The Technology of Game-Writing Systems:
|
||
|
|
||
|
In this section, I will outline some of the basics of game writing
|
||
|
systems. No matter which system you choose, you should have most of
|
||
|
these facilities or their equivalents. Appendix A lists a number of
|
||
|
packages currently available.
|
||
|
|
||
|
What does a game-writing system do?
|
||
|
|
||
|
In general, you specify all locations, items, characters and special
|
||
|
circumstances to the game-writing system, and the system produces
|
||
|
a game.
|
||
|
|
||
|
In the case of some commercially available game-writing systems, an
|
||
|
editor is built into the product, allowing you to test-run the adventure
|
||
|
bit by bit as you put the data in.
|
||
|
|
||
|
Most of the time, however, the data for the game is prepared using
|
||
|
an editor of your own choice, and the ASCII file is fed into a `compiler'.
|
||
|
The output from the compiler together with some system routines/programs
|
||
|
is the runnable adventure. This technique usually eases transfer of
|
||
|
adventures between machines.
|
||
|
|
||
|
If this is your first foray into adventure-writing, it does not much
|
||
|
matter which system you choose for your first game. The important
|
||
|
thing is to get some experience with a usable system that runs on
|
||
|
your hardware.
|
||
|
|
||
|
*** I reckon AGT is now the best, and ADVSYS has not seen the light
|
||
|
of day since I wrote this***
|
||
|
Of the text-only systems, I favour AGT for ease of use and cross-machine
|
||
|
compatibility. Use ADVSYS for extra power if you can handle object-oriented
|
||
|
programming.
|
||
|
|
||
|
I have used GAC on the Commodore 64, and found it very good. Its graphic
|
||
|
interface was usable, and it had some nice facilities. GAC's successor
|
||
|
for the Atari ST - STAC - has a similar interface.
|
||
|
|
||
|
A product called The Quill, which also has a graphics capability,
|
||
|
has been very popular in the Sinclair Spectrum sector of the market
|
||
|
in the UK. I have not used it, but have been agreeably surprised by
|
||
|
some of the products produced with it. Quill's successor is PAW -
|
||
|
Professional Adventure Writer.
|
||
|
|
||
|
*** AGT no longer lacks graphics***
|
||
|
*** A new arcade adventure system - RAGS - is due out soon ***
|
||
|
At the `top' end for logic facilities and cross-machine compatibility,
|
||
|
but lacking graphics, are AGT and ADVSYS, which feature virtually
|
||
|
a programming language for their command handling structure. PAW,
|
||
|
GAC and STAC all have a good instruction system, too. GAGS, which
|
||
|
was the fore-runner of AGT, had virtually no instruction structure,
|
||
|
but a good adventure could still be written with it.
|
||
|
|
||
|
At run-time, each game-writing system has a particular sequence in
|
||
|
which it processes standard locations and items, performs location
|
||
|
changes, and obeys instructions. These vary from system to system.
|
||
|
Some systems require the writer to specify two sets of instructions,
|
||
|
one set which must be executed before the player can input his command,
|
||
|
and the other for processing after the command.
|
||
|
|
||
|
At run-time, game systems vary in the number and sophistication of
|
||
|
standard responses they give to standard and error conditions, and
|
||
|
how many standard command verbs they understand and act upon.
|
||
|
|
||
|
The system I wrote for the Atari 800 (not commercially available)
|
||
|
was unique in that it read and interpreted the data file at run- time.
|
||
|
Its main advantage was that I could include software routines in the
|
||
|
data to deal with special situations, including moving graphics and
|
||
|
elaborate sound.
|
||
|
|
||
|
If you are a programmer, and decide to build your own
|
||
|
adventure game system, I can recommend the approach of separate editor,
|
||
|
compiler and runtime system. It is cleaner, and more economical in
|
||
|
resources.
|
||
|
|
||
|
What does the system require from the author?
|
||
|
|
||
|
All locations, items and characters (and their synonyms) are described
|
||
|
and defined according to a set of criteria specified by the game-writing
|
||
|
system. These definitions will be similar to those described in Chapter
|
||
|
8.
|
||
|
|
||
|
If there are graphics, the graphics are either connected firmly to
|
||
|
a location, or, more usually, there is a picture file so that multiple
|
||
|
locations can use either the same graphic or different combinations
|
||
|
of more than one graphic, and so that special instructions can invoke
|
||
|
an image.
|
||
|
|
||
|
The set of synonyms for standard verbs is defined, together with a
|
||
|
number of extra verbs that the game will recognise. The game writer
|
||
|
supplies instructions to deal with these extra verbs.
|
||
|
|
||
|
The `special situation' instructions are then defined. This is where
|
||
|
the greatest variation arises between systems. The instruction structure
|
||
|
is used to define the game's behaviour in special circumstances. Some
|
||
|
systems have virtually no instruction structure at all, embedding
|
||
|
a few special cases in the location and item descriptions. Most have
|
||
|
a system for testing conditions and taking action according to the
|
||
|
result. It is most useful if the instruction system can `see' the
|
||
|
player's input and the current situation, so that the game can react
|
||
|
to the use of a particular verb/noun combination in a particular location.
|
||
|
|
||
|
Using the instructions composed by the author, the game will be able
|
||
|
to recognise special situations and carry out the corresponding actions.
|
||
|
|
||
|
An independent set of messages, coupled to the instructions, is also
|
||
|
prepared. Some systems feature a unified set of messages so that the
|
||
|
writer can alter the system standard messages if desired.
|
||
|
|
||
|
It is important to keep track of your progress at this stage. I usually
|
||
|
use an editor, such as BRIEF, which allows me to edit multiple files
|
||
|
simultaneously. This also gives me the possibility of keeping a journal
|
||
|
file with all the things I might forget, like the numbers of special
|
||
|
variables and the numbers and names of locations and items. If I didn't
|
||
|
have this facility in the editor, then the notebook would come in
|
||
|
useful again!
|
||
|
|
||
|
Getting your Adventure Working:
|
||
|
|
||
|
The previous section makes it look as though you just pour the ingredients
|
||
|
in one end and get the result out of the other. Unfortunately, it
|
||
|
isn't like that. At any rate, the result when you do so would not
|
||
|
be the success you were striving for.
|
||
|
|
||
|
The usual procedure is to input some data, compile and test. Then,
|
||
|
when that is working, input some more.
|
||
|
|
||
|
In order to speed up the testing process, it is usually possible to
|
||
|
put temporary short cuts in the first location to skip to much later
|
||
|
stages of the game. One or more of the NW, NE, SW, SE exits are usually
|
||
|
available in an early location for this purpose.
|
||
|
|
||
|
Alternatively, you may be able to alter the start location. Equally,
|
||
|
you may find you have to temporarily re-locate some items so that
|
||
|
latter stages of the game can be played.
|
||
|
|
||
|
As all programmers know, the surest way to cause a bug is to cure
|
||
|
another bug. Be sure to regression-test every time you make an alteration
|
||
|
to an adventure. In the last instance, this means playing it all through
|
||
|
again.
|
||
|
|
||
|
Remember, too, that the direct path through the adventure is not the
|
||
|
only one. You have to walk down all the dead ends and do a few silly
|
||
|
things, too.
|
||
|
|
||
|
The more sophisticated game-writing systems offer more opportunities
|
||
|
for making an error.
|
||
|
|
||
|
Remember to read what your descriptions and messages
|
||
|
say. Very often, it is obvious that the game-writer has never actually
|
||
|
inspected his text for mis-spelled, missing and duplicated words.
|
||
|
We often see what we expect to see, so run the files through a spelling
|
||
|
checker if you have one or ask a friend who can spell to read through
|
||
|
them if you haven't.
|
||
|
|
||
|
When testing the adventure, after you think you've taken all the bugs
|
||
|
out of it, watch someone else play it, and note their behaviour in
|
||
|
your book. The results will tell you lots about the quality of your
|
||
|
game, and how to improve it. The alternative to writing it all down
|
||
|
is to print a journal of the play session if the game permits it,
|
||
|
though sometimes what the player says and the expression on his face
|
||
|
whilst playing are a lot more significant than what he types!
