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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, and vice versa.
-
- No adventure can include all the guidelines, especially when some of the
- guidelines seem to contradict each other. Also, for every guideline
- there will be numerous exceptions and special cases. What it comes down to
- is this: be aware of the underlying issues, and follow or break the guidelines
- according to your style. Your are the creator of the adventure.
-
- Topics covered:
- - Theme
- - Plot
- - Puzzles
- - Locations
- - Objects
- - Mechanics
- - Parser
-
-
- Theme
- -----
- Be bold and inventive.
- - 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 a thorough background.
- - Work out the history of the adventure world that explains each
- object and character, and details the events before the adventure began.
- - This background will provide the foundation and basis for the adventure's
- puzzles and situations.
- - Although the full history is available, don't have to explain
- everything.
-
- Have a step by step build up to some climax or high point. Something
- exciting should happen at this point.
-
-
- Puzzles
- -------
- Don't have 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 an 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]"
-
-
- Further Reading
- ---------------
- Articles about adventures, as oppose to reviews of adventures, are becoming
- quite rare. Back issues of hobbyist-type computer magazines will be the best
- place to look for them.
-
- Betz, David. "An Adventure Authoring System."
- Byte, May 1987, pp. 135-142.
-
- Blank, Marc S. "How To Fit A Large Program Into A Small Machine."
- Creative Computing, July 1980, pp. 80-87.
-
- Bridge, Tony. Atari Adventures.
- Sunshine Books, 1984.
-
- Buckles, Mary Ann. "Interactive Fiction As Literature."
- Byte, May 1987, pp. 135-142.
-
- Crayne, Dian. "Do It Yourself Adventures."
- PC Magazine, September 1983, pp. 266-276.
-
- Dacosta, Frank. Writing BASIC Adventure Programs For The TRS-80.
- TAB Books, 1982.
-
- Grace, Mike. Commodore 64 Adventures.
- Sunshine Books, 1983.
-
- Hassett, Greg. "Writing Your Own Adventure."
- Creative Computing, July 1980, pp. 88-90.
-
- Lebling, David. "Zork And The Future Of Computerized Fantasy Simulations."
- Byte, December 1980, pp. 172-182.
-
- Liddil, Bob. "On The Road To Adventure."
- Byte, December 1980, pp. 158-170.
-
- Liddil, Bob. The Captain 80 Book of BASIC Adventures.
- Northwest Publishing Inc., 1981.
-
- McGath, Gary. Compute!'s Guide to Adventure Games.
- Compute! Publishing Inc., 1984.
-
- Plamondon, Robert. "Putting Adventure In Adventure Games."
- Creative Computing, August 1981, pp. 70-76.
-
- Prussing, Scott. "The Next Step: Introducing The Participant Novel."
- PC Magazine, December 1982, pp. 296-300.
-
-
-
- ========================================================================
-
- Summary of Adventure Readings
-
- ========================================================================
-
-
- ------------------------------------------------------------------------
- Atari Adventures
- ------------------------------------------------------------------------
-
- Source:
- Bridge, Tony. Atari Adventures.
- Sunshine Books, 1984.
-
- Playing adventures
- - look around every location in as much detail as possible
- - everything has a purpose
- - exercise extreme caution at all times
- - always save your position if in doubt
-
-
-
- ------------------------------------------------------------------------
- Compute!'s Guide to Adventure Games.
- ------------------------------------------------------------------------
-
- Source:
- McGath, Gary. Compute!'s Guide to Adventure Games.
- Compute! Publishing Inc., 1984.
-
- What makes a good adventure
- - player shouldn't have to solve the program, therefore:
- - good parser
- - large vocabulary
- - good error handling
- - watch for grammar, spelling, etc.
- - responses shouldn't be misleading
- - graphics should at least supply additional fact or expand on text
- - can't be too slow
- - quality in them, story, and puzzles.
- - adventure should fit together as a self-consistent world
- - elements foreign to the theme shouldn't be present (e.g. magic in sf)
- - puzzles should be logical
- - dangers should be preceded by warnings, not by "learn from dying"
-
- Playing adventures
- - draw a map
- - map mazes by dropping objects
- - go everywhere (e.g. some walls are penetrable)
- - examine everything
- - think of possible uses for objects
- - watch for interaction between objects
- (e.g. same colour lock and key)
- - figure out what you need to solve a problem
- (e.g if you need a pin, then anything pin-like might work as well)
- - read descriptions carefully
- - make use of negative repsonses
- - make use of the SAVE feature, if present
- - if you're stumped on one problem, switch to another
- - answer rhetorical questions
- (e.g. do you really want to kill the dragon with your bare hands?)
- - experiment
- - make use of the command handler's capabilities
- - don't overestimate the program's abilities
- (listen xxx-->nothing might be because listen doesn't accept nouns)
- - if a command doesn't work, try rephrasing it
- - think of literay allusions
- - get help
-
- Writing an adventure
- - complex command handling is useful
- - background activity is interesting
- - key to a good adventure is its puzzles; can't be too hard or too easy
- - puzzles should be somehow interconnected; everything works towards
- the final goal
- - the player should have a sense of progress
- - design the adventure before coding
-
- Improvements to the adventure genre
- - better writing; (e.g. sci-fi writers doing adventures)
- - other IO methods (e.g. voice, video disk, speech, etc.)
- - bigger decision trees to get more: permissible actions, crucial decisions,
- background events, endings
- - more realistic presentation of the environment
- - increased sense of continuous action
- - better simulation of characters
- - wider range of alternatives
-
-
-
- ------------------------------------------------------------------------
- Commodore 64 Adventures.
- ------------------------------------------------------------------------
-
- Source:
- Grace, Mike. Commodore 64 Adventures.
- Sunshine Books, 1983.
-
- Playing adventures
- - make a map
- - pick up everything
- - examine everything
-
- Writing adventures
- - the story is very important
- - steps in writing
- - select the environment (fantasy, horror, sf, ...)
- - choose a quest or goal (find treasure, escape from wizard, ...)
- - decide on the role of the player
- - select the main characters
- - write a synopsis of the story
- - draw a simplified map with a few basic locations
- - storyboard the plot
-
- Select the environment
- - fantasy: Tolkien, swords and sorcery, magic
- - horror: dracula, haunted house, decent to Hell to reclaim your soul,
- escape from voodoo islands
- - comic strip
- - conventional: spies, crime, survival on island
- - sf
-
- Choose a quest or goal
- - choose before doing story
- - expand to have subplots
- - don't have to work out fine details yet
-
- Role of hero
- - two main choices:
- - player acts as himself thrown into the fantasy world
- - player takes on the role of the fantasy hero
-
- Other characters
- - accomplices, people to rescue, villans, assorted type to add local colour,
- red herrings, clue-givers
- - could ask for sex of player, than adjust characters accordingly
- (if male, rescue princess; if female, rescue prince)
-
- Write synopsis of story
- - ideas could come anytime
- - slowly add refinements and improvements
-
- Drawing the initial map
- - to get some idea of the geographical relation of the locations,
- draw basic map
- - keep number of locations small; can expand later
- - can put the map in tabular form:
- location # name object/peril
-
- Storyboard the plot
- - similar to the movies/comic book technique
- - imagine layout of text on screen, and player's possible responses
- - story board descriptions can be longer than actual text
- LOCATION: ....
- ......
- .....
- command> ...
- .....
-
-