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- =================================================================
- This files constitutes the text of "Computer Adventures, The
- Secret Art". Following Bruce Sterling's example with "The
- Hacker Crackdown", and cribbing some of his ACCEPTABLE USE POLICY,
- I am now releasing the text of the book as "literary freeware".
-
- Amazon Systems, who originally published the book, have approved
- the electronic distribution of its text in this form, and, indeed,
- expect to make a number of sales of the actual book on the back of it!
- =================================================================
-
- ACCEPTABLE USE POLICY
-
- The documents on this disk are not commodities. They're not for sale.
- You didn't have to pay any money to get them. If you did pay anything
- to see this stuff, you've been ripped off.
-
- You can copy them. You have my permission to do that.
- You can upload them onto boards or discussion groups.
- Please do!
-
- You can print them out.
-
- You can photocopy the printouts and hand them around as long as you don't
- take any money for it.
-
- But they're not public domain. You can't copyright them as I've
- already done that. Attempts to pirate this stuff and make money from
- it may involve you in a serious litigative snarl; believe me, for the
- pittance you might wring out of such an action, it's really not worth it.
-
- And don't alter the text, either; that would be pointless.
-
- It's a couple of years since I wrote the book, so I've added
- notes between *** *** where my opinion or where facts have changed.
-
- Mail me and give me your opinions, if you like.
-
- =====================================================================
-
- If you'd like a copy of this book in its original paperback form,
- signed by the author, typeset!!, very much easier to consult than
- a pile of printouts, with full colour cover art and full of super
- illustrations from Andrew Hill, telephone, email or write to:
-
- Amazon Systems,
- Lodge Hill Road,
- Farnham,
- Surrey,
- UK GU10 3RD.
-
- tel (+44) 252-716669
-
- Cost UK pounds 3.00
- US dollars 4.50
- UK post free
- Overseas Post UK pounds 1 US dollars 1.50
-
- VISA / Mastercard accepted for telephone/postal orders.
-
- Gil Williamson August 1994.
-
- gil@cix UK
-
- Compuserve 100271,761
-
-
-
- Chapter 1
-
- Introduction to the Secret Art
-
- There is no doubt that the writing of adventure games is an art, in
- the same way that writing a book or play is. It is also a secret art
- in that a only a handful of game writers seem to be able to produce
- a gripping game.
-
- I have carefully analysed the features of successful games, and present
- them here in the form of a Do-It-Yourself manual. This book reveals
- the secrets of how to plan, how to write and how to sell computer
- adventure games, also called `interactive fiction'. Irrespective of
- whether your game is a pure text adventure - for some the only `real'
- adventure - or a real-time graphic adventure, or even a text adventure
- with graphic illustrations, the principles of design are very similar.
-
- Is there any point in trying to break into this difficult marketplace?
- Most certainly. There is a shortage of games with the essentials of
- a good adventure, which are plot, atmosphere, challenge and a sense
- of winnability. Advances in technology are much less important to
- the adventure game enthusiast.
-
- Although the book assumes that you have played one or
- two computer adventure games, and that you therefore understand their
- general structure, it does not assume any programming knowledge. Some
- basic definitions are given in the table overleaf, and the chapter
- on Architecture describes and defines the various elements of an adventure
- in more detail.
-
- Terms used in this book:
-
- A `Game' takes place in:
-
- `Locations' (or Scenes or Rooms).
-
- `Characters' (People, Monsters etc.) populate the Locations.
-
- An important Character is the Player
- Character who represents the game player.
-
- `Items' (or Objects or Nouns) are contained in these Locations or
- may be in `Limbo' - a sort of storehouse for Items whose location
- has not yet been decided - or may be within another Item, or may be
- carried by a Character.
-
- It is also possible for a Character to be contained in an Item.
-
- The player interacts with the game by means of `Commands' input by
- keyboard or other input device.
-
- A Sexist Note:
-
- In this book, for simplicity, I have used the terms `he' and `him'
- in reference to the player. I do, of course, realise that many ladies
- of the feminine gender are also players, so please accept `he' as
- `he/she' and `him' as `him/her' throughout.
-
-
- Chapter 2
-
- How to Present
- your Game
- - Text or Graphics?
-
- Most of the comments made in this book are relevant to all types of
- adventure, however presented, but there are always pros and cons.
- This chapter outlines some of the choices and consequences of adventure
- graphics and sound.
-
- Presentation
-
- Often, the game-writing system you use will have as much influence
- on the format of your game as anything else. There are some notes
- about game-writing systems in Chapter 6, and in Appendix A. Ensure
- that the medium you choose is adequate to the adventure you plan.
-
- In most adventure games, even those with considerable graphic and
- audio illustration, text is also very important. When you play a text
- adventure game, you probably find that the scenes you create for yourself
- in the mind's eye are just as vivid as any screen image could be.
-
- A new genre of `arcade' adventure games is now becoming available,
- but for the few game writers lucky enough to belong to companies prepared
- to invest in these products, there are still many size and portability
- restrictions that are not experienced by text game writers. Writers
- of arcade adventures would do well to heed the tenets of good design.