|
||
|
|
||
|
Children are excellent play-testers, and for the really awkward user,
|
||
|
choose someone who never plays adventures or who dislikes them. And
|
||
|
make sure to use someone who feels no obligation to be polite to you.
|
||
|
Close relatives are therefore a good choice!
|
||
|
|
||
|
For the best results with arcade games, including arcade adventures,
|
||
|
we videotape both the game and the player.
|
||
|
|
||
|
Remember that a bug left in the game will not only torture
|
||
|
your players, it will return to extract its vengeance from you.
|
||
|
|
||
|
|
||
|
|
||
|
Chapter 7
|
||
|
|
||
|
How to Publish and Copy-Protect your Game
|
||
|
|
||
|
Publishing:
|
||
|
|
||
|
No-one REALLY sits down to write an adventure without hoping to see
|
||
|
it played by as many people as possible. There are a number of ways
|
||
|
of publishing it. You can advertise it in a games magazine and sell
|
||
|
it direct, you can upload it to a bulletin board and allow it to be
|
||
|
distributed free or as shareware, or you can offer it to a software
|
||
|
publisher to advertise and distribute for you.
|
||
|
|
||
|
Each of these ideas has advantages and pitfalls.
|
||
|
|
||
|
Self-Publishing:
|
||
|
|
||
|
Doing your own publishing gives you the best profitability if the
|
||
|
product is successful, but it is full of pitfalls for the inexperienced,
|
||
|
and time-consuming to do the job properly.
|
||
|
|
||
|
One way is to upload your product to one or more bulletin boards for
|
||
|
the computer-owning public to download by telephone. The documentation,
|
||
|
also uploaded, requests the player to send you a contribution if he
|
||
|
likes the game. This is called __shareware__. Shareware depends
|
||
|
on trust between the supplier and the user, and there is a danger
|
||
|
that some users will never send in their contribution. The considerable
|
||
|
advantages are that your overheads are low and that you can find out
|
||
|
how good your game-writing skills are, as a new shareware package
|
||
|
often excites lots of comment on the networks.__
|
||
|
|
||
|
In any event, you must ensure that you obtain the necessary
|
||
|
licences from the owners of the game-writing system to distribute
|
||
|
games developed using their system. Each product has a different policy.
|
||
|
|
||
|
|
||
|
Some of the possibilities are:
|
||
|
|
||
|
They grant the licence by virtue of you buying their
|
||
|
system
|
||
|
|
||
|
They require that you submit a once-only payment and a copy of each
|
||
|
game distributed
|
||
|
|
||
|
They request a small royalty if you sell more than 150 copies
|
||
|
|
||
|
They sell you a different version of the product for public distribution.
|
||
|
|
||
|
*** AGT is now Freeware ***
|
||
|
There will almost certainly be no possibility of the copyright owner
|
||
|
allowing you to upload his software to a bulletin board, unless, like
|
||
|
ADVSYS and AGT, the game-writing system is itself a shareware product.
|
||
|
|
||
|
Organise the packaging. This may be an expensive activity, especially
|
||
|
if you want to copy-protect the game and make its packaging look attractive.
|
||
|
Only if the product is not on public display, but sold exclusively
|
||
|
by mail order, can you afford to skimp on packaging quality.
|
||
|
|
||
|
When you are sure you have a complete and packaged product,
|
||
|
arrange for an advertisement in a suitable magazine. You must expect
|
||
|
any display entry, even a black and white one, to be expensive compared
|
||
|
with classified small ads. You will find that regular advertising
|
||
|
in a number of magazines is disproportionately more successful than
|
||
|
a single entry.
|
||
|
|
||
|
Using a Publisher:
|
||
|
|
||
|
A software publisher should take licencing, packaging, production,
|
||
|
distribution, advertising and other worries off your shoulders.
|
||
|
|
||
|
However, most large software publishers are surprisingly unwilling
|
||
|
to distribute a game they haven't commissioned. There is pressure
|
||
|
on them to justify the cost of full-page colour adverts. Wholesalers
|
||
|
require big mark-ups on the selling price of games and the overheads
|
||
|
of games publishers are so immense that they have to be fairly sure
|
||
|
of selling thousands of copies of a product before they will market
|
||
|
it.
|
||
|
|
||
|
This they ensure, most of the time, by picking up syndicated properties
|
||
|
like Superman, Batman and James Bond and commissioning a game with
|
||
|
a clear idea of what they want to see in it. Even then, they are burnt
|
||
|
sufficiently frequently to make them extremely wary of any product
|
||
|
that isn't a SURE FIRE WINNER and STATE-OF-THE-ART.
|
||
|
|
||
|
Surprisingly, the games that sell well tend to be copies of existing
|
||
|
best sellers and are often inferior in intellectual content. This
|
||
|
pattern does not suit us adventure writers at all.
|
||
|
|
||
|
Smaller companies like Amazon Systems advertise on a less costly basis,
|
||
|
and will advertise several titles in the same entry. While sales volumes
|
||
|
are inevitably smaller, direct mail order cuts out the markup expected
|
||
|
by retail outlets. There is, however, a limit to the number of titles
|
||
|
such companies can market at any one time, though a specialist company
|
||
|
of this sort may have a very good mailing list of potential adventure
|
||
|
game customers.
|
||
|
|
||
|
In summary, if you can persuade a publisher to distribute
|
||
|
your product, that probably gives you the best long-term return on
|
||
|
your investment of time and effort. Royalty levels for software run
|
||
|
at a very low level, but remember that you can become rich on a small
|
||
|
percentage of a winner!
|
||
|
|
||
|
Copy Protection:
|
||
|
|
||
|
If you do sell an adventure, be prepared for it to be pirated if at
|
||
|
all possible. How can you copy-protect it?
|
||
|
|
||
|
*** Nowadays, CD is a great security device if you can afford it!***
|
||
|
Hardware protection methods can be expensive, and may cost the distributor
|
||
|
more sales than they save. Discs with indelible identifiers and dongles
|
||
|
can be effective, but there's often some piece of `compatible' hardware
|
||
|
that the system does not work with. Add to that the fact that amateur
|
||
|
pirates have all the spare time in the world to work round the problem
|
||
|
as an academic exercise, then they freely distribute their security-cracking
|
||
|
system on bulletin boards, advertising it as a back-up feature, and
|
||
|
that's the end of that.
|
||
|
|
||
|
There is a growing movement against hardware-enforced copy-protected
|
||
|
software from people who insist on their right to have a security
|
||
|
copy of software, or who dislike mounting an unnecessary piece of
|
||
|
hardware every time the game is run, and large software suppliers
|
||
|
are tending to rely more on documentary and legal safeguards.
|
||
|
|
||
|
The principle to follow is to ensure that it is hardly worth the casual
|
||
|
buyer's effort to pirate your work. To achieve this, your product
|
||
|
must be cheap and easily obtainable. Many US adventures were pirated
|
||
|
just because very few High Street traders stocked them and Mail Order
|
||
|
distributors took forever to obtain them from the USA because they
|
||
|
advertised without having them in stock.
|
||
|
|
||
|
How, then, can your software be copy-protected?
|
||
|
|
||
|
An excellent protection for adventures is to supply a piece of printed
|
||
|
matter or a product that is essential to the game or highly desirable
|
||
|
but hard to reproduce.
|
||
|
|
||
|
Desirable commodities include lavish colour illustrations
|
||
|
of characters and items, maps and plans, posters that look good above
|
||
|
the buyer's computer, badges, scorecards, models and plastic trinkets.
|
||
|
|
||
|
How can printed matter or products be essential to
|
||
|
the game?
|
||
|
|
||
|
Well, for a start, they can contain the key to a code that has to
|
||
|
be cracked in the adventure. It may be a map, or it can contain essential
|
||
|
information to answer a question. A good place to put such questions
|
||
|
is before a SAVE file can be RESTORED. This means the adventure can
|
||
|
be played, but probably cannot be won without the information.
|
||
|
|
||
|
It is helpful if the fact that the game needs the enclosures is hidden
|
||
|
until the player has gone some way into the game. People often take
|
||
|
a pirate copy of something because they want to see what it's like
|
||
|
before buying. If the game hooks them and it's inexpensive, they buy
|
||
|
their own copy.
