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Fritz: All Fritz
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PHILOSPH.DOC
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1988-09-25
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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]"