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-
- Whizzard's Guide to Text Adventure Authorship v1.0
- by Kevin Wilson
-
- Hello. I'd like to start out this guide by suggesting a few other
- places you can look for information on writing text adventures. Then we can
- move on to the good stuff.
-
- Internet Newsgroups: rec.arts.int-fiction, rec.games.programmer (for graphic
- adventures and programming.), and occasionally rec.games.int-fiction.
- If you like to get others' opinions of your ideas, or whatever, bring
- them to r.a.i-f. It's my favorite newsgroup. It's also a good place to
- look for betatesters for your games and to do a little bit of advertising
- (nothing commercial please, only shareware.) Be sure that you understand
- that r.a.i-f is primarily for discussing authorship, while r.g.i-f is
- centered around game hints and such, looking for old Infocom games or
- selling them, etc. See you there!
-
- FTP sites: ftp.gmd.de is the primary repository of the great IF of our time.
- There are also several authoring systems, and lots of Infocom information
- as well.
-
- Authoring systems: There is an authoring-system-FAQ (Frequently Asked
- Questions) on ftp.gmd.de that will cover this section quite well. Let me
- recommend either TADS or Inform. They are both excellent systems, each
- with its own strong points. TADS is shareware, registration $40, while
- Inform is freeware. I personally use TADS though, as I prefer its
- C formatted programming style. Inform reminds me of LISP a bit.
-
- Other Good Guides: There are only two decent authorship guides out there that
- I've read. One is contained in the TADS manual that you receive upon
- registration, and the other is in the Inform manual, in particular the
- Player's Bill of Rights which has several good suggestions.
-
- My e-mail address is currently whizzard@uclink.berkeley.edu, but that could
- change for some odd reason. I'll try to keep the latest address in here
- though, so don't worry. If all else fails, post on r.a.i-f looking for
- me. Please report any mistakes or misspellings in this guide to me. I'd
- appreciate it greatly. Thanks! And now for something completely
- different....
-
-
-
- ===========================================================
- The Table of Contents Part 6
- ===========================================================
- Above ..............Introduction and other sources of Info.
- 1 ............What does Interactive Fiction mean to me?
- 2-4 ...........................The three parts of a game.
- 5 ............Writing IF as compared to writing a book.
- 6 ................................The Elements of plot.
- 7 ..The Story, or 'Where do I find an idea for a game?'
- 8 .......................................The Zen of IF.
- 9 ..........................The Thirty-Six basic Plots.
- 10 ..................An in-depth look at my 9 favorites.
- 11 ...................Developing your game's Atmosphere.
- 12 .................The other people in your game, NPCs.
- 13 .....................The player's good buddies, pets.
- 14 .........................................Betatesting.
- 15 ..............The gimmick and its place in your game.
- 16 ....Packaging your game with an eye for registration.
- 17 ................Marketing and distributing your game.
- Afterword and closing comments..........................
- Useful Addresses........................................
- An advertisement for Vertigo Software...................
-
-
- Note: I often use he to refer to the player. This reflects on nothing
- other than my own tendency to write to a male perspective. Sorry ladies.
-
- This guide is written for the experienced text adventure player who
- has decided to write his own game. I use references to several of the old
- Infocom game. You may also notice that I refer to movies and TV to point out
- dramatic techniques that I like. I tried to keep the information in this
- guide new and entertaining. I would also suggest that you look at the Inform
- manual before writing a game. It covers several basic strategies that I left
- out, since it already exists elsewhere. I mostly concentrated on the actual
- elements of writing and style that makes a good game. I hope you enjoy it.
-
- 1 --------- What does Interactive Fiction mean to me? ----------------------
-
- Well, IF means a lot of different things to different people. Hence
- the title above. This is simply an explanation of what IF means to ME. You
- may not agree, that's your Constitutional right.
- IF is an artform, a work of love. I use the term to refer to text
- adventures exclusively. So, IF is to graphic games what books are to Network
- television. They are geared towards a more cerebral audience. The people
- that write IF usually have a deep-set love for language and its nuances. We
- are not satisfied with a few little mouse icons as a user interface. Instead
- we try to harness as much natural language as we can. Thus, you might be
- able to type >PICK UP EVERYTHING EXCEPT THE BLOW-UP DOLL, and a good IF game
- will understand you. Bear in mind, however, that any language, such as
- English, is hopelessly large. We simply cannot cover every conceivable word.
- But we try. Also, you should realize that IF has a fairly small market these
- days. It has been shoved aside by graphic games and given a bad name in the
- eyes of the new generation of computer users. My personal theory is that
- each new generation is being raised with more and more emphasis placed on
- visual stimulus in the form of television, WINDOWS 3.1, etc. This carries
- over into their recreation, and so, we are left with a smaller percentage of
- the populace each year that is literate enough to enjoy a good text adventure
- and understand the references made in them. C'est la vie. The upshot of
- this is that, if you enjoy IF, you really need to support the few authors
- that produce it, or it's going to die out. So be sure to register your games
- and run out and buy Lost Treasures of Infocom 1 and 2 so that Activision
- knows what we like.
- I seem to have departed from my original topic. You'll
- find that I tend to drift around in my writing. Anyhow, back to IF. There
- are a few requirements for any would be IF author. You need patience, lots
- of free time, an eye for organization, excellent writing skills, and, most
- importantly, a spell checker. IF players demand literacy in their games.
- You need to have a broad background of reading and playing IF. The broader
- your base, the more ideas you'll find will come to you. Anyways, that's a
- fair view of my impression of IF. Oh, here's a list of my criteria for IF:
-
- 1.) Is it fun to play?
- 2.) Does it get my message across?
- 3.) Does it allow the player much freedom?
- 4.) Are the characters unique and well-done?
- 5.) Does it have replayability?
-
- 2 ----------- The Three Parts of a Game. Part 1: The Beginning -----------
-
- IF can be split into three distinct sections, the beginning, the
- middle, and the end. The beginning should be fast moving, short, and
- attention grabbing. Here is where you will lose most of your potential
- players. If they get bored early on, then they'll delete the game without
- ever giving it a chance. I've been known to do this myself. Don't make the
- initial puzzles too difficult. Don't worry if the beginning is fairly linear
- in nature, you'll have plenty of time to branch it out in the middle. Also,
- if your game has no set main character, here is where you should have the
- player decide on the character's sex. The bathroom approach in Leather
- Goddesses of Phobos was a good one, or the ticket in Ballyhoo. Try to avoid
- the generic method of just asking what their sex is though, IF is all about
- atmosphere and mood. Here is a list of important things to do in the
- beginning of your game:
-
- 1.) Establish the setting.
- 2.) Grab the player's attention.
- 3.) Reveal the character's purpose and motivation.
- 4.) Establish the character's sex or identity.
- 5.) Introduce important characters for later use.
-
- 3 ----------------------------- The Middle. --------------------------------
-
- Now that you've done all that, you've got to start giving the player
- some room to maneuver. There should be several puzzles available to them at
- any one time. Not all of the puzzles should be mandatory, and several should
- have multiple solutions that work. I prefer at least one difficult solution
- and one easier solution. This should be reflected through the points
- awarded. Also, have some areas that are only available to the player if he
- solves a puzzle one way, and a different area if he solves it another way.
- Here's an example:
-
- There is corridor ending in a blank wall just ahead. On the wall is
- a lever. Examining it furthur, you see a pair of wings above it, and a fish
- below it. The lever sticks out at a 90-degree angle.
-
- Path 1:
-
- >PULL LEVER UP
-
- The corridor begins to grind upwards. As it does so, a beam of light
- strikes the ground before you, gradually widening as the new exit is
- exposed. Finally, the grinding noises stop, and you are left with a gorgeous
- view of the blue sky.
-
- >UP
-
- You climb up the tilted corridor and find yourself on top of a mesa.
- Clouds rush by above you in a manner reminiscent of time-lapse photography.
- They seem to flicker through a variety of shapes familiar to you. Giraffes,
- elephants, and horses all dance before you in a vast kaleidoscope of the
- heavens.
- There is a pair of wings lying nearby.
-
- > GET WINGS AND WEAR THEM
-
- Ok.
-
- > FLY
- (Up.)
-
- You fly up into the sky, reveling in the magnificent feeling of
- freedom that comes over you. As you climb in altitude, the wax on your
- wings begins to melt in the desert sun.
-
- > UP
-
- You dip and bob on the gentle wind currents, climbing ever higher.
- Suddenly, the feathers on your wings begin to flutter off as the wax that
- holds them in place melts. You flail your arms wildly as you plunge
- screaming down to the ground, to no avail.
-
- ** YOU HAVE DIED **
-
- Path 2:
-
- >PULL LEVER DOWN
-
- The corridor begins to grind downwards. As it does so, the rippling
- effect of light reflecting off of water becomes visible to you. Finally,
- the grinding noises stop, and you are left with a wonderful view of an
- underground beach and ocean.