|
||
|
|
||
|
How do you make printed matter hard to reproduce
|
||
|
in these days of photocopiers?
|
||
|
|
||
|
There are three ways:
|
||
|
|
||
|
It can be big in terms of pages or in format
|
||
|
|
||
|
It can be in colour or transparent
|
||
|
|
||
|
It can be on the original disc or cassette.
|
||
|
|
||
|
A big insert can be a booklet. Some commercial products have a booklet
|
||
|
with many pages which are hard to photocopy - they are small, and
|
||
|
embarrassing to be found doing in the office! The only purpose of
|
||
|
the booklet is that the player is going to have to use it to crack
|
||
|
a code or is going to have to reply to questions like: What is the
|
||
|
third word on the sixth line of page seventeen in the book?
|
||
|
|
||
|
Alternatively, the booklet may be intrinsically desirable, and contain
|
||
|
essential details of characters and equipment featured in the game.
|
||
|
|
||
|
|
||
|
Another ruse is to print the insert at A2 or A1 size, so that it cannot
|
||
|
be readily photocopied. No-one really likes using something that is
|
||
|
stuck together with sellotape. If you print an apparently insignificant
|
||
|
number at the foot of a legal size (or foolscap) sheet, the pirate
|
||
|
may omit to copy the number when taking an A4 photocopy. A serial
|
||
|
number printed on the game box may be missed during a photocopying
|
||
|
session, too.
|
||
|
|
||
|
**** Groan... until the advent of cheap colour scanners, that is.***
|
||
|
A coloured insert of large size is an excellent idea, because colour
|
||
|
photocopying costs about 15 times as much as monochrome. Most pirates
|
||
|
find this an even bigger turn-off than sellotape! From your point
|
||
|
of view, however, colour printing is very expensive - much more than
|
||
|
four times the cost of monochrome, especially for print runs of less
|
||
|
than 1000.
|
||
|
|
||
|
One of the elaborate forms of colour printing is red-green 3-dimensional
|
||
|
pictures. There are also other forms of 3-D printing including a process
|
||
|
for producing hologram-like pictures, which would be impossible to
|
||
|
copy cheaply.
|
||
|
|
||
|
To make colour printing worth your while, it must have either beauty
|
||
|
in itself, or importance to the game. In these circumstances the would-be
|
||
|
player may find it worthwhile to buy your game rather than steal it.
|
||
|
The down side of colour documentation for copy protection is that
|
||
|
colour-blind players may be at a disadvantage.
|
||
|
|
||
|
Though it is possible to photocopy onto transparent sheets, it is
|
||
|
again more the province of the professional office, and difficult
|
||
|
to do casually or cheaply. Such a sheet could form part of a code-breaking
|
||
|
or password identification system, particularly if it combined colour
|
||
|
with transparency.
|
||
|
|
||
|
Just in case you were thinking of trying it, never put a floppy disc
|
||
|
in a photocopier. There's a good chance you will damage the data on
|
||
|
it. For that reason, and because no-one looks closely at disc labels,
|
||
|
it's a good security idea to print some essential data on the label
|
||
|
of the original disc. We did that with the Paul Daniels Magic Adventure,
|
||
|
and some pirates even had the cheek to 'phone us up to find out what
|
||
|
the information was!
|
||
|
|
||
|
One game publishing firm hit upon a good idea. They had a habit of
|
||
|
filling their packages with various trinkets and pieces of paper.
|
||
|
For example, one product was sold as a dossier in a colourful folder
|
||
|
filled with sheets of paper of different and odd sizes and colours,
|
||
|
and with photographs and other items. It was not obvious which one
|
||
|
was going to be important for copy protection, so the potential pirate
|
||
|
had to copy them all, with the result that it became unattractive
|
||
|
to make a copy for someone else.
|
||
|
|
||
|
Three more ideas that come to mind are:
|
||
|
|
||
|
codewheel - a sort of circular ready-reckoner with
|
||
|
multiple discs which are a bother to reproduce
|
||
|
|
||
|
scytale - a combination of a printed item and a cylinder of a certain
|
||
|
size. The paper is wrapped around the cylinder to reveal one or more
|
||
|
secret messages
|
||
|
|
||
|
security lens - an optical device which must be placed over a small
|
||
|
section of the screen to decipher a codeword.
|
||
|
|
||
|
Copy protection is a tricky subject and can even have
|
||
|
a damaging effect on overall sales. Therefore, make sure your protection
|
||
|
is either entertaining or at least trouble-free for the bona-fide
|
||
|
user.
|
||
|
|
||
|
Cheat Protection
|
||
|
|
||
|
A subject allied to copy protection is cheat protection. Many of the
|
||
|
early adventures could be solved by running the game's data file through
|
||
|
an editor program and reading the messages. Even though the instructions
|
||
|
could not be readily comprehended, the messages could give away the
|
||
|
secret of how to do something.
|
||
|
|
||
|
Typically, a message might read:
|
||
|
|
||
|
As you put the coin in the slot, you hear a click.
|
||
|
|
||
|
which is pretty revealing.
|
||
|
|
||
|
The way to prevent this happening is for the game-writing system to
|
||
|
encipher the data files before distribution, and decipher the data
|
||
|
in the messages just before displaying it.
|
||
|
|
||
|
Even then, smart users are going to be able to decipher them. This
|
||
|
they tend to do, not by being cipher experts, though many of them
|
||
|
undoubtedly are, but by tracing the code that the game-writing system
|
||
|
uses to decipher the messages. This is a laborious process that most
|
||
|
of us programmers hate, but which will eventually reveal the cipher
|
||
|
algorithm.
|
||
|
|
||
|
Having found out the method, they apply the same algorithm to the
|
||
|
data files and reveal the messages for themselves.
|
||
|
|
||
|
One such system to `crack' the encipherment used by one major games
|
||
|
company was launched onto the world's public bulletin boards some
|
||
|
years ago, though the victim company quickly dealt with the problem.
|
||
|
|
||
|
You must assume that a small percentage of your users
|
||
|
will take the trouble to peek at your messages. Even those few game-writing
|
||
|
systems which do provide encipherment may still unlock your secrets
|
||
|
to an owner of the game-writing system you use. So try to conceal
|
||
|
the important messages in the game, and, in particular, the questions
|
||
|
and responses you use for copy protection.
|
||
|
|
||
|
One method to employ is:
|
||
|
|
||
|
Don't be explicit with your messages. Instead of
|
||
|
saying:
|
||
|
|
||
|
As you push the button, the tiger leaps out.
|
||
|
|
||
|
say:
|
||
|
|
||
|
What a surprise! The tiger leaps out.
|
||
|
|
||
|
so you haven't revealed why the tiger appeared. The
|
||
|
legitimate player knows he pressed the button just beforehand.
|
||
|
|
||
|
Alternatively,
|
||
|
|
||
|
Don't put the whole message in one place. In the
|
||
|
previous example, you might make two messages as follows:
|
||
|
|
||
|
As you push the button,
|
||
|
|
||
|
and
|
||
|
|
||
|
the tiger leaps out.
|
||
|
|
||
|
And display them separately, one after the other.
|
||
|
Of course, these messages mustn't be stored next to one another on
|
||
|
the data file.
|
||
|
|
||
|
Or even,
|
||
|
|
||
|
Some game writing systems allow the game writer to
|
||
|
store the messages like this:
|
||
|
|
||
|
As you =VERB= the =NOUN=, the =ITEM23= leaps out.
|
||
|
|
||
|
and the PUSH and BUTTON from the player's command
|
||
|
and the game's item 23 (tiger) are only filled in at run time.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Chapter 8
|
||
|
|
||
|
The Architecture of Adventure Games
|
||
|
|
||
|
This chapter describes in more detail the components which make up
|
||
|
an adventure game. The principal entities being:
|
||
|
|
||
|
__Locations__ (or __Scenes__ or __Rooms__)
|
||
|
|
||
|
__Items__ (or __Objects__ or __Nouns__) which populate these
|
||
|
Locations
|
||
|
|
||
|
and
|
||
|
|
||
|
__Characters__ (__People__,__ Creatures__, __Monsters__ etc.)
|
||
|
which roam the Locations.
