Results tagged “interactive fiction” from Softcore Gamer
For a long, long time I have been intending to recommend Violet. So
here's the recommendation: Go play Violet. I discovered it through the
recent IF Comp 2008 and it quickly became one of my favorite works of
IF. It's a locked-room puzzle, of a sort, with an absolutely charming
narrative voice and some really clever writing. If you have any
interest in IF, this is a must-play. This post may contain minor
spoilers, but will not ruin the game for you.
Let me give a little bit of background. My long-term goal is to get my parents into gaming. I started on this a couple years ago, when it became clear that gaming is more than just a hobby, it's a career. At that point, it became important that the people close to me "get" games and why they're so important to me. Both my parents have been incredibly supportive, and even interested to engage in conversations about games and game design. But neither of them are gamers, so they don't have the opportunity to know the things we talk about first-hand.
I started with board games. The past two years, I've gotten board games for everyone in my family at Christmas, and then we've played them together afterward. Carcassonne, Apples to Apples, Settlers of Catan, Lost Cities, Pandemic - some of them have have gone over better than others, but they've started to give us a set of common experiences that allow us to talk about games differently, more meaningfully, and with a shared language.
So this year, I decided to raise the bar and try for some digital games. One of the major barriers I've encountered is the perception (derived from Pac-Man) that games are fluff without substance - repetitive activities designed to pass the time rather than tell a meaningful story. My parents are busy people with lots of hobbies. They aren't looking to kill time. The traditional route for incoming inexperienced gamers - Bejeweled, Snood, Diner Dash - isn't going to do it for them. They want complex, mature, interesting stories, and they want them right away.
So interactive fiction seemed like an obvious choice. Modern IF is on the cutting edge of interactive storytelling. There's no complicated interface to come to terms with, no twitch gaming to worry about. For the most part, games are short - designed to play in under two hours. It's also about as unlike Pac-Man as you can get, which might help toss those preconceptions out the window. To be honest, I picked Violet because I had played it recently and liked it so much, and because it seemed to make sense. It's a touching story told in a beautiful narrative voice, without robots or spaceships or violence. It's simple; you don't need to draw maps or navigate conversation trees. It only took me 45 minutes to play. It has a built-in hint system. It won the IF Competition. It seemed like a great idea.
It wasn't a great idea. It was a terrible idea. My mother and I spent almost two hours going through a sixth of the game, and eventually quit in hopeless frustration. She made a heroic effort, but she didn't connect with the game even a little bit. She was confused. She was discouraged. She wasn't having fun.
In retrospect, it's obvious that jumping into Violet this way wouldn't turn out well. I thought that the lack of interface would make the game more accessible, and it did, but it couldn't make up for all the things she was expected to know a priori in order to properly relate to the game. I expected some of this; we had a couple conversations beforehand about how text input works and what to expect from the parser. But I obviously didn't put enough thought into it, because I substantially underestimated the amount of pre-existing knowledge required to play this game.
Here are some examples of what I'm talking about. These are very basic concepts that we take for granted the player already understands. There are probably others that apply, as well.
Some of these are specific to interactive fiction, or locked-room puzzles, or adventure games. But the phenomenon is pretty universal. And as far as I can tell, there is a direct relationship between the the barriers to entry for playing a game and its potential for complexity and substance. Bejeweled, Snood, and Diner Dash are accessible, but not that interesting. That makes sense, at least to some extent. Games have developed a language - a set of common references, understood meanings, and shared expectations. By building on these building blocks, developers can create experiences that are more complex, more subtle, and more satisfying.
Complex, subtle, and satisfying in terms of gameplay, at least. But is it necessarily true that games as a storytelling media are restricted in this way? Is it possible to create a complex, subtle and satisfying interactive narrative that is accessible to people who, like my parents, have no experience with digital games to build off of?
I suspect that Violet was a particularly bad choice for the introductory work of interactive fiction. Next time I get to spend time with my parents, I'm going to try again with Photopia or The Baron - other favorites with strong narratives that are at least a little less puzzle-oriented. That might help - they might prove to be the right balance of substance and accessibility. But this issue is certainly something that I'm going to be devoting some thought to in the coming months.
Let me give a little bit of background. My long-term goal is to get my parents into gaming. I started on this a couple years ago, when it became clear that gaming is more than just a hobby, it's a career. At that point, it became important that the people close to me "get" games and why they're so important to me. Both my parents have been incredibly supportive, and even interested to engage in conversations about games and game design. But neither of them are gamers, so they don't have the opportunity to know the things we talk about first-hand.
I started with board games. The past two years, I've gotten board games for everyone in my family at Christmas, and then we've played them together afterward. Carcassonne, Apples to Apples, Settlers of Catan, Lost Cities, Pandemic - some of them have have gone over better than others, but they've started to give us a set of common experiences that allow us to talk about games differently, more meaningfully, and with a shared language.