-
- >DOWN
-
- You climb down the tilted corridor and find yourself on top a deserted
- beach. There is a beautiful ocean stretching out before you in this sunless
- grotto. Waves lap at the white sands, and seashells litter the beach
- alongside clumps of seaweed and driftwood. Peering into the shallow water
- just offshore, you can just make out the form of a pentagram.
-
- >ENTER PENTAGRAM
-
- Wading out into the shallows, you cautiously approach the pentragram,
- aware of legends that demons or spells are sometimes contained in them.
- Reluctantly, you step into the center of it. Your eyes are blinded by a
- bright flash of light. When you can see again, you realize that you have
- been transformed into an octopus.
-
- >SWIM
-
- Confused at first by your numerous limbs, you gradually get into a
- sort of motion that involves pulling yourself along.
-
- You are surrounded on all sides by a beautiful coral reef. Your eyes
- seem to be quite similar to what they were in human form, so you get the
- colors as well. Tiny fish dart around you, and a succulent crab scuttles
- past.
-
- >NORTH
-
- You have entered a deeper part of the reef. The coral is less
- concealing here, and the fish are bigger. Much bigger in fact, for there's
- a shark swimming right at you!
-
- >SOUTH
-
- You try to make a break for the safety of the shallower part of the
- reef, but your fear agitates the shark, and you end up as a light dish of
- kalimari.
-
- ** YOU HAVE DIED **
-
- From that point, the player would either be flying or swimming to his
- destination. Each path would have its own challenges and rewards. I tend to
- try to keep the paths at around the same difficulty level though. Once the
- player has chosen a pathway, make them stick to it. They can always restore
- an old game and try the other path. For that's why you're putting in all
- these alternate pathways and multiple solutions, replayability. You should
- design your game so that the player can go through two or three times and see
- different puzzles and places each time. Here's another list of important
- things:
-
- 1.) Establish a series of sub-goals for the player.
- 2.) Expand on the characters you introduced in the beginning.
- 3.) Foreshadow what is to come in the end.
- 4.) Branch the story out to allow the player more freedom.
- 5.) Provide a unified theme to the setting and descriptions.
- 6.) Provide numerous puzzles for the player's enjoyment.
-
- 4 ---------------------------- The End. ------------------------------------
-
- Now it's time to close up all your loose ends, explain anything that
- you already haven't explained, and send in your Big Nasty (tm). The Big
- Nasty (tm) is the final challenge, be it monster, man, maze, or whatever.
- This is where you want to ham up your writing and get a sense of urgency
- going. There needs to be a time limit for this part of the game. The bomb
- is ticking away its last minute, or the evil Vorlung is about to pull the
- switch that will transform beautiful Marie into a six-armed monster. The
- last puzzle shouldn't be all that tough to figure out though. Understand
- that the player has been through hell to get here. He's flushed and
- excited, thrilled to be at the end of the game. So you want to make him
- sweat a bit, but you want to deliver the ending to him as well. Here's an
- example of a decent ending:
-
- >LOOK
-
- You are in the control room of the alien ship headed for Earth.
- Looking out its viewport, you can see an image of your planet swelling in
- size as this runaway ship continues on its disastrous collision course.
- Looking around, you see a chair, or at least you assume that it's a chair.
- It appears to have been designed with someone far thinner and taller than
- you in mind. There is a silver globe on the right armrest and a dull black
- cube in the left.
-
- >REMOVE CUBE FROM ARMREST
-
- Ok.
-
- The earth looms immensely in the viewport. Fire begins to trail off the
- nose of the ship as it begins to enter the atmosphere.
-
- >PUT GOLD CUBE IN LEFT ARMREST
-
- The cube fits snugly into the recess left by the dull black cube.
- Immediately the back of the chair lights up with strange scrolling letters
- as the ship begins to level out for a more gentle landing in Indiana. You
- sink, exhausted, to the floor, and begin to wonder how to convince the
- people gathering outside the ship that you're not an alien invader...
-
- *** YOU HAVE WON ***
-
- So you see, the game above centers around finding a backup navigation
- cube and getting into the control room to repair things before the ship
- crashes into the Earth. The last puzzle is simple, but you have a short
- amount of time to work it out, as shown by the reentry flames. Another good
- ending is used in Trinity, where you have to cut the wires and prevent the
- atomic test. Use your imagination and make 'em sweat it out. One more list:
-
- 1.) Use a time limit.
- 2.) Create a sense of urgency.
- 3.) Keep the last puzzles simple.
-
- 5 ------------- Writing IF as compared to writing a book. ------------------
-
- There's one primary difference, interaction. The player MUST be able
- to control his own destiny within the context of your story. You really
- should also put in at least one or two 'happy' endings. Without a worthwhile
- endpoint, the player is going to feel reluctant to any more of your games,
- for fear of another poor ending. One nice touch is to have the game post up
- some suggestions for things the player can go back and try differently. So
- in my water/wing example, it might suggest that they go back and pull the
- lever in the other direction. Personally, I am going to try to make my
- games so that you can never see the entire thing in one run-through. This
- will undoubtedly upset many people, but I feel that it will eventually
- become a nice quirk, giving my games a reputation for being worth the money
- paid for them.
- Ack, I've done it again. Way off topic. Ok, back on track. I
- believe that almost any literary technique is valid in IF. Anything you can
- use in a creative writing class would therefore be appropriate in your game.
- This includes things like foreshadowing, characterization, repitition (as in
- something that shows up in several settings as a philosophic theme to your
- game. For example, litter might appear in many locations in a game about
- environmental decay.) personification, subtle metaphors, etc. Good writing
- is good writing. There might be a few techniques that I would use, but I
- can't thing of any at the moment. And that's about the sum of it.
-
- 6 -------------------------- The Elements of Plot --------------------------
-
- This is a reprint of an article I posted to r.a.i-f:
-
- Anyways, I found a good description of the elements of plot in, of all
- places, Vampire RPG. Here are the parts of plot that they mention:
-
- Setting the Scene
- The Hook
- The Buildup
- Cliffhangers
- Plot Twists
- Climax
- Resolution
-
- I'll look at each of them in turn as they relate to IF.
-
- Setting the Scene - Give the player a few moments to get used to his
- character before you start throwing things at him. Allow him to 'look at
- myself' if you want, I find it makes a nice touch to give a physical
- description there. (If you have a pre-arranged character that is.) Here's
- a good point, if you have a long intro, allow the player the option to
- restore a saved game before you make him sit through it. I try to put the
- intro a bit into the game, with a relaxed setting for the first scene.
-
- The Hook - Whap! Something happens. His best friend comes running in to
- ask him to hide him from the police, his spaceship blows up, a murder
- occurs, etc. Hollywood Hijinx did a really crappy job of this. The hook
- is important to the game, vitally so. Make it dramatic, sudden, and
- give it the promise of exciting adventure. Tantalize them, draw them into
- the game. Trinity does a great job of this. [I have had several people
- send me e-mail verifying this particular statement. One of them was quite
- certain that his game had died for lack of a good hook.]
-
- Buildup - Give the player some challenges to overcome that in some way relate
- to the plot. Don't let the player get bogged down in one spot, multiple
- solutions are great for avoiding this. Get the suspense building up as
- soon as possible. Give the player a sense of accomplishment as he nears
- his goal, but keep drawing him into the game. Don't let up at all. As
- Vampire RPG says, "Do not falter."
-
- Cliffhanger - A cliffhanger is pretty much a teaser. Something that makes
- the player suck in his breath, and then let it out on the next turn. A
- decent, but not great, example is Trent's deaths in LGOP. How about a
- lever that, when pulled, does something, but only after a turn has passed.
- Just as the player is about to scream in frustration, the world is okay
- again, and life is wonderful.
-
- Plot Twist - By all means throw in plot twists. They keep life interesting.
- Maybe the bad guy is just a puppet controlled by an even greater threat.
- A friend could betray the player. Or maybe the player really DID commit
- the murder! Switch gears so fast you strip them. The player will sit
- there with his mouth open for a moment, then he'll be hooked on your game
- forever.
-
- Climax - Ok, enough dilly-dallying, cries the player. I've furled the magic
- fumongerabob, and bummoxed the mighty spiffywhacker, where's the Big Nasty
- (tm)? Give it to them. Both barrels. Make their blood run cold as time
- ticks away until the end of the world unless they stop it. If the player
- isn't breathing hard, you're not doing your job. Then, if you like, just
- as the Big Nasty (tm) kicks up the white flag, he pulls a fast one, and
- the player has to take him down again. This is your moment to ham it up,
- don't waste it!
-
- Resolution - The One Ring is molten slag, the damsel is rescued, the
- government is overturned. Let the player enjoy it with a spectacular
- ending. (The Rube Goldberg ending in LGOP is classic) This is the last
- impression your game will leave on the player, make it just as jarring as
- the Hook so he'll come back for the next one. I've played too many games
- with a crappy ending in reward for solving fiendish puzzles. It's an
- unbelievable downer when you finish one of them. Ruins the whole game,
- But on the other hand, keep it fairly short. Unwind the player, let
- them relax with a job well done. And, if you want, as a final teaser,
- throw in some foreshadowing... (A shot of an unnoticed Alien egg.)
