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- Adventure Guidelines
- ====================
-
- - These guidelines reflect the author's personal philosophy to adventures,
- so there is naturally a bias in favor of certain factors and against others.
- This is not to say that some factors are "bad", since what one person finds
- frustrating another would find challenging.
-
- - Parts of the guidelines are taken from the Byte article "Adventure as
- Literature".
-
- - Topics covered:
- - Theme
- - Plot
- - Puzzles
- - Locations
- - Objects
- - Mechanics
- - Parser
-
-
- Theme
- -----
- - Be bold
- - Adventures can take place anywhere.
-
- - Use sub-themes
- - Add variety to adventure.
- - Can be very different set of locations, or related sets (e.g. different
- worlds, or just different stores).
-
- - The theme should permeate throughout the adventure
-
-
- Plot
- ----
- - An adventure can present several featrues to the player (listed in order
- of decreasing importance):
- - a goal to be accomplished
- - puzzles to be solved
- - interaction with the adventure world
- - a story
- - pictures
-
- - Have events happen to carry the story along
- - Events don't have to be linear in occurrence.
- - An event could occur to sidetrack the player.
- - The adventure world shouldn't be too static.
-
- - Have alternative plots, endings, or even objectives
- - Player selects which story line, or adv. randomly picks one.
- - Player, as he plays, selects his own destiny, with some puzzles applying
- to different scenarios.
-
- - Have unified but open text
- - Unified: work out the history of the adventure world that explains each
- object and character, and details the events before the adventure begin.
- - Open: although the full history is available, don't have to explain
- everything.
- - This background will provide the foundation and basis for the adventure's
- puzzles and situations.
-
- - Have a step by step build up to some climax or high point. Something
- exciting should happen at this point.
-
-
- Puzzles
- -------
- - No irreversible puzzles
- - More than just one chance to do something.
- - Important objects can not be destroyed.
- - No irrecoverable situations.
-
- - Have several solutions to problems
- - Avoid the bad thinking "if I spend time putting it in, then everyone
- must encounter it".
- - If a player's action accomplishes something, or at least generates
- a non-canned response, then the player is more satisfied than a
- canned response or a "I don't know how to do that" message.
- - In order of decreasing satisfaction, the type of responses are:
- - action towards goal
- - action irrelevant to goal
- - non-canned response
- - canned response
- - unanticipated command
- - not recognizing word
-
- - Have solutions with a moral quality or sense of purpose.
- - Avoid bland do-it-because-you-can type of puzzles.
- - Could have some emotions attached (e.g. rescue a fuzzy animal).
- - The player should feel a sense of accomplishment.
-
- - Have fair and "logical" puzzles
- - Puzzles can be as different and wild as the imagination, but they
- must be logically solvable given the circumstances that the player
- is in.
- - The puzzles should fit into the overall theme. Sometimes puzzles can
- simply be reworded to fit into a particular theme.
-
-
- Locations
- ---------
- - No illogical mazes, mixed-up directions, or un-mappable locations
- - A maze should be a real maze, not a set of impossible-to-map rooms.
- - Even if the adventure consists of independent sets of locations,
- there should still be a logical layout to the map.
-
- - No empty or useless rooms
- - A location just for the sake of completeness may add to the theme,
- but from the player's point of view it is disappointing.
- - This is especially true if the descriptions of the rooms are short,
- since for long descriptions the location can significantly add to the
- mood and feel of the adventrue.
-
-
- Objects
- -------
- - Have an info source
- - Gives backgound info on objects/characters.
- - Gives hints / how to use objects.
- - Plot development.
- - Humour.
-
- - Have "helper" characters
- - act as an ally to the player
- - e.g. The vendor in Intrepid, Thunderhawk in Gems
-
- - Have character interaction
- - Fake conversations.
- - Puzzles involving other characters.
- - Getting hints from characters.
- - Characters which follow the player.
-
-
- Mechanics
- ---------
- - No deaths
- - Use a warning message for experimental/avoidable deaths.
- - No unavoidable dangers / always have warnings.
- - "If the player can be killed, then he can be warned of the danger".
-
- - No dwindling vital resource constraints (battery, air, time)
- - As part of a puzzle, having to refill a resource is alright.
- - As a limiting factor which can halt an adventure and force a player
- to restart, it is an unnecessary obstacle.
-
- - Have a high carry limit, or no limit at all
- - Object count dependent.
- - Object size/weight dependent.
-
- - Have a narrator with a consistent personality and knowledge level.
- - An all-knowing entity watching from above.
- - Someone moving with the player.
- - A puppet controlled by the player (uses 'I' in narrative).
-
- - Have some factors in the adventure that are random with each game
- - e.g. safe combination, color, a true maze
-
-
- Parser
- ------
- - Have a large vocabulary
- - Provide synonyms for words, especially for verbs.
-
- - Have appropriate parser:
- - If the adventure requires many verb-noun-object constructs, then having
- to use verb-noun commands with auxillary prompts becomes cumbersome.
- - A more advanced parser can give more interesting puzzles and a more
- natural feel to the adventure, but will require more work to handle
- other responses.
- - Parser types, in increasing order of complexity:
- - "verb noun"
- - "verb [article] noun"
- - "verb [article] [ajective]* noun"
- - "verb [article] [ajective]* noun [prep [article] [adjective]* noun]"
-
-