|
||
|
|
||
|
The player interacts with the game by means of:
|
||
|
|
||
|
__Commands__, which he types into the computer. Commands are based
|
||
|
around the syntax of the English sentence. Foreign language variants
|
||
|
may require the verb or adjective to be in a different position, both
|
||
|
in Command input and in responses. Even where a graphic adventure
|
||
|
requires the user to point at icons, these icons represent 'parts
|
||
|
of speech'.
|
||
|
|
||
|
__Messages__ are displayed by the game. Some messages are associated
|
||
|
with the standard locations and items, while others are displayed
|
||
|
in response to player instructions.
|
||
|
|
||
|
__Instructions__ are included in the game by the writer in order
|
||
|
to deal with special situations like transformations and discovery.
|
||
|
|
||
|
Instructions have a number of data items available to
|
||
|
them. These are: __Variables__, __Flags__ and __Counters__.
|
||
|
|
||
|
Locations
|
||
|
|
||
|
The features of a Location - also known as its __Attributes__ can
|
||
|
be:
|
||
|
|
||
|
__Location Number (or Identifier)__: a unique identifier
|
||
|
for the Location. It may be the same as Short Description in some
|
||
|
adventures, though it is often useful to be able to have the same
|
||
|
short description for two Locations which are logically different
|
||
|
|
||
|
__Short Description:__ used as a shorthand 'heading' for the Location
|
||
|
|
||
|
__Long Description:__ in text adventures a verbal description, in
|
||
|
graphics adventures a picture or scene, perhaps accompanied by a verbal
|
||
|
description
|
||
|
|
||
|
__Exits:__ a list of Locations associated with standard directions
|
||
|
from current Location.
|
||
|
eg DOWN - Cellar, UP - Loft
|
||
|
|
||
|
__Light:__ whether the Location is intrinsically lit, or whether
|
||
|
a light source is required to illuminate the scene. Sometimes, only
|
||
|
a particular type of light source would be valid in this particular
|
||
|
Location
|
||
|
|
||
|
__Reward:__ usually implicitly 0, but may be a number of points
|
||
|
awarded for successful arrival at current Location
|
||
|
|
||
|
__Help:__ in some game-writing systems, each Location is permitted
|
||
|
a piece of text which can be offered as a hint if the player commands
|
||
|
HELP (in other cases, a HELP command is associated with some other
|
||
|
type of status, not the current Location)
|
||
|
|
||
|
__Status__: usually implicitly Normal but could signal that this
|
||
|
is Start Location, Untimely End Location, Resurrect/Restart Location,
|
||
|
Game Won Location, Treasure Room - ie Location in which points are
|
||
|
scored for leaving Items
|
||
|
|
||
|
__Bounce:__ in some game-writing systems, a Location
|
||
|
is permitted to be a 'bounce' Location. ie if the player enters this
|
||
|
Location, it is described, but the player is thereafter returned to
|
||
|
the Location he came from
|
||
|
|
||
|
__Special Commands and/or Items:__ commands or items which have
|
||
|
a special significance in the current Location, but not in others
|
||
|
- for example, if the Location were at a riverbank, then the command
|
||
|
NORTH might have the special meaning SWIM at this Location
|
||
|
|
||
|
|
||
|
|
||
|
Items
|
||
|
|
||
|
The Attributes of Items can include:
|
||
|
|
||
|
__Item Identifier__: Number or other unique identifier
|
||
|
of Item
|
||
|
|
||
|
__Item Name__: a word, such as WALLET, which is used as the principal
|
||
|
identifier for this Item in commands
|
||
|
|
||
|
__Synonyms:__ other words which are also valid for identifying the
|
||
|
Item, such as PURSE or BILLFOLD
|
||
|
|
||
|
__Adjective (or adjectival phrase):__ to distinguish this Item eg
|
||
|
BROWN LEATHER
|
||
|
|
||
|
__Short Description:__ for use when describing the Item in a Location. Typically,
|
||
|
this short description would be `There is a brown leather wallet here'
|
||
|
|
||
|
__Situation:__ where currently located - could be inside another
|
||
|
Item, in the possession of a Character or could simply be in a Location
|
||
|
or Limbo
|
||
|
|
||
|
__Detailed Description:__ a complete description which will be delivered
|
||
|
when the player commands EXAMINE or INSPECT Item
|
||
|
|
||
|
__Text:__ often an Item such as a book or a note
|
||
|
has both a description and a text. The text can be activated by READ
|
||
|
Item
|
||
|
|
||
|
__Singular/Plural:__ in order to make the grammar of game responses
|
||
|
correct (although a distressing number of games give responses like:
|
||
|
`the jewels __is__ not here.'!)
|
||
|
|
||
|
__Fixed/Movable:__ refers to whether Characters can GET it. Associated
|
||
|
attributes Size and Weight may also apply
|
||
|
|
||
|
|
||
|
|
||
|
__On/Off:__ used for a variety of purposes. For lights, whether
|
||
|
lit, for magic wands, whether energised, for containers whether empty
|
||
|
etc
|
||
|
|
||
|
__Light__: whether it gives out light if also ON
|
||
|
|
||
|
__Open:__ for containers/doors whether open or shut
|
||
|
|
||
|
__Locked:__ {for containers or doors) whether locked or unlocked. Associated
|
||
|
attribute would be the Item number of the key to unlock it
|
||
|
|
||
|
__Points:__ how many points the Item is worth, either as an immediate
|
||
|
bonus, or when delivered to a Treasure Location
|
||
|
|
||
|
A raft of other attributes are possible, depending on the game or
|
||
|
the game-writing system and can include:
|
||
|
|
||
|
__Weapon:__ Yes/No and Weapon power
|
||
|
|
||
|
__Food:__ Yes/No and whether poisonous
|
||
|
|
||
|
__Garment/Armour:__ Yes/No and Armour Class as in Dungeons & Dragons
|
||
|
|
||
|
__Cost:__ How much money required to purchase
|
||
|
|
||
|
__Magic Spell:__ Yes/No and Type
|
||
|
|
||
|
|
||
|
|
||
|
Characters
|
||
|
|
||
|
Some game-writing systems make no qualitative distinction between
|
||
|
Items and Characters. Others differentiate between Monsters and Friendly
|
||
|
characters, or between Humanoid and Animal or Creature. These distinctions
|
||
|
can help or hinder the game writer to some degree, but are otherwise
|
||
|
unimportant.
|
||
|
|
||
|
The Attributes of Characters can be drawn from:
|
||
|
|
||
|
__Character Identifier:__ Unique number or other
|
||
|
identifier
|
||
|
|
||
|
__Character Name:__ a word, such as THIEF, which is used as the
|
||
|
principal identifier of the Character in commands
|
||
|
|
||
|
__Synonyms:__ other words or proper names which are also valid for
|
||
|
identifying the Character, such as CUTPURSE or FAGIN
|
||
|
|
||
|
__Adjective (or adjectival phrase):__ to distinguish this Character
|
||
|
from other Characters of the same general type eg LEAN AND HUNGRY
|
||
|
|
||
|
__Short Description:__ for use when describing a Location. Typically,
|
||
|
this short description would be `There is a lean and hungry thief
|
||
|
here' or `Fagin is here'
|
||
|
|
||
|
__Situation:__ where currently located - for example in a Location
|
||
|
or Limbo, or could be inside an Item, such as a wardrobe
|
||
|
|
||
|
__Detailed Description:__ a complete description which will be delivered
|
||
|
when the player commands EXAMINE or INSPECT Character
|
||
|
|
||
|
__Singular/Plural:__ for correct grammar in game responses when
|
||
|
the Character is multiple.