-
- -----
-
- As you can see, most of my opinions on the elements of plot are unchanged.
- Moving right along...
-
- 7 --------- The Story, or 'Where do I find an idea for a game?' -------------
-
- Writers often get asked this question. I don't, but what the hell,
- it's my textfile. I think the trick to coming up with ideas is to have a
- broad reading base. The more stories you've seen and read, the more likely
- you are to understand what makes a story 'good'. So read everything you can
- get your hands on. Then, late at night, or early in the morning, an idea
- will hit you. It takes time and a certain mood. Once you get the idea,
- write it down quick, or you'll lose it forever. Actually, that's just the
- way I do it. You probably will have some other way to come up with ideas.
- I suggest that you play your favorite music and read a good book, while
- keeping a notebook handy. That works for a lot of people.
-
- 8 --------------------------- The Zen of IF --------------------------------
-
- Ok, you've suffered through a fair amount of information on writing
- IF, so I thought I'd take some time out and plug a little humor into this now
- monstrous manual to Zork, the Universe, and Everything.
-
- The Interactive Fiction Classifieds:
-
- WANTED: A good plot. We seem to have lost ours.
- Inquire at Activision.
-
- LOST: One umbrella. Embellished with the slogan, 'All prams lead to
- Kensington Gardens.' Great sentimental value. Reward. Lost up in
- a tree.
-
- FOUND: One battered old text parser. It seems to somehow portray the lost
- innocence and fun in video games. Appears to have been carelessly
- tossed aside in the rush to appease mouse-hungry users.
-
- Text from a bottle found washed ashore near the new Infocom's HQ:
-
- "Help! We are being held hostage in a soulless land filled with gaudy
- graphics, purposeless quests, and (horrors!) a graphical user interface!
- Won't that nice gentleman with the brass lantern come to save us, please?"
-
- -The Inhabitants of Zork.
-
- Well, I did say 'a little' humor. Very little. Feel free to send me some
- jokes and such to flesh out this section.
-
- 9 ---------------------- The Thirty-Six Basic Plots ------------------------
-
- Some years ago, a man named Polti noticed that a few basic plots
- were fairly commonly used. Later, a person named Loren J. Miller adapted
- this premise to role-playing games like Dungeons & Dragons. After reading
- her work, I brought this article to the Internet.
-
- --
-
- The Thirty Six Basic Plots in Text Adventures
-
- First of all, _The 36 Dramatic Situations_ by Georges Polti is the
- work that this is based on. I would also like to thank Loren J. Miller
- who published an article in a local gaming magazine. Her article inspired
- this interpretation of Polti's work. So, without further ado, here are
- the 36 Basic Plots....Replete with ideas for using them. Enjoy, and if you
- find this useful, send me some mail and let me know. Oh, and if you
- disagree about these plots, you'll just have to talk to Polti. :-)
-
- 1. Supplication: A persecutor and a supplicant take a grievance before a
- power in authority. This can be any sort of court case or any
- variation on that theme. Personally, this strikes me as a better
- subplot than a full plot, at least in a text adventure. I mean, sure,
- Perry Mason is great for TV, but I wouldn't want to play it.
-
- 2. Deliverance: An unfortunate or group of unfortunates is delivered from
- a threatener by a Rescuer. This is one of the classic folklore plots.
- Perfect for text adventures in my opinion, if you use a little
- creativity. Let's look at the various characters. The unfortunates can
- be the player, the player's spouse, a friend, a distraught village, or
- even the population of an entire world, or universe. The threatener can
- be animate or inanimate. A force of nature is sometimes more
- threatening than a sinister villain. A whole series of Jaws movies will
- back me up on this one. You could have a dragon, an army, a robot,
- an earthquake, a volcano, a hurricane, or a breakdown in the laws of
- nature. The rescuer is most likely to be the player, otherwise they
- might feel a little left out of the game. But then, you might think of
- a nice plot twist and give that role to another character.
-
- 3. Revenge: An avenger and a criminal duke it out. I really won't dwell on
- this plot because there are a thousand different ways to use it, and a
- thousand motives for revenge. Look at any of a zillion cornball action
- movies for ideas, or better yet, don't. I can't stand those movies.
-
- 4. Vengeance by family upon family: I'm not sure exactly why Mr. Polti feels
- that this plot is so different from #3, but I suppose he had his
- reasons, like maybe a grudge against his uncle or something.
-
- 5. Pursuit: Fugitive from punishment is pursued by a pursuer. This plot has
- promise. _The Fugitive_ immediately springs to mind. Also I could
- see a game of human hunting, in the tradition of all those stories.
- _The Running Man_ has a similar plot (the book, not the movie.).
- A nice gimmick for a game would be to allow the player to try it from
- both viewpoints.
-
- 6. Victim of Cruelty or Misfortune: This involves unfortunates and a Master
- or Unlucky person. I assume that it refers to a slave master here, but
- I wouldn't write about slavery. It disgusts me. But then, an unlucky
- person meeting with misfortune isn't too bad an idea. _Bureaucracy_ was
- centered around that theme. Maybe the main character is cursed by bad
- luck wherever they go. Or maybe it's just an isolated incident of
- spectacularly bad fortune. Whatever the case, the point is that there's
- no real villain in this plot, just victims.
-
- 7. Disaster: This one says Vanquished power, and a victorious power or
- messenger. It seems to me that I'm not looking at this the same way.
- I didn't think there were any victors in a disaster, although I guess
- that Polti is referring to the disaster itself, or some sort of
- metaphorical Nature. Famine, storms, floods, planets being demolished
- to make way for galactic bypasses...good stuff. Make the player a
- firefighter, or a rescue pilot, or even a super hero. Then, give them
- some people to save, or a way to avert the whole disaster.
-
- 8. Revolt: For this, you need a Tyrant, and some conspirators. Stir in some
- peasants, evil guards, and shake well. Or maybe the middle class has
- finally had enough of our bureaucratic government, and the player is a
- cop protecting the system that he doesn't even believe in anymore. And
- who says that a text adventure has to be set around a human? Maybe the
- player is an alien, trying to overthrow our government? All sorts of
- different angles.
-
- 9. Daring Enterprise: This involves a Bold Leader (tm), a Goal, and an
- Adversary. I would say that this plot has a lot of potential for text
- adventures. Pick your setting at will. The goal? Nearly anything.
- I could see the player as the captain of a colonizing ship bound for
- Mars with a traitor on board, and a meteor storm ahead. This one has
- the added bonus of having a built-in sequel. :)
-
- 10. Abduction: An abductee, abductor, and someone who is responsible for the
- abductee (maybe the abductee themself). This plot would suggest a
- rescue or an escape. Personally though, I would find a game from the
- viewpoint of a kidnapper in poor taste. So, I would set it from the
- abductee or guardian's viewpoint. Watch yourselves if you use this
- plot. There's a lot of censorship floating around these days.
- (Thanks Tipper. :P )
-
- 11. Enigma: You need an interrogator, a seeker, and a problem. Two words,
- _The Prisoner_. This was the greatest example I've ever seen of this
- plot, even though I only saw one or two episodes. (I hope to rectify
- this someday and see the whole thing.) _Amnesia_ was the text adventure
- version of this plot. However. Everything I've heard suggests that
- this plot is bad form for a game. Look at _Hacker_. No instructions,
- and just that stupid login prompt. This plot starts too slowly. Maybe
- you can develop into this plot, but don't start with it.
-
- 12. Obtaining: There are two or more opposing parties, a sought-after object,
- and an optional arbitrator. Gee. Here's an original plot. Go fetch
- the ring, Bilbo. Bring back the holy Salmon, Mortimer. We need the
- _______ of Unearthly might, Fred, can you get it for us? Tried and true
- on one hand, overused on the other.
-
- 13. Familial Hatred: Here you need two family members that (well duh) hate
- each other. That's what familial hatred means, after all. Anyways,
- here's another subplot for ya. The trick with this one is that you
- have to overlay it onto some exciting story or another. Just plain old
- hatred doesn't cut it as a storyline.
-
- 14. Familial Rivalry: Preferred kinsman, rejected kinsman, object of their
- desire. Shades of _Hollywood Hijinx_ here folks. I'm sure that you
- guys can do better with this one. (Although, I did like the atomic
- Chihuahua. That was fun, stomping and smashing things.)
-
- 15. Murderous Adultery: Exactly why this is in a seperate category from
- adultery I may never know. I don't always agree with Polti, but he
- did have several great ideas. Anyways, you have two adulterers, and
- the betrayed party or parties. This is a classic for murder mysteries
- all over the world.
-
- 16. Madness: Madman, and a victim. Well then, I don't see why the madman
- can't be his own victim, struggling against the slow fall into
- insanity. Maybe he's the victim of some exotic poison, working away at
- his mind. I still like the split personality murder plot, myself. Or
- any other sort of debilitating madness that the player must overcome.