- Razzamatazz may sell an individual game, but it will not sell a series.
-
- Think carefully before deciding your game needs graphics. After all,
- though it is possible to print lavishly illustrated books much more
- cheaply nowadays, publishers seldom, if ever, think of illustrating
- a detective novel or book of short stories. In the computer world,
- though word processors and spreadsheets are presented in ever more
- elaborate guises, the properties of late 1970s Electric Pencil and
- Visicalc are still the important elements of these products.
-
- Any game written for a particular piece of hardware will transfer
- most easily to other hardware if it is text-only. The cost and difficulty
- of transfer from machine to machine increases in direct proportion
- to the sophistication of the graphics and audio effects delivered.
-
- Again, many computers in common use, such as IBM PCs or VAXes have
- little or no graphics or sound capability when compared with Atari
- and Commodore games-oriented hardware, and text adventures have become
- a favourite with users of such machines.
-
- Images:
-
- The technology of screen images, together with the restrictions of
- RAM, backing store and development time, lead to three main types
- of graphic associated with an adventure that can be played on a personal
- computer:
-
- Hand-drawn still scenes of greater or less quality,
- sometimes with the facility to include characters and items that the
- player character can see;
-
- Digitised still images (sometimes grouped so that a cyclic movie-
- like effect can be delivered);
-
- Arcade-style playfields, sometimes drawn with perspective but operated
- in a 2-dimensional `Platform' format, where the player character,
- other characters and items actually appear, and move appropriately.
- The player character can manipulate the screen environment.
-
- Adventures with still or almost still images often allow the user
- to switch off the pictures, so that the user is reduced to a text
- adventure, with a better response time and more space on the screen
- for informative text.
-
- In the `playfield' style arcade adventure games, or those which depend
- on the use of icons and mice and menus, the total number of locations
- in the game is often restricted, as is the richness of the game.
-
- Some graphic games, I feel, are rather spoiled by having all possible
- verbs on pull-down menus, leaving little or no scope for imagination
- on the part of the player, and there comes a point where real-time
- events are happening on the screen and the game is verging on an arcade-style
- game, or a wargame.
-
- My own personal opinion is that text is the most suitable medium for
- adventure games, but that optional illustrations, well-designed, can
- enhance enjoyment in the same way that good illustrations in a book
- do. Having said that, the shareware game-writing product AGT, which
- I favour, is text only.
-
- In any event, the aspiring adventure writer will find that most game-writing
- systems currently available concentrate on delivering a text adventure
- (with optional still graphics).
-
- *** One or two systems for graphic adventures are now beginning to
- emerge ***
-
- Before leaving the subject of image, it is worth mentioning a useful
- advance on the old scrolling screen technique used in the early adventures.
- This is the `windowing' technique which allows the screen to be broken
- into various sectors such as:
-
- - Text from the game
- - Graphic
- - Inventory
- - Command
- - Exit directions
- - Map
- - Player status.
-
- Some of these windows may be multi-use - the graphics and map window
- often being the same one.
-
- Sound Effects and Noises Off:
-
- Though sound may sometimes be used to enhance a game, it is a mistake
- to make proper play dependent on sound. This is not because some players
- are deaf, or want to play while wearing their personal stereos, but
- because adventurers may not wish to disturb those around them with
- synthesised dalek voices, beeps and laser blasts. In my opinion,
- sound should always be capable of being switched off without spoiling
- the game.
-
- *** The advent of sound boards is allowing sound to become more useful
- and usable ***
-
-
- Chapter 3
-
- How to get your Ideas
-
- The Style of your Adventure:
-
- There are a number of clear forms in which an adventure can be placed.
- The first, and most common, is the one devised for the original Colossal
- Cave adventure. Each scene and its contents are described or drawn,
- and the player is free to attempt to move around, pick up and drop
- items and take action.
-
- In the second form, a simpler one, the scene and contents are described
- or drawn, but the player has a very few alternative actions he can
- take. These alternatives are made clear to the player, and he simply
- selects alternative 1, 2, 3, or 4 etc. The consequences of each alternative
- tend to be more far-reaching than those of the other style of adventure.
- Such adventures resemble those children's interactive books which
- have a page for each situation, and where the reader is invited to
- turn to different pages to see the results of the various actions
- he can take.
-
- A third main stream of adventures is the `role-playing' analogue,
- where there is emphasis on companions working as a team, and attributes
- such as strength, dexterity, stamina, and intelligence are given to
- each character. Magic spells and random combat play a strong part
- in such games, and it is sometimes possible for the player or players
- to act on behalf of more than one character in a single playing session.
-
- These three basic styles often merge and mingle with each
- other, but it is important to decide the style of your adventure before
- embarking on writing it and maintain the style throughout.
-
- Inspiration:
-
- It is important to start with a new and different game concept every
- time.
-
- As you plot the game, it will keep trying to resemble other games,
- but you must resist the temptation to go along with these diversions.
- The 1988 AGT Game Contest featured a game based on a Wagner Opera,
- and another based on an SF short story. Both were original concepts
- for an adventure game, and made you want to play them in a way that
- a clone of Zork would not.