So this year, I decided to raise the bar and try for some digital games. One of the major barriers I've encountered is the perception (derived from Pac-Man) that games are fluff without substance - repetitive activities designed to pass the time rather than tell a meaningful story. My parents are busy people with lots of hobbies. They aren't looking to kill time. The traditional route for incoming inexperienced gamers - Bejeweled, Snood, Diner Dash - isn't going to do it for them. They want complex, mature, interesting stories, and they want them right away.
So interactive fiction seemed like an obvious choice. Modern IF is on the cutting edge of interactive storytelling. There's no complicated interface to come to terms with, no twitch gaming to worry about. For the most part, games are short - designed to play in under two hours. It's also about as unlike Pac-Man as you can get, which might help toss those preconceptions out the window. To be honest, I picked Violet because I had played it recently and liked it so much, and because it seemed to make sense. It's a touching story told in a beautiful narrative voice, without robots or spaceships or violence. It's simple; you don't need to draw maps or navigate conversation trees. It only took me 45 minutes to play. It has a built-in hint system. It won the IF Competition. It seemed like a great idea.
It wasn't a great idea. It was a terrible idea. My mother and I spent almost two hours going through a sixth of the game, and eventually quit in hopeless frustration. She made a heroic effort, but she didn't connect with the game even a little bit. She was confused. She was discouraged. She wasn't having fun.
In retrospect, it's obvious that jumping into Violet this way wouldn't turn out well. I thought that the lack of interface would make the game more accessible, and it did, but it couldn't make up for all the things she was expected to know a priori in order to properly relate to the game. I expected some of this; we had a couple conversations beforehand about how text input works and what to expect from the parser. But I obviously didn't put enough thought into it, because I substantially underestimated the amount of pre-existing knowledge required to play this game.
Here are some examples of what I'm talking about. These are very basic concepts that we take for granted the player already understands. There are probably others that apply, as well.
- Progressive Examination of Scenery - Look at everything. Start by examining your surroundings; then examine every object mentioned in that description. Keep doing this until you're confident that you've examined everything that's visible. Do this first, before you do anything else.
- Implied Significance of Objects - Everything has a purpose. If you find a key, expect that there will be a locked door later on. If the author tells you there's a wad of chewed-up gum in the trash bin, expect that gum to be vitally important to the story later on.
- Kleptomania - A corellary to the Implied Significance of Objects: take anything that isn't nailed down. If you find something that is nailed down, keep your eye open for a way to pry it loose. You're going to need it before you're done.
- Puzzle Recognition - Understand the formal elements of the puzzle that underlie the narrative elements applied to it. In Violet, for example, the underlying structure of the puzzle involves eliminating all the distractions so that you can finish your writing. That's why you aren't permitted to just buckle down, ignore distractions and write the damn thousand words.
- Implicit Reward in Multipart Puzzles - Sometimes, especially in adventure games and especially in locked-room puzzle games, you have to do a lot of things in order to accomplish a goal. It isn't obvious that you're making significant progress toward your goal by doing these things, especially if the game doesn't give you points for each thing you do, unless you realize that, in this type of game, doing things is progress.
- False Dead Ends - In an adventure game, when you think you've discovered the solution to a problem, your first attempt at implementing that solution might fail. This doesn't necessarily mean that you're on the wrong track. The solution you identified might be correct, but maybe you need to do something else before it will work, or have something else, or approach something in a slightly different way. Don't lose interest in a potential solution just because your first attempt didn't work out.
Some of these are specific to interactive fiction, or locked-room puzzles, or adventure games. But the phenomenon is pretty universal. And as far as I can tell, there is a direct relationship between the the barriers to entry for playing a game and its potential for complexity and substance. Bejeweled, Snood, and Diner Dash are accessible, but not that interesting. That makes sense, at least to some extent. Games have developed a language - a set of common references, understood meanings, and shared expectations. By building on these building blocks, developers can create experiences that are more complex, more subtle, and more satisfying.
Complex, subtle, and satisfying in terms of gameplay, at least. But is it necessarily true that games as a storytelling media are restricted in this way? Is it possible to create a complex, subtle and satisfying interactive narrative that is accessible to people who, like my parents, have no experience with digital games to build off of?
I suspect that Violet was a particularly bad choice for the introductory work of interactive fiction. Next time I get to spend time with my parents, I'm going to try again with Photopia or The Baron - other favorites with strong narratives that are at least a little less puzzle-oriented. That might help - they might prove to be the right balance of substance and accessibility. But this issue is certainly something that I'm going to be devoting some thought to in the coming months.