- Or how's about this? The player is catatonic, aware only of some
- fantasy world inside his own mind that is slowly becoming hostile to
- him. Either he has to escape to the real world, or find a way to
- truly enter his world before his family pulls the plug on him. I like
- madness, it's a good plot.
-
- 17. Fatal Imprudence: Sort of like fatal stupidity. The ambassador to the
- USSR accidentally leaves a compromising document in a briefcase that
- is stolen, or a guard watching the crown jewels falls asleep and well,
- you get the idea. For this one, you need an Imprudent person and a
- victim or lost object.
-
- 18. Involuntary Crimes of Love: I suppose this could be classified as
- Not-quite-Murderous Adultery. Or maybe the lovers are forced to kill
- someone who stumbles in on their little affair. Use your imagination.
-
- 19. Kinsman kills unrecognized kinsman: Whoa, Oedipus Rex. Killer,
- unrecognized victim, and a revealer. Another mystery plot or a nice
- subplot that adds a poignant touch to any game.
-
- 20. Self Sacrifice for an Ideal: Hero, Ideal, thing or person sacrificed.
- Just think of the Civil War, thousands of people gave their lives to
- free the slaves in the south, even though they weren't really affected
- by the slavery. Or the American Revolution's quest for freedom. There
- have been innumerable causes throughout history, and many many more that
- you could use as the motivation for a heroic sacrifice.
-
- 21. Self sacrifice for Kindred: Hero, Kinsman, person or thing sacrificed.
- Not neccessarily a blood relation, just someone the sacrificer really
- cares for and relates to. It need not be the player that does the
- sacrificing, it could be an NPC sacrificing themselves for the player's
- benefit, or for the benefit of another NPC.
-
- 22. All Sacrifice for Passion: Lover, object of passion, person or object
- sacrificed. Reminds me of _Romeo and Juliet_. This is an excellent
- plot, but it needs to be garnished with other subplots as well to make
- a really good game. Really, all plots need that sort of enhancement.
-
- 23. Sacrifice of Loved ones: Hero, beloved victim, and a need for sacrifice.
- I'm not really sure what would possess someone to give up someone they
- love, but I'm sure you guys will come up with something clever. Oh,
- wait, maybe something about a mercy killing, or maybe the loved one is
- needed in a greater cause or something.
-
- 24. Rivalry between superior and inferior: Superior, inferior, object of
- rivalry. Maybe a boss and an employee are both out for the same girl,
- or an aristocrat and a commoner both seek the same public office, etc.
- It's not too difficult to think of other stories for this plot.
-
- 25. Adultery: deceived spouse, two adulterers. Ah, goody, yet ANOTHER
- adulterous plot. This guy really has a one track mind. I'll bet he's
- got incest in here somewhere, by George.
-
- 26. Crimes of Love: Lover, beloved, theme of dissolution. Hmm, this sounds
- like The Hand that Rocks the Cradle or some such movie like that. Lover
- finds out beloved doesn't love him anymore, so he bumps her off. I hope
- there's at least one good plot in this last batch of 12, or I'm going to
- look pretty silly.
-
- 27. Discovery of dishonor of a loved one: Ponder. Could've sworn he used
- this one already. Anyways, just think of _The Scarlet Letter_ here.
- This might make an interesting story, but if anyone takes a Victorian
- romance novel and makes it into IF, I'm gonna come a' gunnin' for ya.
-
- 28. Obstacles to love: Two Lovers, Obstacle. What sort of obstacle? The
- tire run? :) Anyhow, this is an element of _Romeo and Juliet_ as well.
- My plot outline for _The Last Day_ uses this as character motivation.
- Really, I can't think of anything better to get a player moving than a
- love interest/promise of nookie in the future.
-
- 29. An enemy loved: Beloved enemy, Lover, Hater. More Romeo, but there's a
- good sci-fi movie that has some of this, called _Enemy Mine_. Well, _I_
- liked it, anyway. Not neccessarily love, maybe strong friendship or
- comraderie instead. An inter-racial friendship in the deep South 10-20
- years ago. Or, in some places, even today. The hater is going to take
- his bigotry out on the enemy and lover though, I guar-on-tee it.
-
- 30. Ambition: Ambitious person, coveted thing, adversary. Man, he was hard
- up for ideas toward the end. Ambition is nearly always a facet of some
- other aspect of a person's makeup. There are a few people who simply
- lust for power, of course. They are called politicians. If you want to
- write the _Dave_ of home computing, don't let me stop you. Other
- ambitions center around money, love/sex, desire to avoid manual labor,
- etc. Maybe you could write a game about a would-be video game designer
- who's having trouble breaking into the business. ;)
-
- 31. Conflict with a God: Mortal, Immortal. Hmm, lots of possibilities here.
- You could send the Angel of death after the player in a variety of
- settings, like New York, or WWI or II. Or maybe you've been hankering
- to write the IF version of Job? Don't forget the Greek gods, Roman
- Babylonian, Pagan, and a zillion others. This one is fun because the
- player is faced at an initial disadvantage and has to work from there.
-
- 32. Mistaken Jealousy: Jealous one, object of jealousy, supposed accomplice,
- author of mistake. Oh boy! _Three's Company_! Seriously, this is an
- absolutely lame story premise. I suggest you take up writing sitcoms
- instead of IF.
-
- 33. Faulty Judgement: Mistaken one, victim of mistake, author of mistake,
- guilty party. Hmm...the player is sentenced to death for a murder he
- didn't commit. This sounds like a good start to a prison escape game,
- where you have to prove you didn't do it, or, alternatively, flee the
- country.
-
- 34. Remorse: Culprit, victim, interrogator. _Interview with a Vampire_?
- The culprit would be confessing a past crime to someone, discussing a
- victim, or so I would suppose. Of course, I'm not positive on this
- one. My source gives only a tiny bit of information on it.
-
- 35. Recovery of a lost one: Seeker, one found. _The Vanishing_ would be a
- good example to look at. This figures into most action movies as a
- sub-plot as well. Unfortunately, it also figures into way too many
- video games as well. Super Mario Bros., King Kong, Final Fight, the
- list goes on.
-
- 36. Loss of loved ones: Kinsman slain, friendly witness, executioner.
- The player learns of an uncle, sister, parent, etc. who has been
- claimed by some exotic death, or killed simply by some street thug.
- He decides to go see what happened/get revenge on their killer.
-
- Having reached the end of the 36 plots, I guess I'll finish off by
- listing those plots which, in my mind, have the most merit for IF currently.
- Here goes, in no particular order:
-
- Deliverence, Pursuit, Disaster, Daring enterprise, madness, self
- sacrifice for love/an ideal, an enemy loved, conflict with a god, and loss
- of loved ones. That's 9 out of 36 that I think have promise. You may
- disagree with my choices of course, these are just my particulars, based on
- this article. I hope you enjoyed this post, and I'll be sure to add it into
- _Whizzard's Guide to IF Authorship_. :)
-
- 10 ---------------An indepth look at my 9 Favorites -------------------------
-
- This part is new. I decided to spend some more time going over my
- favorite plots. These are the ones that, to me, have the most potential for
- use in IF.
-
- 1) Deliverence:
- Unfortunate -
- That blonde bombshell in almost every old detective movie.
- Scientist's daughter (Mad or otherwise)
- Mind-controlled innocent.
- Abused child.
- Group of Unfortunates-
- The character's village, city, state, country, world,
- galaxy, universe, and dimension are all good ones.
- The character's family too.
- Threatener-
- Any army or other natural disaster.
- Rescuer-
- The player, of course.
-
- Setting the scene:
- Portray a tranquil setting, with only a faint hint of what is
- to come. The rescuer may be on vacation, or whatever you like.
-
- Hook:
- Something happens to bring the plight of the unfortunate(s) to
- the rescuer's attention. It may anything from a murder, to an escaped
- dying prisoner, all the way up to an alien invasion.
-
- Buildup:
- The rescuer decides to look into the matter. You need to either
- provide an overwhelming motive for him to get involved, or provide an
- alternate storyline for the character to follow.
-
- Cliffhanger:
- Create imminent danger to an unfortunate with a puzzle between
- the rescuer and the rescue. The buzzsaw scene in Hollywood Hijinx was
- very vaguely an example of this.
-
- Plot Twist:
- The unfortunate has been lying to the rescuer in some manner or
- another. Either the danger was understated, or (for humorous effect)
- greatly overstated. Perhaps the unfortunate represents the only true
- danger to the rescuer.
-
- Climax:
- There should be a confrontation between the rescuer and the
- threatener, whatever it may be. Be sure to eyeball the section on game
- endings in this guide for general info. Reveal your plot twists now.
-
- Resolution:
- Either the rescuer successfully completes his rescue, or he
- flubs it. Or perhaps he discovers the true unfortunate held captive by
- the phony one.
-
- 2) Pursuit:
- Fugitive from punishment-
- Ford Harrison (j/k)
- An unjustly accused convict
- A persecuted minority of some sort, such as a telepath or
- space alien. (ET!)