|
||
|
eg IS/ARE and IT ITS/THEY THEM THEIR
|
||
|
|
||
|
__Gender:__ ie for correct use in game responses
|
||
|
of HE SHE HIM HER HIS IT and ITS
|
||
|
|
||
|
__Friendly/Hostile:__ to deal with types of response to speaking
|
||
|
with or attacking the creature. Other attributes describing the degree
|
||
|
of ferocity, strength, vulnerability etc
|
||
|
|
||
|
__D & D characteristics:__ Class, Courage, Wisdom, Constitution,
|
||
|
Dexterity etc
|
||
|
|
||
|
__`Achilles Heel'__: Weapon to which the character is particularly
|
||
|
vulnerable. eg fresh air, exercise
|
||
|
|
||
|
__Points:__ for meeting or defeating creatures
|
||
|
|
||
|
__Companion:__ Yes/No - Yes means the Creature tries to follow the
|
||
|
player Character from Location to Location.
|
||
|
|
||
|
|
||
|
|
||
|
Commands
|
||
|
|
||
|
The simplest command usually accepted consists only of a verb.
|
||
|
|
||
|
Typical free-standing verbs are:
|
||
|
HELP, LOOK, INVENTORY.
|
||
|
Most adventures also accept direction `verbs' such as: NORTH, SOUTH,
|
||
|
EAST, WEST.
|
||
|
|
||
|
An important pair of special verbs is:
|
||
|
SAVE and RESTORE
|
||
|
which allow the player to dump the current state of the game and reload
|
||
|
it later.
|
||
|
|
||
|
Conventionally, the one-word verbs:
|
||
|
SCRIPT and UNSCRIPT
|
||
|
are used to switch a printed journal of the game on and off.
|
||
|
|
||
|
The next stage of command construction is: Verb Noun. Examples are:
|
||
|
OPEN BOX
|
||
|
CLOSE DOOR
|
||
|
and GET APPLE.
|
||
|
|
||
|
Most games allow for and ignore:
|
||
|
THE, THIS, A, AN, MY, HIS before a noun.
|
||
|
|
||
|
So the above examples could have read:
|
||
|
OPEN THIS BOX
|
||
|
CLOSE THE DOOR
|
||
|
GET AN APPLE.
|
||
|
|
||
|
A Noun may be an Item or a Character.
|
||
|
|
||
|
If there may be more than one of a noun, for example a red box and
|
||
|
a blue box, it should be possible to distinguish these. For that
|
||
|
reason, it is usually permissible to have an adjective with any noun,
|
||
|
so that OPEN RED BOX is understandable to the system, even if there
|
||
|
is no other box to be referred to.
|
||
|
|
||
|
Another common construct allowed is to pass the command to another
|
||
|
character in the story, thus:
|
||
|
WIZARD, ENCHANT THE PRINCE.
|
||
|
|
||
|
Some actions cannot be expressed in this way, even by sticking multiple
|
||
|
Verb Noun commands together. These are of the form:
|
||
|
UNLOCK THE DOOR WITH THE KEY
|
||
|
HIT THE BALL WITH MY CLUB
|
||
|
ASK THE MERCHANT ABOUT THE GOLD.
|
||
|
In these commands, a preposition is permitted before the second noun.
|
||
|
|
||
|
The next important construct is the chaining of commands together,
|
||
|
as, for example:
|
||
|
EAT THE EGG THEN DRINK THE WINE
|
||
|
GET THE DUCK AND SHOOT THE GOOSE.
|
||
|
The game will usually treat these as two separate commands. Even
|
||
|
OPEN BOX, EXAMINE BOX are acceptable to many games, substituting a
|
||
|
comma for the conjunctions THEN or AND.
|
||
|
|
||
|
It is often permissible to supply multiple nouns as in:
|
||
|
PUT THE BOTTLE AND THE BAG IN THE BASKET, or GET BUCKET, SPADE.
|
||
|
|
||
|
There are a number of strategies for reducing input for text adventures. One
|
||
|
of these is to reduce common verbs to a single letter as in H for
|
||
|
help or I for Inventory. Another is to allow AGAIN or G as an instruction
|
||
|
to repeat the previous command, so that, for example, if you are fighting
|
||
|
a troll, the player could just say HIT TROLL WITH STICK once, and
|
||
|
repeat G until the troll begged for mercy.
|
||
|
|
||
|
Another common solution is to allow IT or HIM or THEM as a substitute
|
||
|
for the Noun used in the previous sentence, as in:
|
||
|
FOLLOW THE PRIEST, TALK TO HIM
|
||
|
or GET THE APPLE AND EAT IT.
|
||
|
|
||
|
The collective Noun ALL and its exception ALL BUT are also commonly
|
||
|
allowed in games. For example, GET ALL would typically transfer to
|
||
|
the player's inventory all the movable Items in a Location, while
|
||
|
DROP ALL BUT SWORD would drop everything the player was carrying,
|
||
|
except the sword.
|
||
|
|
||
|
Messages
|
||
|
|
||
|
The messages in a game are the main area of communication between
|
||
|
the game and the player. They are displayed by the game system itself
|
||
|
to signal standard situations. The game writer can also trigger the
|
||
|
output of messages as a response to player input.
|
||
|
|
||
|
Often, the game writer has the option to change even those messages
|
||
|
that the game system outputs. In this way, a game can be considerably
|
||
|
customised.
|
||
|
|
||
|
Instructions
|
||
|
|
||
|
Game-writing systems show great variance in the area of Instructions.
|
||
|
|
||
|
The game writer uses the Instructions to monitor the game and to handle
|
||
|
all the player actions the game-writing system cannot handle.
|
||
|
|
||
|
For example, most of the game-writing systems will move the player
|
||
|
successfully from Location to Location, by simply recognising the
|
||
|
direction commands input by the player and reacting appropriately.
|
||
|
Most will also handle GET, DROP, OPEN, CLOSE and so on.
|
||
|
|
||
|
However, you will want additional control. For example,
|
||
|
you need a mechanism for opening secret exits if the player acts in
|
||
|
a certain way. You may want to set a timer to catch the player in
|
||
|
an ambush. You will need to move your non-player characters around,
|
||
|
do transformations and discoveries and react to non-standard commands
|
||
|
like PEEL THE BANANA.
|
||
|
|
||
|
__Conditional__ Instructions are used by the game writer to test
|
||
|
for conditions that the game knows about.
|
||
|
|
||
|
__Action__ Instructions actually change the state of the game in
|
||
|
some way.
|
||
|
|
||
|
__Control__ Instructions handle the sequence in which the game instructions
|
||
|
are obeyed.
|
||
|
|
||
|
This is hard to communicate, so let's take a typical example. Suppose
|
||
|
we are dealing with teleporting the player to the palace if he drinks
|
||
|
a potion, but only if he drinks it in the torture chamber after midnight.
|
||
|
|
||
|
|
||
|
I will use AGT's instructions as an example.
|
||
|
|
||
|
Each set of instructions is grouped under a COMMAND that the player
|
||
|
has input, so the sequence would go:
|
||
|
|
||
|
COMMAND DRINK POTION
|
||
|
IsCarrying 221 (Player carrying flask?) conditional
|
||
|
AtLocation 18 (In Torture Chamber?) conditional
|
||
|
FlagON 2 (After midnight?) conditional
|
||
|
GoToRoom 88 (go to the palace) action
|
||
|
SwapLocations 221 222 (Switch the full flask for an empty one) action
|
||
|
DoneWithTurn (Don't process any more instructions) control END_COMMAND
|
||
|
|
||
|
and the instructions to deal with failure are:
|
||
|
|
||
|
COMMAND DRINK POTION
|
||
|
IsCarrying 221 (Player carrying flask?) conditional
|
||
|
SwapLocations 221 222 (Switch the full flask for an empty one) action
|
||
|
PrintMessage 125 (`Sorry. You got it wrong.') action
|
||
|
DoneWithTurn
|
||
|
END_COMMAND
|
||
|
|
||
|
|
||
|
|
||
|
Variables, Flags and Counters
|
||
|
|
||
|
Not all game-writing systems provide all three types of data. Luckily,
|
||
|
a variable can be used to substitute for either of the other types.
|
||
|
|
||
|
Variables are used by the game to store numbers. We might use variable
|
||
|
1 to keep note of the number of gold pieces the player has. Then if
|
||
|
we need to display a message showing the value of the player's purse,
|
||
|
it might be:
|
||
|
|
||
|
You have =VAR 1= gold pieces
|
||
|
|
||
|
and the system would substitute the number of gold pieces for =VAR
|
||
|
1= when it was displayed.