I've got a couple good posts planned to follow up on Photopia, but in the meantime, I just want to point out a couple of things that you may or may not have seen floating around the Internet.
Hope you enjoy those links; sorry there's not more by way of analysis here. I just needed to break back into writing a little bit, because it's been so long. Hopefully the first Photopia post will be coming shortly.
- An animated (in Yahtzee-esque fashion) video about sexual content in games, or rather, the lack thereof. The argument, which is basically the same one I would make, is that the seeming inability of game developers to incorporate sexual themes in a mature and artistic manner is detrimental to the medium. Honestly, there's nothing here that I found groundbreaking, but Daniel Floyd does a great job of summing up the issues in a clear and entertaining way.
- A fantastic post by Emily Short about the structure and process of writing IF by breaking a story down into scenes of distinct types and intents. If you have any interest in interactive fiction, as I increasingly do, this is definitely worth a read.
- A very funny post by Leigh Alexander that lays out what Hillary Clinton needs to do if she still wants to win the nomination. (Hint: Agents are go.)
Hope you enjoy those links; sorry there's not more by way of analysis here. I just needed to break back into writing a little bit, because it's been so long. Hopefully the first Photopia post will be coming shortly.
Alright, usually I have no compunctions about spoiling a game when I
attempt to dissect, analyze, or even just comment on it. Especially if
the game, like Photopia, is ten years old. But this situation is
different, because I know there are people out there who don't get as
much vitamin IF as they should, and because the game in question is so
overwhelmingly about narrative experience that spoilers would ruin it
completely. That said, Adam Cadre's Photopia does touch on a number of
themes that I'd like to talk about in greater depth. Which makes for a
dilemma.So here's what I'm going to do: today, I'm going to recommend that you go play Photopia. If that's not enough to make you actually do it, then let me mention that the game comes well recommended. It won the 1998 Interactive Fiction Competition and has recently been favorably reviewed by both Play This Thing! and Rock, Paper, Shotgun. Go ahead and read those reviews if you need convincing, they won't spoil anything either.
Photopia is interactive fiction, light on the interactive. The story is extremely linear, and although it does contain a couple puzzles, they're simple and pretty straightforward. There should be little of the adventure-game-style frustration that often accompanies this kind of game, although it is text-based so you will have to work with a parser. The other thing I'll say about it is that it's only about forty-five minutes long, and it's worthwhile to find yourself a little block of time to play through the whole thing. I played it over the course of two days, and I wish now that the experience had been uninterrupted. Oh, and also, I want to repeat RPS's advice: when the time comes, for God's sake, talk to Alley about astrophysics.
After you've had a chance to play the game, I'll talk some more about the specific things it sparked for me. So here's your warning: sometime in the future, subsequent entries on this blog will contain Photopia spoilers. And you will be much better off, as a reader of this blog and as a human being, if you've played the game before that time comes. You have been warned!
ETA: PTT! has links to the game and relevant interpreters, so go there for the download.
Since GDC, Joystiq has been running a feature wherein they "target[ed] various industry folks with a typically contrived adventure game puzzle" in order to, I don't really know, give them a taste of their own medicine? Honestly, it was a half-baked idea. In theory it sounds sorta clever, but when people are asked to respond to a nonsensical hypothetical without context or a common understanding to the rules or purpose, well, mostly what you get is confusion.
Unless you're talking to Tim Schafer, in which case what you get is brain candy.
To be fair, the reason that Schafer's article takes off where the others in the series fall flat has less to do with Schafer than Ludwig Kietzmann, the author of the feature. What makes Schafer's response so much fun is that he actually tries to engage with the question as though it were a game. Ron Gilbert did exactly the same thing, albeit in not quite so playful a way, in the first part of the series, but Kietzmann refused to give him any traction. Essentially, when Gilbert played, the "GDC Quest Quiz" challenge wasn't a game, because it wasn't interactive in any sort of meaningful way. When Schafer played, it was. And it turns out, games are fun.
Unless you're talking to Tim Schafer, in which case what you get is brain candy.
To be fair, the reason that Schafer's article takes off where the others in the series fall flat has less to do with Schafer than Ludwig Kietzmann, the author of the feature. What makes Schafer's response so much fun is that he actually tries to engage with the question as though it were a game. Ron Gilbert did exactly the same thing, albeit in not quite so playful a way, in the first part of the series, but Kietzmann refused to give him any traction. Essentially, when Gilbert played, the "GDC Quest Quiz" challenge wasn't a game, because it wasn't interactive in any sort of meaningful way. When Schafer played, it was. And it turns out, games are fun.
This post started out as a review of The Baron
and I had enormous difficulty writing it, for two reasons. First,
because The Baron is a deeply complex game with many interesting
features and powerful thematic elements that I did not want to spoil.