- A falsely villified person (Re, _The_Running_Man_)
- Pursuer-
- Police, secret service, enemy telepaths, air force.
- Everyone.
-
- Setting the scene:
- Firstly, you need to justify the pursuit. Tell the player who is
- chasing him and why. Also give the player an idea of any unusual powers
- or abilities he has, often used in sci-fi versions of this plot.
-
- Hook:
- Perhaps the player's escape from his enemies. Or perhaps a close
- call with an enemy agent. If the player has powers, give him the chance
- to use them here.
-
- Buildup:
- The player begins to see signs of a subtle, but vast network
- that is working against him. The puzzles get more fiendish as pursuit
- becomes more and more serious. Helicopters and advanced equipment show
- up more and more until....
-
- Cliffhanger:
- Something goes wrong. An arranged rendevous doesn't show up, or
- some device important to the character's efforts fails him. He is left
- in a dangerous and precarious position. Maybe a friendly person has to
- bail him out. Perhaps a similar fugitive, either an old hand or a
- possible love interest.
-
- Plot Twist:
- Friendly fugitive betrays him. Or perhaps is captured trying to
- protect the character. Maybe the enemy is just a cover for a deeper,
- more sinister organization planted inside it.
-
- Climax:
- The fugitive confronts the head of the organiztion, tries to
- rescue his love interest, is captured by that deeper organization, or
- has to perform something particularly hairy to get away.
-
- Resolution:
- The player wins his freedom or flees to another country or what
- have you. He also defeats the evil organizatio and rescues his love
- interest. The player reaches deep inside himself and discovers a new
- power that was previously dormant or supressed and uses that power to
- overcome his enemies. Any or all of the above are appropriate.
-
- 3) Disaster:
- Vanquished Power-
- Mankind
- Any government
- Civilization
- Victorious Power-
- Mother Nature
- Atomic War
- Natural Disaster
- Pollution
- Anarchy
- Messenger-
- TV/Radio
- A neighbor
- A raiding party
-
- Setting the scene:
- Establish the setting, then add some foreshadowing, like an old
- man with a sign saying 'The End is Near' or something. Create a feeling
- of tension and suspense for the player.
-
- Hook:
- The unthinkable happens. The end really does come. Hell, even the
- old man is rather shocked. Earthquakes are a good, current topic for
- disaster games right now. Atomic war could be fun to write about too,
- but you'd have to steer clear of anything tying it to Trinity, and watch
- out for reviews comparing your game to it.
-
- Buildup:
- The survivors emerge from the rubble. Frenzied looting and killing
- begins. The player has to protect himself (and his family?) I think the
- game I'm describing here is going to need a warning label for Tipper Gore.
- Serious themes abound, maybe tempered with humor from a religious cult or
- crazy old coot. Anyway, the character's goal is either to save lives, or
- get himself and/or his family to a safe place. He should accomplish this
- during the buildup. After all, we have nastier things in store for the
- climax...
-
- Cliffhanger:
- The child is hanging from the edge of the cliff, with a slippery
- hold on an exposed root. The raiders are shooting at you. The car is
- teetering on the edge of the bridge. You get the idea.
-
- Plot Twist:
- An unexpected source of the disaster. Secret government
- experiments gone wrong. I would avoid any sort of dream sequence/
- earthquake simulator in virtual reality endings. It cheapens what the
- player has accomplished. The disaster is real. It has to be. Other
- plot twists include follow-up disasters (germ warfare), foreign invaders,
- and betrayal by a friend.
-
- Climax:
- Well, admittedly, a disaster is hard to follow-up by definition.
- But still, there are ways to do it. Any earthquake sufficiently offshore
- can generate a tsunami. That would one-up it. An organized, well-armed
- group of raiders, perhaps military, can be a difficult challenge after
- the character has settled into a home. Whatever you do here, it should
- be exciting and fast-paced, with a time limit.
-
- Resolution:
- There are several ways to end a disaster adventure. Most of them
- involve finally settling down in their safe haven and starting over. Or
- the rescue team arrives, or the invaders are repulsed. Use your
- imagination.
-
- 4) Daring Enterprise:
-
- Bold Leader-
- The character. He can be:
- A spaceship captain
- A military leader
- A visionary inventor or investor
- A colonist
- An engineer
- Goal-
- Colonize the planet
- Get the settlers there alive
- Build your revolutionary invention
- Get elected
- Finish your engineering marvel
- Successfully complete your project or experiment
- Adversary-
- Saboteur
- The government
- A politician
- The elements
- An alien race
- Shortage of funds or materials or labor
-
- Setting the scene:
- Define the Daring Enterprise. What the hell is the player trying
- to do anyways? How can he possibly pull it off? Who is his adversary?
- Does he know all this? Where is the game taking place? Try to create a
- tone of excitement and breathless anticipation. The character is excited
- with his project or he wouldn't be a part of it. His head is filled with
- ambitious dreams and an idealistic outlook.
-
- Hook:
- Take great enjoyment in destroying his idealistic outlook.
- Something vital but fairly easily repairable goes wrong. Perhaps it
- claims the life of his spouse or a dear friend. Perhaps it was on purpose.
- The player would be rather interested to find that out.
-
- Buildup:
- More and more things start to go wrong with the Big Plan. People
- are becoming worried and many want to pull out. The player must unify
- them or all is lost. The player begins to follow a trail of clues that
- leads him towards the climax.
-
- Cliffhanger:
- His wife steps into an elevator. Suddenly it begins falling the
- forty stories to the ground. He has only a few moments in which to save
- her by activating a backup system, shorting out the control box for the
- runaway elevator, or using some anti-gravity device or another. Other
- ideas can consist of delayed impending death caused by the things going
- wrong.
-
- Plot Twist:
- It isn't sabotage. The man who sold them their materials was
- pawning off shoddy goods that break easily.
-
- Climax:
- The player confronts the source of his difficulties. Justice is
- tinged with revenge here. Concentrate on fast-paced action. I can't
- stress this enough. The climax HAS to be the most exciting and stressfulf
- in order to make a successful game.
-
- Resolution:
- This should involve the completion of the project or invention.
- Mankind takes a giant step forward thanks to the daring and cleverness of
- the player. Do a little ego boosting. ;)
-
- 5) Madness:
-
- Madman-
- The player. Choose from a wide array of illnesses.
- Victim-
- Accidentall murdered person.
- The player.
- The madman
- Madman's loved one.
-
- Setting the scene:
- You don't necessarily have to make mention of the madness, but you
- had better explain things if its one of the big selling points of your
- game. I'd like to do a game about a comatose patient lost in his own mind
- or a fantasy world therein. I would replace the normal status line with
- and EEG graph like _/\_/\_/\_ that progresses to /\/\/\/\/\ then
- __________ or some erratic pattern as the patient's condition worsens.
- The goal would be to either escape your mind, or find a way to remain in
- the fantasy world permanently (and maybe physically). There are other
- ideas that could be used for a plot, hundreds actually. I can think of
- way too many to start listing them here. Again, use your imagination.
- This guide is only that, a guide. You have to come up with your own
- ideas. Good luck.
-
- Hook:
- After the player adjusts to his situation, it changes. His idyllic
- fantasy world becomes an ensnaring nightmare. The police arrive and arrest
- him for a murder he didn't commit, his other personality did. He finds a
- suicide note that his other personality wrote (if he's aware of the other
- personality.) and has to figure out a way to prevent the personality from
- killing him. Something thrilling and exotic. Madness is something that
- is endlessly fascinating to us. We just can't make any sense of it, by
- definition. We study it in all its myriad forms, trying to cure these
- people who don't perceive reality in the same manner as us. I like to
- think that there's a madman somewhere looking for a cure for sanity. Your
- game has to show a reality different from ours, and do it quickly, or the
- player will get bored and quit.
-
- Buildup:
- Reality and madness roll over him in succeeding waves. He is
- projected back and forth, torn between two worlds. The madness may either
- constitute a positive place, or a negative place that is worse than
- reality. The player has to decide what to do to resolve the rift, because
- it will slowly destroy his mind, until nothing is left. Or perhaps it's
- a different type of madness, and events in the fantasy world reflect what
- is happening in reality, causing the player to commit terrible deeds by
- accident. Perhaps even a murder, then police pursuit could blend and
- mesh with images of hideous beings pursuing him, screaming for his soul.
- Like I said, a fun plot.
-
- Cliffhanger:
- Have the player cross between worlds at particularly stressful
- moments, leaving his fate in the other world in doubt.
-
- Plot Twist:
- His madness has been caused purposely by someone or something.
- In a perverse twist, his life has become better since he went mad.
-
- Climax:
- The two worlds come together in a clash. He must decide between
- the real world and his family or the fantasy world (and a love interest?).
- Maybe he has some climactic thing to do in each world before he can
- decide. In any event, if he doesn't manage it, something fatal happens.
-
- Resolution:
- The player's access to one world or the other is cut off, leaving
- him in the world of his choice. He is a hero wherever he stays, and his
- family/love interest is at his side. He lives happily ever after.