|
||
|
|
||
|
If the player were trying to buy a new sword, we could cause the instructions
|
||
|
to check variable 1 to make sure he could afford it.
|
||
|
|
||
|
Flags are used to remember ON/OFF switches. A flag is either on or
|
||
|
off. A Flag might be used in the game to indicate whether the player
|
||
|
had met a particular character on some previous occasion, in order
|
||
|
to suppress the initial encounter message at later meetings.
|
||
|
|
||
|
Counters are variables which the game itself increases or decreases
|
||
|
by 1 at every turn. They are used to schedule all sorts of time-dependent
|
||
|
events.
|
||
|
|
||
|
Instructions usually exist to compare and calculate with the various
|
||
|
counters and variables. Other instructions can be used to set and
|
||
|
clear Flags, and to test their condition.
|
||
|
|
||
|
|
||
|
|
||
|
Chapter 9
|
||
|
|
||
|
A Text Adventure
|
||
|
Example
|
||
|
|
||
|
Here is an epic fragment of one of my own text adventures,
|
||
|
written using Softworks' AGT game-writing system.
|
||
|
|
||
|
You will know where you are by reading the short description
|
||
|
between the <<>> signs.
|
||
|
|
||
|
The game prompt is `What Now?'
|
||
|
The player command is in upper case.
|
||
|
|
||
|
Sir Ramic Hobbs and the High Level Gorilla
|
||
|
by Gil Williamson
|
||
|
1st December 1989
|
||
|
|
||
|
Introduction......
|
||
|
|
||
|
Just in case you've forgotten, you are Sir Ramic Hobbs, Knight Errant. It
|
||
|
really WAS an error to come out on this Quest.
|
||
|
|
||
|
I am your guide. My name is Prang, Wizard Prang. I'll try to keep
|
||
|
you up-to-date with what's going on by means of disembodied voice,
|
||
|
|
||
|
a technique I learned from the Flying Sorceror, Ufo Snafu. I once
|
||
|
had a body, just like yours... well, not JUST like yours.. until I offended
|
||
|
Sir Kewler Stairs, who disembodied me with one blow of his handy
|
||
|
mace. Still, I make myself useful.
|
||
|
|
||
|
<< Smelly Cave >>
|
||
|
You are in an extremely smelly cave. The floor slopes steeply from
|
||
|
West down to East. There is a faint glow from below, whence the
|
||
|
smell appears to be emanating, and a rather brighter light from
|
||
|
above. The floor is slippery.
|
||
|
There is an ornate sword here.
|
||
|
There is a round peg here.
|
||
|
There's a signed agreement here.
|
||
|
There is a curious flute here.
|
||
|
There's a grubby manual here.
|
||
|
There is a rather untidy owl here.
|
||
|
============
|
||
|
|
||
|
What Now? INVENTORY
|
||
|
You aren't carrying anything.
|
||
|
You are wearing the following:
|
||
|
steel helmet
|
||
|
suit of armour
|
||
|
|
||
|
What Now? EXAMINE HELMET AND SUIT
|
||
|
You
|
||
|
are wearing a battered steel helmet with a ragged plume on top, and
|
||
|
a visor that opens and closes. There's not much of you visible. You
|
||
|
are completely encased in a rather rusty suit of armour handed down
|
||
|
from your uncle, who perished in it. You can still smell him.
|
||
|
|
||
|
What Now? EXAMINE SWORD The sword
|
||
|
looks valuable, but I wouldn't try hitting a bear with it,
|
||
|
if I were you. Take my advice. A person in your condition should
|
||
|
NEVER take on a bear under ANY circumstances. Oh, and by the way,
|
||
|
the sword is blunt.
|
||
|
|
||
|
What Now? EXAMINE AGREEMENT It's
|
||
|
an agreement you rashly signed whilst under the influence of
|
||
|
mead at the Khan's Pleasure Dome Night. It's worth a read, actually.
|
||
|
|
||
|
What Now? READ AGREEMENT
|
||
|
It reads: "__AN AGREEMENT MADE IN THE KINGDOM, OR PERHAPS THE
|
||
|
KHANDOM, OF TRASCH KHAN, WORTHY SUCCESSOR TO CUDDLY KHAN, BUILDER OF
|
||
|
THE DOME, ON OCTEMBER THE 32nd.__
|
||
|
"__BEING OF SOUND MIND__ {That's a laugh! after all that mead!}
|
||
|
__I, SIR RAMIC HOBBS __{That's you, remember} __AGREE TO RETRIEVE
|
||
|
PRINCESS ANNE DE PEA FROM THE EVIL GRASP OF THE HIGH LEVEL GORILLA
|
||
|
__{That's HLG,a formidable chap who could, with two fingers, compress
|
||
|
your windpipe till all you could wheeze was 'eek'}, __NOW RESIDENT
|
||
|
AT THE TOP OF THE MIDDEN.__
|
||
|
"__SIGNED, SIR RAMIC HOBBS__" ... that's it.
|
||
|
You woke up in a cave about half-way up the Midden, with your mead supply
|
||
|
expired. Bad news. You were meant to bring a ransom, but you
|
||
|
left it behind, so back to the Dome with you! Sorry!
|
||
|
|
||
|
What Now? EXAMINE FLUTE
|
||
|
It looks clean (as a whistle, Ho, Ho). Can you play? There's
|
||
|
something written on it.
|
||
|
|
||
|
What Now? READ IT
|
||
|
In tiny writing, too small for your bloodshot eye to read, it says: "With
|
||
|
the compliments of the Arabian Knights' Company."
|
||
|
|
||
|
What Now? HELP
|
||
|
Perhaps you should consider leaving this hell-hole.
|
||
|
|
||
|
What Now? GET PEG
|
||
|
You are now carrying the round peg.
|
||
|
|
||
|
What Now? E
|
||
|
<< Bear Lair (West) >>
|
||
|
This is where the smell was coming from, all right. There are piles
|
||
|
of it on the floor. The inhabitant of this cave doesn't do it
|
||
|
in the woods. The cave where you woke up is to the West.
|
||
|
The main part of the Bear Lair is East of here.
|
||
|
There is a round hole in the wall at shoulder height.
|
||
|
============
|
||
|
|
||
|
What Now? EXAMINE HOLE
|
||
|
There is some mechanism inside the hole.
|
||
|
|
||
|
What Now? PUT PEG IN HOLE AND PUSH IT
|
||
|
You have put the peg in the hole.
|
||
|
The peg cleverly resists your touch.
|
||
|
|
||
|
What Now? PULL IT
|
||
|
There seems to be a bear moving around in the bear lair.
|
||
|
Pulling on the peg doesn't seem to work.
|
||
|
|
||
|
What Now? HELP
|
||
|
None of us are enjoying this very much. There must be something sensible
|
||
|
to do.
|
||
|
|
||
|
What Now? TURN THE PEG
|
||
|
|
||
|
Turn, turn, turn...
|
||
|
|
||
|
|
||
|
|
||
|
What Now? W
|
||
|
<< Smelly Cave >>
|
||
|
You are in an extremely smelly cave. The floor slopes steeply from
|
||
|
West down to East. There is a faint glow from below, whence the
|
||
|
smell appears to be emanating, and a rather brighter light from
|
||
|
above. The floor is slippery.
|
||
|
There is an ornate sword here.
|
||
|
There's a signed agreement here.
|
||
|
There is a curious flute here.
|
||
|
There's a grubby manual here.
|
||
|
There is a rather untidy owl here.
|
||
|
============
|
||
|
|
||
|
What Now? W
|
||
|
<< Precipitous Ledge >>
|
||
|
You are standing on a precipitous ledge above what is called 'an aching
|
||
|
void'. You're not quite sure whether the void aches more than
|
||
|
your head. A long way below, to the West, you can see a castle on
|
||
|
the shore of the Sunless Sea, which stretches off to the
|
||
|
South. Round to your left, far below, at the foot of the Midden,
|
||
|
the River Alf steams (yes, steams) into the sea. Behind you,
|
||
|
to the East, is a cave. A path sneaks North, through some bushes.