And second, because reviewing games is not really what I'm interested
in doing here. So instead of reviewing The Baron I will simply say,
"The Baron is a deeply complex game with many interesting features and
powerful thematic elements; you should play it," and then address a
couple interesting points about interactive fiction.I am not an expert on interactive fiction. Honestly, although I'm a fan, I have pretty limited experience. I only played a few pieces of IF last year, and of those the only one that provoked the same sort of contemplation as The Baron is Floatpoint. In these two pieces, however, I'm impressed at how well an in medias res approach to storytelling works. In each piece, the player is dropped unceremoniously into a complex and unfamiliar situation. In each, the first order of business is an exploration of the narrative space to answer some fundamental questions: Who am I? Where am I? What is my relationship to this place and to these people? What is my role in the world, and what is my goal? These elements of the story are authored, not left up to the player, but they have to be discovered or inferred by investigation of the game world. Certainly, this is not an approach common to all IF games; nor is it something that is likely to appeal to all players, although I love it when it is done as well as it is in these games. It seems a technique that is much less common in mainstream games, however, and although that may have something to do with the fact that IF is already a niche genre and therefore attracts more niche styles-of-play, I think that text-based games lend themselves more to this sort of technique.
Graphical systems, by their nature, are capable of conveying much more information at a glance than text-based systems. In games, this functionality is largely devoted to representation of space. In the typical 2D or 3D game, at any given time the majority of the player's screen will be filled with some sort of view of the world. Because of the visual nature of this representation, almost all information about the player character's environment is conveyed implicitly. In a 3D game, the player may have to swing the camera around to see things from a different angle, but he or she doesn't have to make an express effort to get an understanding (at least, a basic or superficial understanding) of the composition of the space surrounding the character. In contrast, the explicit exploration of space is one of the common processes by which a player interacts with a text-based system. In order to come to an understanding of environment, the player does have to make this sort of express effort to investigate elements of the scene. At the beginning of The Baron, for example, a basic look command will inform the player that the room contains a table. It's necessary to examine the table to discover that a framed photograph rests on it; it's further necessary to examine the photograph to find out what it depicts. This sort of interaction is not at all unreasonable in a text-based system, but no analogue occurs in a graphical system where the table and photograph are apparent in a cursory inspection.
It seems to me that this sort of spacial exploration runs nicely parallel to the narrative exploration that in medias res storytelling demands. In fact, in many cases the character and general backstory can be folded into the description of space and significant objects (including non-player characters) in the environment. In the case of the photograph on the table, examining the picture could trigger a memory or some other description that relates the character to the world. (This technique is used in The Baron, although not at this particular moment; I believe this sort of "folded-in" discovery is also employed in Floatpoint, along with more explicit exposition.) This makes the process of narrative exploration much more natural - or, at least, piggy-backs it onto a more natural process - to mitigate player confusion and frustration. In our graphical analogue, the player has no reason to explicitly examine the picture, since it is already visible, and therefore there is no place for secondary information to be accessed intuitively.
This idea of exploration is particularly interesting in The Baron because of the cyclical nature of the game. On the first pass, the player is exploring the physical space and the narrative space, trying to come to an understanding of the environment and the character. Subsequent passes are devoted to exploring the possibility space of user interaction, trying different actions and seeing what the consequences are; because of the cyclical set-up and the thematic focus on motivated action, this sort of exploration of possible actions becomes a central game mechanic over the course of multiple plays-through of the game. Using the process of choosing an action as a game mechanic in this way is another area where I believe the text-based interaction of IF has an advantage over graphical games.
The set of valid options may be just as limited as with a graphical interface, but the set of potentially valid options is larger. Usually, in a graphical interface, there will be a limited number of points of interaction (places to click, for example) and a limited number of types of interaction (items to use, for example). The set of potentially valid options is a combination of interaction types and points. This set may be very large, which could make finding a valid option non-trivial, but it is clearly finite and, moreover, can be easily enumerated. The set of potentially valid options in a text-input interface includes any imperative phrase the player can think of. Even if, depending on the sophistication of the game's text-processing system, this set is severely restricted by practical considerations, it is still usually much harder to enumerate than its graphical counterpart. (Technically, it is just as enumerable, but for the player - who usually doesn't know the extent of the set of valid commands - it is harder to process.) This can makes the player feel like he or she has unlimited options - at least until it becomes apparent the fact that a subset of the potentially valid options will not be understood by the system. This, unfortunately, is another inherent quality of text-based interaction, and I would say it is the major drawback and the reason that text-based games has fallen so far out of favor. And perhaps minimizing that particular player frustration is a reason to avoid text as an interface mechanism, but games like The Baron both prove that great experiences can come out of a text interface and remind us of some of the things we sacrifice when we make graphical games.

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