-
- 6) Self Sacrifice for love/ideal:
-
- Hero-
- The player
- The player's love interest
- Ideal/Love-
- Freedom
- Player's love interest
- Peace
- Equality
- Thing or person sacrificed-
- Player's love interest
- Player
- A golden oppertunity
-
- Setting the scene:
- Define the player's current situation, describing what he's
- fighting for and why he's doing that. Perhaps you could also describe
- what he's up against.
-
- Hook:
- An initial battle or event that causes the player to take arms
- against the slings and arrows of outrageous fortune. Perhaps because of
- his love interest, or perhaps, in spite of.
-
- Buildup:
- Perhaps the war for freedom (or whatever) has been going on for
- awhile now, and the rebels finally have the chance to strike a death blow
- against the oppressive government. Of course, this storyline is anything
- but original, but then, I've seen some excellent implementations of it.
-
- Cliffhanger:
- I'm not really sure for this plot. Watch Star Wars for ideas.
-
- Plot Twist:
- His love interest is fighting for the other side.
-
- Climax:
- A big confrontation between the player and his love interest. The
- outcome of this battle will determine the future of our world. The love
- interest sees the error of their way and sacrifices themself for the
- plyer.
-
- Resolution:
- The world is safe. The player is sadder, but wiser, and has the
- satisfaction of having accomplished his purpose.
-
- 7) An Enemy Loved:
-
- Beloved Enemy-
- Alien
- Opposing army member
- Lover-
- The player
- Hater-
- Other members of the player's army.
- Members of the human/alien race
-
- Setting the scene:
- Explain where the player is, and let him know about the enemy.
-
- Hook:
- He encounters his enemy in a situation where the war they are in
- has no real meaning. A fight would mean the death of both of them.
-
- Buildup:
- The two of them learn to survive together, each needing the
- other's skills and talents. They face natural challenges or disasters
- together, wild beasts, primitives, etc. They form a friendship eventually.
-
- Cliffhanger:
- The enemy is about to be killed, or the player is hiding from an
- undefeatable enemy, hoping not to be found, while it searches the bushes
- around him.
-
- Plot Twist:
- I'm at a loss here. I can't think of anything that can really
- compete with the inherent irony of this plot.
-
- Climax:
- A rescue force arrives and doesn't approve of the relationship
- between them. If the two are of the opposite sex, they might even
- be in love with each other. (Ok, so the 'opposite sex' bit isn't very 90s,
- I'd hate to try and sell such a controversial game.) Eventually the
- player has to protect his friend/lover and must choose between rescue and
- friendship/love.
-
- Resolution:
- Traditionally, the player would reject his society for his loved
- enemy, but I say let the player make that decision. Don't try to pass
- moral judgements like that without a good in-story reason.
-
- 8) Conflict with a God:
-
- Mortal-
- The player.
- One of the player's worshippers.
- Immortal-
- The player's god.
- The player.
-
- Setting the scene:
- Define just who the player is, and what his relations with his
- god/worshipper are. Also setup the character's position in life.
-
- Hook:
- I can see two angles on this. Either the player is being tested
- or toyed with by his god, or he IS a god, contesting with another god over
- his worshipper. Either has numerous possibilities. I could see a
- confrontation between the player and Death. Or a Job-like scenario from
- Job or God's point of view. I'm sure the player would enjoy the novelty
- of being a god.
-
- Buildup:
- The worshipper experiences a series of tests of his faith. Or he
- has to evade Death, which seems to have some grudge against him. Or he
- has to guide his follower through some tests or hardships.
-
- Cliffhanger:
- Your guess is as good as mine.
-
- Plot Twist:
- His 'god' is really a collection of special effects. Death is
- after him because he is immortal. The worshipper considers converting to
- a new religion.
-
- Climax:
- There is a direct mortal-immortal confrontation. The god decides
- to do things personally rather than rely on agents to do what he wants
- done.
-
- Resolution:
- Either the worshipper was found lacking, passed the test, or
- switched religions. This plot is fairly flexible with what you can do
- with it.
-
- 9) Loss of Loved Ones:
-
- Kinsman slain-
- Pick a relative, any relative.
- Friendly witness-
- Friend of player
- Executioner-
- Assassin
- Bounty hunter
- Random slaying
-
- I would use this plot as an element in a game rather than basing the
- game around it. It's an excellent way to add drama to a story, but it's not
- gripping enough by itself to be a full story.
-
- 11 -------------- Developing your game's Atmosphere -------------------------
-
- This is another reprint.
-
- Atmosphere is vital to the feel of a text adventure, or even a graphic
- adventure. But the trouble is, it's also a very tenuous thing to grasp hold
- of. But, I'll do my best to see if I can decipher some of it both for my
- own information and anyone who is interested. To do this, I'll look at some
- specific atmospheres and see how I would create them.
-
- Horror: I'll start here because it's one of the easier effects in my mind.
- First, I'd start out by watching my vocabulary closely. I'd use words
- like leprous, misshapen, and cancerous. Anything that gives a diseased
- feel to the story. Then, I'd use a couple of Cliffhangers (see my plot
- post) to frighten or unnerve the player. Also, I'd have some innocent
- item produce frightening effects. I'd delve deep into horror stories
- of all sorts and come up with a suitable Big Nasty (tm). Now, this is
- only my personal opinion, but I would put the player's personae in danger
- rather than a companion. Brings it home better. ( still think Horror of
- Rylvania is great.) Hmm...some sort of wasting curse or slow possession
- would be fun. Creaking doors, footsteps, I MIGHT use, MAYBE. Probably
- not. They've become quite hackneyed. I liked one scene in Piranhas 2
- where this guy drops his watch into a murky sink and you just know a fish
- is gonna eat him when he reaches in...but it doesn't. Then, just as he
- turns around, a fish jumped him. (Flying fish, hilarious stuff.) Scared
- the hell out of me because I was busy relaxing. I might even plunk the
- player into a dark room with a nasty, player only hears a slight breathing
- and a steady scraping of feet that gets closer as he fumbles a match,
- and then strikes another just in time to illuminate a living corpse's
- face staring mindlessly at him. It's the little touches that make the
- big impacts.
-
- Next, I'll look at umm...
-
- Mysterious - This one is fun. I get images of thick fog and strange lights.
- Of corpses that have no business being where they are, and of course,
- sinister men huddling in London alleys with scalpels. (There's a thought,
- anyone want to write a game about Jack the Ripper? I'd be glad to help
- with publishing and packaging and such.) Words like tenuous, inexplicable
- and the ever popular moonlit trip from the tongue. I don't like secret
- passages in old houses though. My idea of mysterious is this:
- Something called _Lost in the Fog_. The player is a survivor from
- the Titanic, adrift, clutching a life preserver. Freezing in the ice cold
- waters that killed many of the survivors, it seems that death is
- inevitable. Just then, a bell rings distantly through the fog, and the
- player can swim for the sound. He finds the sound is coming from an old
- Spanish Galleon, miraculously afloat.
- He climbs aboard, and hears footsteps. The player evades the
- footsteps and searches the ship, discovering that its crew is somehow
- alive as well. Have they been transported forward in time, or he
- backwards? One of the player's ancestors is aboard the ship, and will
- befriend the strange young man who calls his name. But according to
- legend, the ship went down in a vast vortex that appeared inexplicably
- in its path. Just then, the player hears a loud rushing sound, and
- realizes that history can't be changed, but perhaps, just perhaps, it
- can be avoided. (Also, any Twilight Zone episode (the old series))
-
- Exciting - It's probably inaccurate to describe exciting as an atmosphere,
- but I want to, so nyah. Vocabulary - Lots of active verbs, words that have
- connotations of motion, and active, moving sentences. This style would be
- great for a James Bond styled game. Lots of leaping off cliffs, moving
- trains, airplanes, skyscrapers, etc. :) Keep things moving is rule number
- one here. Don't let up except for the odd romantic moment, if then. I
- can think of at least as many bad guys as I have plots. Big muscle men,
- Chinese plotters with fu manchu 'staches, sinister Russian agents, and of
- course, the odd mad genius out to destroy the world. Actually, I'm
- just joking. I'd never use any of those hackneyed characters. If you
- can't come up with original ideas, then come up with a new hobby.
- Originality is something lacking in a lot of games, and that needs to be
- rectified as soon as possible. Anyways, I'd probably use the odd spy
- gadget or two though. At least if I were writing a spy game. It might
- be much more fun to write about a bounty hunter chasing down a mark. In
- that case, it would all be standard gear. (Notice that I haven't ruled
- out a hanglider anywhere. I hope to use one in a game someday.) You
- could have car chases, bombs, gunfights, seduction, skydiving, white water
- rafting or a high-speed motorboat chase. Lots of fun stuff to do.