|
||
|
There's a wooden fence in front of you.
|
||
|
There is a rather untidy owl here.
|
||
|
============
|
||
|
|
||
|
What Now? EXAMINE FENCE
|
||
|
The fence is fairly sturdy - sturdier than you - but not securely fastened
|
||
|
in place.
|
||
|
|
||
|
What Now? EXAMINE OWL
|
||
|
The owl is extremely dirty and threadbare. Bloodcurdling Owl is his
|
||
|
name, but we'd better call him BO for short.
|
||
|
BO :__ Eminences, my disgusting name is Bloodcurdling Owl. Because
|
||
|
this is needlessly long, honoured beings may call me BO for
|
||
|
short ....__
|
||
|
Yes, I've just told him all that. Sir Ramic is not deaf, merely hungover,
|
||
|
as serves him damned well right.
|
||
|
BO :__ I beg your Graces' pardons. If Sir Ramic is so foolish as
|
||
|
to require my advice, let him say: ASK BO ABOUT whatever.
|
||
|
Now allow me to remove my unpleasant presence to a discreet
|
||
|
distance.__
|
||
|
|
||
|
What Now? ASK BO ABOUT FENCE
|
||
|
BO : __If your eminence is prepared to take the advice of one
|
||
|
who has but recently crawled from under a heavy stone,
|
||
|
only an ignoramus like myself would need to ask about
|
||
|
that. __
|
||
|
|
||
|
What Now? ASK BO ABOUT QUEST
|
||
|
BO :__ I grovel at your feet, Highness. I have heard them say
|
||
|
this quest is characterised by a total lack of importance.
|
||
|
Like me, and unlike you, the items and characters populating
|
||
|
the halls of this world are only there because they have to
|
||
|
be, and would much rather be left to their fates.__
|
||
|
|
||
|
What Now? ASK BO ABOUT ANNE
|
||
|
BO :__ My stupefyingly ill-considered feeling is as follows:
|
||
|
one has frequently seen better turned legs on a sideboard,
|
||
|
her voice is clearly audible over a circular saw, but she is acutely
|
||
|
sensitive on the subject of eating in bed. __
|
||
|
|
||
|
What Now? EXAMINE BUSHES
|
||
|
You see nothing unusual.
|
||
|
|
||
|
What Now? N
|
||
|
<< Vantage Point >>
|
||
|
From this high and windy vantage point, you can see miles to the North and West. To
|
||
|
the North, the Khan's pleasure dome is occasionally visible through
|
||
|
squalls of rain, beyond forests ancient as the hills (it
|
||
|
says here).
|
||
|
Far below and to one side, you can see a ledge with a grove of bamboo.
|
||
|
To the West, Baron Doar's castle guards the only road to the pleasure dome.
|
||
|
What a pity you're going to have to walk all that distance, Sir Ramic.. ..
|
||
|
if you ever get down from this rock, that is.
|
||
|
A narrow path goes South, through some bushes. There are some steps
|
||
|
leading upwards. ============
|
||
|
|
||
|
What Now? HELP
|
||
|
Relax. The fresh air here will do you good.
|
||
|
|
||
|
What Now? RELAX
|
||
|
I don't understand RELAX as a verb.
|
||
|
|
||
|
What Now? WAIT
|
||
|
Time passes...
|
||
|
|
||
|
What Now? UPWARDS
|
||
|
<< Tunnel Entrance >>
|
||
|
You are at the entrance to what has once been a mine. Rails lead East into
|
||
|
the tunnel. The only other way is back down to the vantage
|
||
|
point. ============
|
||
|
|
||
|
What Now? HELP
|
||
|
For God's sake, cut out the snivelling, Sir Ramic.
|
||
|
|
||
|
What Now? E
|
||
|
<< Tunnel >>
|
||
|
You are in the tunnel. There is a light at the end of the tunnel. With
|
||
|
your luck, it's an oncoming train! Just East of you here, there is
|
||
|
a gap in the tunnel floor, though the rails continue
|
||
|
across the gap. Water cascades from the ceiling into this gap,
|
||
|
and disappears with a loud roar.
|
||
|
The gap is too wide to jump across, and the rails look slippery.
|
||
|
There is a strange-looking bat here.
|
||
|
============
|
||
|
|
||
|
What Now? EXAMINE BAT
|
||
|
The bat is about thirty inches in length, consisting of a round handle
|
||
|
of about ten inches, and twenty inches of flat blade. It
|
||
|
is, in fact, a CRICKET BAT, and an Englishman like you,
|
||
|
Sir Ramic, will find many ways to USE it.
|
||
|
|
||
|
What Now? GET BAT THEN USE IT
|
||
|
You are now carrying the strange-looking bat.
|
||
|
You play with the bat for a while. Nothing significant happens.
|
||
|
|
||
|
What Now? EXAMINE GAP
|
||
|
You see nothing special.
|
||
|
|
||
|
What Now? EXAMINE ROCKS
|
||
|
You see nothing unusual.
|
||
|
|
||
|
What Now? HELP
|
||
|
What you need here is something to bridge that gap.
|
||
|
|
||
|
What Now? E
|
||
|
<< Cascade >>
|
||
|
You were WARNED, Sir Ramic.
|
||
|
As predicted, you miss your footing. Not at all surprising, really. The
|
||
|
cascade plunges 40 feet onto a stone slab. You cascade with it. As
|
||
|
well as getting extremely wet...
|
||
|
**** You are Dead **** ============
|
||
|
|
||
|
You have seen 7 locations (out of 69), in 38 turns.
|
||
|
Your score is 0 out of a possible 163 points.
|
||
|
(This game was saved 0 times and restored 0 times.)
|
||
|
|
||
|
In a graphics adventure, these locations would have been
|
||
|
illustrated by a picture, with or without accompanying text.
|
||
|
|
||
|
The commands such as INVENTORY, EXAMINE, NORTH would have
|
||
|
been input by icon and item select.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Appendix A
|
||
|
|
||
|
Some Game-Writing Systems
|
||
|
|
||
|
|
||
|
**** The data in this appendix is out of date. Consult Computer
|
||
|
magazines and BBSs for up-to-date info.***
|
||
|
|
||
|
Appendix B
|
||
|
|
||
|
Some Games the Author has Played, Seen or simply
|
||
|
Discussed.
|
||
|
|
||
|
My apologies for having missed many adventure games, particularly
|
||
|
those issued on only one or two machine types, but this appendix concerns
|
||
|
games about which I have actual knowledge.
|
||
|
|
||
|
The publishers are listed in the sequence in which I first became
|
||
|
aware of their games. This has resulted in them appearing in approximately
|
||
|
chronological order of entry to the adventure market.
|
||
|
|
||
|
Adventure International.
|
||
|
|
||
|
The Scott Adams text adventures were the first computer adventures
|
||
|
I ever saw, and are still excellent examples of the genre.
|
||
|
|
||
|
They appeared on Tandy TRS80s before I saw them on an Atari 800.
|
||
|
|
||
|
Pirate Adventure
|
||
|
Secret Mission (previously Mission Impossible)
|
||
|
|
||
|
|
||
|
|
||
|
Infocom Inc.
|
||
|
|
||
|
Infocom games were nearly all text-only until recently. The term __Infocom-like__
|
||
|
is often used to describe the classic game interface used in text
|
||
|
adventures, and many of these games have become the models for the
|
||
|
rest of the industry.
|
||
|
|
||
|
Zork series:
|
||
|
|
||
|
Zork I, II, III
|
||
|
Beyond Zork
|
||
|
Zork Zero
|
||
|
|
||
|
Detective:
|
||
|
|
||
|
Deadline
|
||
|
Witness
|
||
|
|
||
|
Science Fiction:
|
||
|
|
||
|
Starcross
|
||
|
Planetfall
|
||
|
Stationfall
|
||
|
Suspended
|
||
|
Hitchhiker's Guide to the Galaxy
|
||
|
Leather Goddesses of Phobos
|
||
|
|
||
|
Fantasy & Horror:
|
||
|
|
||
|
Wishbringer
|
||
|
Enchanter
|
||
|
Lurking Horror
|
||
|
|
||
|
Other:
|
||
|
|
||
|
Hollywood Hijinx
|
||
|
Bureaucracy
|
||
|
Shogun (with still graphics!)