-
- On the other hand, there is always room for a well-written satire,
- though PORK has probably spelled the end for Zork satires. It is so
- important that your player's enjoyment is not dependent on him having
- played a certain game.
-
- I have plot outlines for dozens of games, ranging from the ascent
- of mountains to underwater treasure hunting, from a journey on the
- London Underground system to a quest in classical Greece, from a round
- of golf to an E E Smith-style Space opera. I keep them in a spiral
- backed notebook, and keep adding ideas as they occur, until one becomes
- unrefusable and it spills out into implementation. There! I've given
- you six ideas in one breath, none of which closely resemble any game
- I've played.
-
- Very few adventures even remotely approach realism, which is why it's
- a good idea to base them in an artificial, or at least very constricted,
- world. Use consistency in creation to communicate the atmosphere.
-
- An idea should appeal before you consider it for game status. Whenever
- I enjoy a book or movie I consider how well it would translate to
- a game. Occasionally, something will just hit the spot, and it becomes
- a feature of one of your games in the pipeline. The London Underground
- concept grew out of a idea to optimise tube travel in London, not
- a game at all. The quest in classical Greece came from a Sprague de
- Camp book called `An Elephant for Aristotle'. As an ardent, but inexpert,
- golfer, I find that the situations one finds oneself in on a typical
- round more closely resemble `Lurking Horror' than they do `Leaderboard'!
-
- One subject which can be rather delicate is Pornography. In particular,
- Leather Goddesses has a mildly pornographic theme, handled, I think,
- quite tastefully and amusingly. Leather Goddesses takes care to allow
- female players, and delivers alternate text and characters for them.
- Other games which go into much more detail on the mechanics of sex
- are much less appealing, and often insulting to female audiences.
- The buyers of such games would not be the mainstream of adventurers,
- and the games lack subtlety, even when compared to `girly' magazines.
-
- Once an idea has come to you, you must nourish it for
- a while to give it full value. What you do is to add all the extra
- features the game will support in the form of a `bull session'. In
- this manual, Chapters 4 and 5 are a huge mine of ideas on which to
- base plot elements. I work best by myself, with the Hi Fi turned up
- loud and a pencil and paper in my hand. Drawing a map will often suggest
- other features and plot elements. Reading the book that sparked the
- original inspiration may feed more ideas, and reading books on a similar
- theme should also help. Working with a like- minded friend is also
- a good technique.
-
- More Theme Ideas:
-
- The Happy Return:
- Instead of starting the adventure at a point before the quest begins,
- try starting it where the precious item has been recovered, and the
- player has to fight his way back to civilisation. This technique is
- useful for putting the player into the thick of the action early in
- the game.
-
- Breakout:
- A similar idea is to start the game with the player imprisoned in
- some way, and he must escape.
-
- Break-in:
- Penetrate the enemy defences, and free the prisoners - the Teheran/Entebbe
- approach.
-
- Instruction:
- Make your player find his way around the ruins of Knossos, examining
- wall paintings and artefacts.
-
- Expert System:
- Most adventure-writing systems can be used to develop complex diagnostic
- programs for simple situations.
-
- Skirmish:
- Try setting the scene of the game as a relatively unimportant incident
- in a huge Worldwide (to hell with the expense - make that inter-Galactic)
- campaign. This is a super lead-in to a series!
-
- First Contact:
- Explore unexplored territory, excavate archaeological remains, meet
- strange alien peoples and try to avoid shooting them. Have the adventurer
- find some peaceful contact mechanism.
-
-
-
- Basing your Adventure on an Existing Work:
-
- Whereas in the USA, a copyright owner has to register his copyright
- formally and announce it on the work, in the UK and Europe generally,
- copyright infringement can take place even on unpublished work.
-
- Copyright is not given to ideas, plots or themes, however original.
-
- In the UK, copyright is infringed by the reproduction of any substantial
- part of a copyright work without permission. `Substantial' is hard
- to define. Even a very small quote can qualify if it is important
- to the work as a whole.
-
- In the USA, copyright is infringed by quoting sections of a copyright
- work except for the purposes of non-commercial scholarship, comment
- and news reporting.
-
- Therefore, although it is tempting to use an existing work as your
- basis, you must be extremely careful not to infringe copyright. It
- is a shame to devote lots of work to a game that can never be published.
- It is, perhaps, safer to write an adventure `..in the style of...'.
- Excellent examples of this genre exist.
-
- Another pitfall is provided by Trade Marks. You will find that the
- inspiring name or phrase you might like to use in your game title,
- such as `Batman', `Star Wars', `Dungeons and Dragons', `Popeye' or
- `Lord of the Rings' is someone's registered trade mark, so steer clear
- of these, too.
-
- Apart from Copyright or trade mark infringement, there are a number
- of problems with using an existing work as your basis. If a player
- has read the book, or seen the movie, he will expect a resemblance
- between your plot and its plot. If you reproduce the plot of the work,
- then it becomes easy to solve. If you don't, the player is disappointed.
- Again, no adventure game, text or graphic, will exactly reproduce
- a book or movie. What the adventure game specialises in is the interaction
- of the game with the player.
-
- 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
-
-
-