-
- Exotic - (As if the other atmospheres weren't.) I think the closest Infocom
- game to come to this was well, actually, none of them. I would consider
- exotic to be set in a lush tropical forest, or in Jamaica with a mysterious
- houdoo cult, or on an alien planet where you do more than explore an old
- station. Instead, I'd want to encounter and study an alien race. How
- about a game set in a series of parallel universes, all somewhat different?
- Say, they are all heading towards a similar destruction, and only you can
- save these multiple worlds. Vocabulary - If it was set in a real place,
- I would spend a week or two on researching its most bizarre aspects.
- Otherwise I would spend a week making up consistant information on it.
- (Someday, when I'm a big rich game writer, I'll just fly there and visit,
- heheh.) The action doesn't neccessarily have to keep going at all times in
- this atmosphere. It's okay to have rooms that have no purpose other than
- interesting descriptions and information. (Although it is better to tie
- that info into your puzzles.) Puzzles, ESPECIALLY in this atmosphere,
- should reward the player with new areas to explore. Don't let the
- commonplace slip into the game, unless it's to contrast it with the
- strange local customs. Keep the descriptions full of dreamy words and
- use all five senses here. Smells, tastes, feels, everything you can pack
- into it to make the player experience being there. Make the Big Nasty (tm)
- fit the setting appropriately. A crazed, loa-possessed cultist for the
- houdoo game, a strange snake-god in a lost city, the force behind the
- imminent destruction of the parallel universes. Just keep the player aware
- at all times that he is in unfamiliar lands.
-
- As you can see from the long descriptions, atmosphere is important
- for any game. Be sure that you build up a feeling of unity in your
- descriptions. The language used should tie together the setting and the
- emotions you wish to evoke.
-
- 12 ---------------- The other people in your game, NPCs ---------------------
-
- First, another reprint, then I'll expand my views somewhat.
-
- 5 Laws of IF NPC Creation:
-
- 1. Never, EVER, EVER have an NPC comment on the player's body odor. Why?
- Damned if I know. This is just one of those rules that everyone blindly
- follows without questioning.
-
- 2. Make 'em unique, even if ya gotta steal 'em from somewhere else.
-
- 3. Don't stereotype them please, I find this endlessly annoying. My one
- exception to this rule is the senile old wizard, who I find endlessly
- amusing.
-
- 4. Make their actions consistant with their personalities. 'Sir Robin
- charges valiently into battle.' just doesn't make any sense. (For the
- Monty Python impaired, Sir Robin was King Arthur's cowardly knight.)
-
- 5. Give 'em some emotions, and some conflict to sort out. Maybe the NPCs
- daughter is dying, or they're extremely frightened of the dark and panic
- blindly when shut into a dark room. Don't let the PC run roughshod over
- 'em, they have feelings too. If a PC attacks them, they should react
- according to their personality. Maybe they think it's a joke, maybe they
- think the PC has gone mad and kill the PC, maybe the police come and
- arrest the player, or maybe the NPC just dies...
-
- NPCs are the backbone of your game. Their unique personalities and
- quirks will stick in the player's mind far longer than the puzzles you set
- for him to defeat. What do most people remember, the Wizard of Frobozz, or
- the key and doormat puzzle. I can't really do a definitive work on NPCs.
- There are too many possibilities for you to contemplate. Instead, I'll
- list a few important characteristics below, with a brief sentence on each.
-
- 1) Appearance - This gives the player a mental image of the NPC.
- 2) Speech Mannerisms - Such as a foreign accent, odd speech pattern.
- 3) Body Language - How the NPC stands, gesticulates, smiles, etc.
- 4) Motivations - Not neccessarily known to the player.
- 5) Interests - Shows in their room's furnishings, their belongings. Tells
- a lot about a person.
-
- If you pay attention to these details, your NPCs will be more
- believable and interesting to the player. Particularly handle #2 and #4,
- and eveything else will fall into place. Have fun.
-
- 13 ----------------- The player's good buddies, pets ------------------------
-
- This is a reprint of another article, this one on pets.
-
- 1.) The term pets can apply to any object that follows the player around
- fairly consistantly. A pet is not necessarily helpful, nor is it
- necessarily harmful, it just is. Pets are not constrained to living
- creatures, nor are they even constrained to animate beings. Take, for
- example, the radio in Wishbringer that gave you advice.
-
- 2.) Pets tend to be very versatile objects, frequently their personality
- will pervade the entire game. (Floyd, of course.) This can be a good
- thing, or a bad thing, depending on how it is handled.
-
- Okay, here are some pet ideas. Let me know if you've seen any used already.
-
- 1) The player is a wizard, with an imp familiar that is more often than not
- leading the player into danger.
-
- 2) (A more general idea) The player is a non-human, with a non-human
- companion. Part of the game is determining how best to use that companion
- (say, for instance, the player is a rhinocerous, and has a friendly bird
- that helps them spot danger.) This could also be interesting if you
- have a human player, but a really exotic pet, like a shapechanging blob
- of jelly. (see A Boy and his Blob, on Nintendo systems)
-
- 3) Heheh, here's a whimsical thought...Remember that cartoon with the frog
- that would sing and dance, but only when no one else was around? Well,
- that could be a rather amusing plot device, especially for those who have
- seen the original cartoon. (Or maybe you find a talking dog with a similar
- limitation, or a talking....horse?) (everyone sing along...A horse is a)
-
- 4) Non-living pets. Robots are the pet of choice in this department, but
- there are a lot of humorous ideas packed away under this heading.
- In THGTTG, the aunt's thing almost took on a personality of its own,
- just by following you around, so maybe there's this certain object that
- shows up everywhere, like a Monkey's paw, or a cursed ring. That's
- by no means the only way an item can develop a personality, either.
- The Jack-of-all-traits in Nord and Bert was quite interesting just
- because of all the things you could do with it. And the two teleport
- spots in Starcross. Any item that simply has a number of uses and
- lingers in the game seems to me to become a sort of pet.
-
- 5) Non-living interacting pets. Ok, so you don't buy that bit in #5, well
- obviously, objects can interract with the player in a number of bizarre
- ways. Maybe the player is losing his grip on reality as a result of
- some poison in his body, so items start talking to him and arguing among
- themselves. His couch plays psychiatrist, his TV plays evangelist, his
- shoes start remarking about the treatment he's been giving them.
- ("Oi! Not another puddle! Walk around it you arsehole!") Or perhaps
- they can just naturally talk. (Via the talking credit card in Time Trax)
-
- 14 -------------------------- Betatesting -----------------------------------
-
- I can't emphasize this part of game design enough. You really need
- a good sized troop of testers. You won't find every bug, not even after the
- game is released. But do try to get all the really nasty ones out first.
- Call for volunteers on r.a.i-f, you'll probably get from 10-30 eager beavers.
- Don't feel threatened. You'll be glad you had so many responses when mail
- starts bouncing back to you saying no such account, and people flake because
- of an unexpectedly heavy classload this semester. Take it in stride. Also
- corner a few of your local friends and tie them to a chair and make them play
- it for you. You'll get a faster response on bugs that way. I have found
- that my game will work perfectly unless I let someone else touch the keyboard
- while it's running. Then, pfft. The very first command one friend entered
- crashed the game, and he gave me a dirty look. This will happen. Gird your
- loins for the horrible, demeaning process of debugging. Betatesting is an
- experiment in puclicly embarrassing yourself. It's got to be done, though,
- if you want to produce quality games. So cheer up, and keep your mind on
- the fact that you aren't paying your testers anything except maybe a small
- registration discount on the game they're testing. Muahahahaha.
-
- 15 ------------- The gimmick and its place in your game ---------------------
-
- Think of all the old Infocom games and consider how many of them had
- a gimmick built into the game. Trinity had its pop-up poetry, Seastalker
- its little radar map, Suspended its six robots, etc. You should put some
- serious consideration into a gimmick. They cause your game to stand out from
- the crowd. If anyone comes up with an intriguing gimmick they don't want,
- pass it along to me. I'm always glad to get ideas, and I give credit where
- credit is due.
-
- 16 ------- Packaging your game with an eye for registration -----------------
-
- Now, what do most people remember about Infocom games? The neat
- little trinkets and books that came with them, usually. Bear this in mind
- as you plan your game. You should be planning the more physical aspects of
- it even as you write it. Find out what packaging will cost as soon as
- possible. Look at your budget (or lack of one) and decide what you can
- afford to include. For my first game, I'm planning on strictly printed
- props like diary pages and flyers. Later, if I get a good response, I may
- go out on a limb and have a Space Miner's Union Member card done up, or any
- of a zillion other things I could do. The trick is to keep your costs down
- and shop around until you find the VERY best buy for your buck. The one cent
- that you are paying more per copy adds up quickly to equal lost revenue and
- funds for your next game. Even something as mundane as a rock can become an
- exotic keepsake if you do things right.
- Another aspect of packaging is notification of contests and/or
- newsletters available from your company. I highly recommend contests open
- only to registered users. It's just one more thing to help convince them
- that their money would be best invested in your wallet. A newsletter will
- probably have no immediate benefits. However, you will accumulate a core
- group of steady customers that you can easily get input from. A company
- can survive just off a good hardcore user group if it's big enough.