|
||
|
|
||
|
|
||
|
|
||
|
Magnetic Scrolls
|
||
|
|
||
|
A British firm who maintained (some say improved upon) the Infocom-like
|
||
|
text interface and provided excellent still graphics, too.
|
||
|
|
||
|
The Pawn
|
||
|
|
||
|
Level 9
|
||
|
|
||
|
Another British firm which has brought nice graphics to traditional
|
||
|
text adventures.
|
||
|
|
||
|
Jewels of Darkness (Colossal Cave clone)
|
||
|
Gnome Ranger
|
||
|
Ingrid's Back
|
||
|
|
||
|
Melbourne House
|
||
|
|
||
|
An Australian firm, again producing well illustrated text adventures.
|
||
|
|
||
|
The Hobbit
|
||
|
Sherlock
|
||
|
|
||
|
Sierra On-line Inc.
|
||
|
|
||
|
This firm has produced some of the most successful arcade adventures.
|
||
|
|
||
|
Space Quest
|
||
|
Police Quest
|
||
|
the Leisure Suit Larry series
|
||
|
|
||
|
Palace/Delphine
|
||
|
|
||
|
French-based adventure writers producing intricate arcade adventures.
|
||
|
|
||
|
Future Wars
|
||
|
|
||
|
Appendix C
|
||
|
|
||
|
Bibliography
|
||
|
|
||
|
Just a few of the books you may find useful, in the form:
|
||
|
|
||
|
Title - Author (if available) - Publisher.
|
||
|
|
||
|
__Science Fiction Puzzle Tales - Martin Gardner -
|
||
|
Penguin__
|
||
|
__A feast of thought-provoking puzzles for the mentally alert.
|
||
|
|
||
|
__Codes & Ciphers - Martin Gardner - Dover__
|
||
|
A small, but excellent manual on everyday codes and ciphers, as opposed
|
||
|
to the kind used for computer and defence security.
|
||
|
|
||
|
__The Dungeons and Dragons Handbooks - - TSR Inc__
|
||
|
__Study the art of the Dungeon Master. The adventure game writer
|
||
|
is in a similar trade.__
|
||
|
|
||
|
__The Art of Walt Disney - Christopher Finch - Abrams__ is a super
|
||
|
source-book for background technique. My copy is luxurious, but I
|
||
|
believe there is a cheaper edition now.
|
||
|
|
||
|
__Chinese Brush Painting - Jane Evans - Collins__
|
||
|
Some instructive examples in economy of line and colour.
|
||
|
|
||
|
Comic Books by, for example, Frank Miller and Alan Moore demonstrate
|
||
|
economy of background and excellent action.
|
||
|
|
||
|
Anthologies of Poetry and Books of Quotations also often
|
||
|
trigger inspiration.__
|
||
|
|
||
|
__De Re Atari - Chris Crawford - Atari __
|
||
|
Some of the essentials of good game creation were first formulated
|
||
|
in this book on the Atari 800 home computer, from one of the most
|
||
|
innovative computer games writers.
|
||
|
|
||
|
De Re Atari may be hard to find these days, but Chris has written
|
||
|
another book - The Art of Computer Game Design - and is the editor
|
||
|
of the Journal of Computer Game Design.
|
||
|
|
||
|
May I just remind you about:
|
||
|
__Roget's Thesaurus - - Penguin__
|
||
|
The source of good synonyms. There are also computer-based thesaurus
|
||
|
products nowadays, but I prefer a good browse through the paper version.
|
||
|
|
||
|
Finally, the__ Writers' and Artists' Yearbook - - Black.__ Lots
|
||
|
of sensible stuff about copyright, libel and royalties.
|
||
|
|
||
|
Appendix D
|
||
|
|
||
|
Checklists
|
||
|
|
||
|
Checklist 1 - Major Stages in Adventure Game Development
|
||
|
|
||
|
Decide on your Objective - Leisure or Profit
|
||
|
Choose a Game-writing System
|
||
|
Choose a Theme
|
||
|
Sketch out a Plot
|
||
|
Draw a Map
|
||
|
Design some Locations
|
||
|
Design some Items
|
||
|
Design some Characters
|
||
|
Assemble the Main Plot
|
||
|
Develop and Test
|
||
|
Play Test
|
||
|
Copy Protect
|
||
|
Cheat Protect
|
||
|
Package
|
||
|
Distribute.
|
||
|
|
||
|
|
||
|
|
||
|
Checklist 2 - Some Background Themes:
|
||
|
|
||
|
General:
|
||
|
|
||
|
Crisis Management:
|
||
|
Bank Robbery
|
||
|
Mine Disaster
|
||
|
Plague
|
||
|
Flood
|
||
|
Hurricane
|
||
|
Voyage under Sail
|
||
|
Mountaineering
|
||
|
Polar Exploration
|
||
|
Japan in the days of Samurai
|
||
|
Locked in the Asylum
|
||
|
Gangbusters
|
||
|
Biggles
|
||
|
Spycatching
|
||
|
Cave diving
|
||
|
U-boat
|
||
|
Amnesia
|
||
|
Wild West
|
||
|
|
||
|
Science Fiction:
|
||
|
|
||
|
Time Machine
|
||
|
I, Robot (using Asimov's Laws)
|
||
|
Bodysnatchers (parasitic aliens)
|
||
|
Peace Enforcement at the Galactic Rim
|
||
|
Spying and Sabotage on an Alien Planet
|
||
|
Marooned in Space (or on a planet)
|
||
|
Post-holocaust
|
||
|
Encyclopaedia Galactica
|
||
|
Crime and Espionage on a Computer Network
|
||
|
|
||
|
|
||
|
|
||
|
Fantasy:
|
||
|
|
||
|
Journey beyond the Dawn
|
||
|
Ghostbusting (sorry - exorcism)
|
||
|
The World of:
|
||
|
Egyptian Myth
|
||
|
Indian (Red, South American or East) Myth
|
||
|
Greek/Roman Myth or History
|
||
|
Kalevala & other Norsery
|
||
|
Conquer Evil in the Land as:
|
||
|
King
|
||
|
Chief Wizard
|
||
|
Army Commander
|
||
|
Long Lost Heir
|
||
|
Frog who once was Prince
|
||
|
|
||
|
Non-traditional Uses of Game-writing Systems:
|
||
|
|
||
|
I Ching (Chinese oracle)
|
||
|
Astrology
|
||
|
Troubleshooting
|
||
|
Programmed Learning
|
||
|
|
||
|
|
||
|
|
||
|
Checklist 3 - Plot Elements:
|
||
|
|
||
|
Possession of Equipment
|
||
|
Collect & Assemble
|
||
|
Transformation
|
||
|
Discovery
|
||
|
Weapons
|
||
|
Apparel (Clothing/Armour)
|
||
|
Puzzles
|
||
|
Bribery
|
||
|
Logical & Geographical Mazes
|
||
|
Variable Geography
|
||
|
One Way & Restricted Exits
|
||
|
Secret Exits
|
||
|
Door Openers
|
||
|
Curtains & Carpets
|
||
|
Knowledge
|
||
|
Elaborate Patterns of Behaviour
|
||
|
Richness of Methods
|
||
|
Riddles
|
||
|
Transportation
|
||
|
Death & Resurrection
|
||
|
Containers
|
||
|
Push, Pull, Turn & Play
|
||
|
Food & Drink
|
||
|
The Senses
|
||
|
Invisibility
|
||
|
Following
|
||
|
Proxy Actions
|
||
|
Codes & Ciphers
|
||
|
Time Dependence
|
||
|
Weather
|
||
|
Clues
|
||
|
Logical & Physical Traps
|
||
|
Alarms & Ambushes
|
||
|
Unusual Uses
|
||
|
Skills, Powers & Magic Spells
|
||
|
Helping Out
|
||
|
Darkness, Obscurity and Illusion
|
||
|
Lies and Contradictions
|
||
|
Companionship
|
||
|
Monsters
|
||
|
|
||
|
|