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Interactive Fiction

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Tight integration of story and puzzle. Usually some plot interaction ... White House Game. find objects for souvenirs. uncover a plot & stop it. Non-Player Characters ... – PowerPoint PPT presentation

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Title: Interactive Fiction


1
Interactive Fiction
  • A beginners guide

2
IF Overview
  • Text-only input/output
  • Uses the game master voice
  • 2nd Person Present Tense
  • Tight integration of story and puzzle
  • Usually some plot interaction
  • Player moves around, acquires/discards objects
  • Simple, but empowering

3
Choosing a Topic
  • Show us something new
  • Common mistakes
  • Overly familiar settings
  • Hollywood Clichés
  • Do something fantastic its cheap!
  • Show dont tell Make the player feel it!

4
Interaction Design
  • Story Who Is the player?
  • Involved participant
  • Spectator
  • Setting What does it Contribute?
  • White House Game
  • find objects for souvenirs
  • uncover a plot stop it

5
Non-Player Characters
  • Problematic!!
  • Lots of dialog lots of typing
  • Impact of player actions?
  • Impact of time/order?
  • ...Avoid excessive dialog.

6
Building An IF Game
  • Using Inform

7
The Inform Language
  • Allows you to create worlds where
  • Players
  • Perform Actions...
  • on Objects...
  • that have State
  • ... motivating changes in the narrative

8
The Inform Designer
  • Builds unique objects
  • Designs custom behaviors
  • Hats
  • wearable, can contain things
  • Books
  • readable, stackable
  • Boxes
  • contains things, closeable

9
Limited, Built-in Simulation
  • Movement, Location, Containment
  • Easy to leverage
  • Player
  • contains things, has location
  • Objects
  • contain things, have locations
  • can be closed/opened
  • can be locked/unlocked

10
Other Objects
  • Clothes (put on/off)
  • Items (turn on/off)
  • ...Complex gameplay?
  • Build it
    yourself!!

11
Dynamics of IF Programming
  • Object Interactions

12
Declarative Implementation
  • Define new objects with custom abilities
  • Declare results of actions taken upon them
  • Example Shoes
  • Define as clothing
  • State of laces (tied, untied)
  • Create actions (tie and untie)
  • Add code to prevent walking w/untied laces

13
A Shoe Puzzle?
  • Laces separate
  • Barefoot player
  • No laces shoes fall off
  • Uncrossable area (toxic spill?)
  • ...Find laces shoes, tie, cross. Voila!

14
The Big Secret
  • Nearly every puzzle locked door or container
  • Work with this, not against it!
  • Find the right level of abstraction
  • Abstract enough to be interesting?
  • Abstract enough to be challenging?
  • Irritating or unsolvable?

15
IF Design Problems
  • Common Issues

16
The Shoe Puzzle
  • Three cases
  • Uncrossable area, findable, unlaced shoes
  • solved when shoes and laces are found
  • Uncrossable area, clear shoes are needed,
    buildable shoes
  • forces a paradigm shift introduce early
  • Uncrossable area, isnt clear shoes are needed,
    buildable shoes
  • good luck

17
Simulation Better or Worse?
  • Defining lace-ness of other objects
  • String
  • Roots from the ground
  • Hair
  • ...Is this a good idea?

18
Issue 1 Transparency
  • Natural or Intrinsic properties of objects
  • Roots as shoe laces?
  • Somewhat realistic, not very transparent
  • ... unless you can demonstrate this solution
    path
  • before the player finds the shoes ...

19
Issue 2 Complexity
  • Choose constrained objects
  • Two 8 squares of cardboard, 4 plastic rings
  • Some plates leather book straps
  • Newspaper paste
  • Twine Tarot cards

20
Issue 3 Nonlinearity
  • Non-linear play time/space planning
  • Shoes, Paint, Water, Fire
  • Constraints can feel arbitrary
  • Order is important
  • Watch out for new/unexpected solutions

21
Otherwise Known As
  • The N2 Problem
  • One new object many new interactions
  • Which interactions to allow?
  • Which to restrict?
  • How to constrain the interaction
  • ... without making the player feel
    powerless?

22
Conventional Wisdom
  • IF Design advice

23
Gameplay and Flow
  • Challenging/Engaging the player
  • Too linear too easy
  • Too many possibilities confusing, frustrating
  • Balance
  • obstacles
  • options
  • cues

24
Complexity Demons
  • Pay attention to the complexity
  • Write out your story BEFORE building it
  • Make decisions based on feasibility
  • Believability more important than reality
  • You cant think of everything
  • But reasonable actions should generate a
    reasonable response

25
Plot Clocks
  • What does the player get, and when?
  • FLOW charts
  • Show how events occur in time
  • Sequentially, Parallel, Arbitrary order
  • Interlocking components?

26
Specifics
  • Dont make too many objects
  • Map out object interactions
  • Map out availability of objects over time
  • Limit mobility of objects
  • certain objects dont last past certain areas
  • others just dont move at all
  • Remove objects at certain points

27
Remember
  • IF is not a simulation, its an interface
  • Designers simulation of player playing
  • Players simulation of objects presented
  • Good IF
  • Intuitive and Transparent
  • Appropriately Abstract

28
Last But Not Least
  • Debugging is not testing!
  • You should play your game often, just to track
    object behavior and interaction
  • But you cannot test the gameplay yourself
  • Find objective testers
  • ... and test often!!

29
Thanks!!!
  • Sean Barrett IF Genius.
  • also game design genius
  • see www.silverspaceship.com

30
Resources
  • IF Comp http//www.ifcomp.org/
  • Sean Barrett Heroes
  • http//www.nothings.org/games/if/
  • Emily Short Metamorphoses http//emshort.home.min
    dspring.com/
  • Andrew Plotkin Shade
  • http//www.eblong.com/zarf/if.html
  • Parsifal IF Links
  • http//www.firthworks.com/roger/parsifal/
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