-
- 17 --------------- Marketing and distributing your game ---------------------
-
- Oh what a tangled web we weave. In the new world economy, you want
- to be able to gain access to as many dollars, pounds, yen, rubles, and marks
- as you can. This isn't easy to do. There is a distribution company that
- says they will send your game out to thousands of BBSes on a CD for just
- $100 a year (to cover membership). It's called ASP, and I don't think I want
- anything to do with it. They have some conditions which they slap on you for
- the privilege of you paying them to distribute your game. You have to
- include their various legalese files with your game. You cannot cripple it
- in any way. You may not use any obstrusive regstration reminders in your
- game. If I'm paying them good money, then I want quality service, no
- questions asked. More useful to us are the various credit card vendors that
- will take your credit card orders for a small part of your fee. This strikes
- me as an excellent strategy to attract impulse shoppers to our games. Get
- 'em while they're dying to get the free hint book and paper cup included with
- every copy of your game. Hell, let em order two copies. I'll include all
- these important info things at the end of this guide. By the way, you'll
- probably also need to get a P.O Box to serve as a registration sending point.
- Now, don't neglect your customers. Get orders out in a timely
- manner, and send a letter of apology to anyone whose order you take too long
- on. A letter should be enclosed in any event. This is one of the elite of
- the computer world, a registered user. Be courteous, but try not to kiss up
- too much. They should feel rewarded for their honesty, not like they're
- doing you a favor. If your program is good, then it deserves the
- registration. If you have future projects planned, then try to stick a
- 'catalog' in with your registered version describing them. Keep track of
- your registered users, and send out pamphlets when you have another game and
- some money to spend on them. Good god, what I wouldn't do for a roster of
- the Zork User's Group, or a list of those people who sent in the warranty
- cards from Lost Treasures of Infocom 1 and 2. Sadly, the former no longer
- exists, and Activision has the latter. Too bad they'll never use it in the
- manner in which it is meant to be used. See if your local computer stores
- are interested in carrying a few registered versions in stock, but don't hold
- your breath. I would suggest print advertising if it weren't for the
- tremendous expense involved.
- Now that you've jumped those hurdles, you're going to try for some
- FREE advertising, or nearly so. Contact every magazine listed at the bottom
- of this guide and offer to send them a registered version to review. Do
- this only after you have a product that stands up to betatesting and looks
- as good as you're willing to pay for. Enclose a short note notifying the
- magazine that they are not eligable for any contest you're running. You're
- giving them a free sample, it's not fair to let them win the goodies too.
- Anyway, keep in close contact with them, answer their questions, offer to
- write articles on the hardships of IF. If you're lucky and your game is
- good, it'll get some rave reviews. If you get poor reviews, try not to take
- it too hard. The magazine is just doing its job as it sees fit. Try harder
- next time, or, if they are violently opposed to text adventures, stop sending
- them sample copies to review. A text adventure should be judged on merit
- rather than lack of flashy graphics and sound.
- Well, if you've gotten this far, congratulations, you did well. You
- have released a new text adventure out into the hungry waters of the market.
- Cross your fingers and whisper a quiet prayer to the gods that blessed Zork
- I really hope that the money starts flowing in, at least enough to make it
- worth your while. As I said, IF seems to have a small market, but I think if
- we have enough quality products out there that are well marketed, we might be
- able to edge our foot back in the door. Keep pushing your game every chance
- you get. Post it on flyers around your school, or the bulletin board at
- work. People are always interested in a small 'home-town' company. Work
- your way up to the point where you can afford trinkets for your packages,
- and glossy pictures on the box covers. Eventually you may have a respected
- company, able to leave the difficult whitewater shareware market and move on
- to the smoother retail market. My best wishes go with you.
-
- Afterword and Closing -------------------------------------------------------
-
- Thank you for taking the time to read my guide to writing text
- adventures. I hope that you've profited from my work. I hope that you've
- found it somewhat witty and not too boring. I hope that you'll write a
- text adventure. If you do, send me a copy, would you? I enjoy these sort of
- things. What follows this is a list of useful places to contact as you are
- getting your game together. There are also some helpful hints intersoersed
- in there. Finally, there will be a warning, and then a plug for my own
- company, Vertigo software. You needn't read it if you don't want to.
- Goodbye and remember:
-
- "Imagination sold and serviced here."
-
- A List of Useful Addresses --------------------------------------------------
-
- Most useful addresses you can get from The Shareware Book. It is ftp'able
- from wuarchive.wustl.edu as /systems/ibmpc/msdos/info/sharebk1.zip. This
- is a fairly comprehensive guide. Actually, I believe that I will just refer
- you to it here because I can't hope to match the number of useful addresses
- he has in this book. Excellent book, but be warned, it will depress you.
- He takes the standpoint of a hardcore businessman that sells business
- software. The only mention of text adventures per se is a small blurb in
- the 'Not Hot' section advising you not to write them. I say write your game,
- but don't let your hopes get up too high. Also, in regards to the book, I
- would work my way up to some of the things he describes. Definitely try to
- find and use an uploading service though. You do want as much distribution
- as possible. And definitely rig an agreement with some company to handle
- credit card orders. That's really all I would worry about until you get a
- magazine review or two, and start to sell some copies. Maybe after awhile
- you could try and distribute overseas. I'm not too clear on what's involved,
- but it seems complicated. There are some registration services overseas that
- you might use, though. Well, that about covers it. All the addresses and
- phone numbers and such are in this book. Good book.
-
-
-
- Advertisement Warning -------------------------------------------------------
- *****************************************************************************
- -----------------------------------------------------------------------------
-
- Mankind must put an end to War, or
- War will put an end to Mankind.
-
- - John F. Kennedy
-
- War has never been pretty. It probably
- never will be. But you're not worried
- about that right now. Your name is Frank
- Leandro, and you're in the middle of a hot
- poker game. That, of course, is when the
- grenade comes rolling across the floor.
- For you see, you're an enlisted man in
- Vietnam. The year is 1968, and you're
- about to die. But, as Alexander Smith once
- wrote, "Death takes away the commonplace of
- life. "
- Indeed, you find yourself suddenly
- caught up in the land of Avalon, where King
- Arthur was sent after his mortal battle with
- Mordred. But all is not well in Avalon.
- Arthur and his knights are fading spirits,
- while Mordred and Morgan Le Fay play havok
- with the land. And somehow, you're supposed
- to use the Holy Grail to restore yourself to
- life, only Mordred has poisoned it. You've
- also got to deal with cruel faeries, spiteful
- squirrels, senile sorcerors, and deadly dragons.
- Man, being dead is a real pain in the butt.
-
- Technical report:
-
- NPCS: Currently: 18 Expected: 30+ (There is a host of distinctive beings
- to interact with.)
-
- ROOMS: Currently: 50 Expected: 120+ (Five seperate realms to explore,
- all unique, all colorful.)
-
- COMBAT: Both randomized and item-keyed combat. (Sometimes ya gotta
- fight dirty...)
-
- In addition, there are 3 NPCs that can follow you around, influencing what
- you see and experience depending on which accompanies you. Add to this the
- possibility of having 2 companions at once, and the possibilities expand
- exponentially! Multiple solutions for nearly every puzzle! Take a step down
- the food chain, or face down the devilish inhabitants of the realm of Faerie.
- Explore, experiment, experience!
-
- In addition, if you register Avalon (at an estimated cost of $25), you
- will recieve:
-
- A beautifully packaged disk containing the latest version
- of Avalon.
- A full-color artwork on the cover of the package.
- A FREE hint book that reveals the darkest secrets of Avalon. You
- will even discover where Elvis is hiding! All encoded for your
- safety, with the more blatent spoilers embedded into the game
- itself. These will cost you points to learn and negate your
- chances at winning the Avalon Sweepstakes (see below) if you are
- too free with them!
- Three pages torn from the Diary of Frank Leandro. Peer into his
- soul and discover what makes him tick.
- Several flyers from various pro and anti-war organizations that
- give you the facts behind the war.
- A catalogue of upcoming Vertigo Games.
-
- All this...AND, you will have a chance to win the Avalon Sweepstakes.
- For you see, only registered versions contain the password necessary to win.
- You must win with a perfect score, using no more than 2 spoilers. (WARNING:
- Some solutions give more points than others. Only by doing everything the
- hard way can you get a perfect score.) The first person to mail in the
- password will receive Frank's dogtag and 10% all future Vertigo products!
- Second place receives 5% off the next 2 Vertigo products they register.
- As this guide goes to print, the exact conditions are uncertain, so watch
- for news on r.a.i-f.
-
- Finally, if there is interest, I will be publishing a newsletter called
- _The_Brass_Lantern_, there to 'shed light' on all the intricacies of
- starting your own software company and writing your own text adventures,
- not to mention juicy tidbits about future Vertigo developments as they
- occur, fun bugs to try out, puzzles, original fiction, poetry, and
- even contests to hold you over until the next Vertigo game is released.
-