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Showing posts with label adventure games. Show all posts
Showing posts with label adventure games. Show all posts

July 9, 2009

LucasArts classics on the iPhone?

Not to just parrot another blog entry, but I thought this was interesting. I'm sure most of you are by now familiar with the news that LucasArts is in the process of reviving some of their classic point-and-clickers like Secret of Monkey Island and Indiana Jones and the Fate of Atlantis for XBLA and PCs, which is beautiful news indeed.

In addition to this, though, is the report from Joystiq (via TAUW) that we might be seeing some of these classics on the iPhone someday soon. As reported:

...we did get a vague answer in the affirmative (from LucasArts): "On iPhone, you know Apple's policy that we can't talk about a release until it's ready to release. But it would make sense that we would do something like that if we were to go in that direction ... wink wink, nod, nod."


It certainly makes sense, and this would be great to see, although I do have some reservations. Maybe I'm in the minority, but I'm not a big fan of remakes, and it looks like the upcoming Secret of Monkey Island Special Edition is just that, with updated graphics and sound. There's something I find particularly charming about the pixelated graphics and simplistic sound of the originals, and I have little interest in experiencing these games again in a more modern style. Even the blocky font used in those original games has a particular feel that communicates something, however small, and replacing that with a sleek, scalable OpenType serif font would change the look and feel enough to alter the experience.

We see originals remade in a different, and often more modern, style all the time these days in the entertainment industry. Music, movies, TV shows all do this, and now games have reached the age where remakes now seem to make economical sense. While I like the idea of introducing younger generations to the classics, I've never warmed up to the idea of remaking the originals.

I remember when I used to do editorial cartoons for the school paper back in college, I brought up with my father the idea of remaking some of my better early works later on when I was a senior, both so that the younger students could see them, and so I could update my earlier work with the more refined style that I had developed over the years. Bad idea, he told me. The originals were good because of what they were, and it would only ruin them to remake them in a new style. I never did it, and that opinion has stuck with me over the years with respect to creative pieces of any kind.

So I'd consider purchasing and replaying those LucasArts classics on the PC or iPhone if they are the true originals, but not if they are updates or remakes. Still, I like the renewed interest in adventure games, point-and-click or otherwise.

On a related note, as pointed out by TAUW (and somehow only recently realized by yours truly), you can pop over to Tim Schafer's DoubleFine web site and play Schafer himself in a free classic LucasArts-style spoof of his invitation to host the 2009 GDC Awards Ceremony back in March. Schafer (who was born just a couple months after me, a fact interesting only to me I suppose) is one of the original LucasArts greats, having worked on Monkey Island, Full Throttle (one of my favs), and the classic Grim Fandango.

Playing Schafer's online game reminded me how much I like that old pixelated style and the inventory-based gameplay. It also reminded me how bad I am at these games. I thought I had collected all but one of the jokes, but it turned out I had only collected half. Not even close. Pretty embarrassing.

March 13, 2009

Gaming on the iPhone: Natural Selection In Real-Time

It all started with a link. It always does.

I can't even remember now where I first saw the link, but I was easily drawn in by the shiny little object: "Mystery House", the 1980 aventure game by Ken and Roberta Williams of On-Line Systems (later Sierra On-Line, later later Sierra), had been ported to the iPhone by Artsiness (Josef W. Wankerl), in all of its original white-on-black lineart glory. This is the game that GamePro tagged the 51st Most Important Video Game of All Time -- nine spots after E.T. The Extra Terrestrial, although I guess that's fair since it wasn't the list of Best Video Games of All Time.

My first thought was, How cool. What a sweet idea, even if today's iPhone casual gamers barely give it notice, or even scoff at the concept.

Then, I saw that the game was being sold in the App Store for $5.99. Of note, the original Mystery House game had been released into the public domain back in 1987.

The responses, in the comments section and in their forums, were not unexpected -- ranging from "We need more nostalgic games like this. Just not $5.99" to "$5.99?! You’ve got to be frickin’ kidding me." Purchasing it was essentially lowered to TOFTT status, mostly because of the price tag.

Well, that and (as one person pointed out) you can play the game right now just as it appeared on the old Apple //e by clicking a single link for free and kicking back, which is a pretty good point. It's just not on the iPhone, which doesn't seem worth the $5.99 entry ticket.

Ignoring for a minute the fact that Mystery House can be played for free online, I find the larger pricing issue interesting, given the relatively young age of the iPhone/iPod Touch gaming scene. $5.99 was probably okay a few months ago when the App Store was still fairly new, but over time this price point has become almost unheard of.

Along similar lines, there is that story circulating just about everywhere about the match-3 iPhone game Dapple, whose author (Owen Goss) recently blogged about the sales performance of the game. Briefly, it took him about 6 months to make, with a budget of about $32,000, and revenue from the first month after release totaled about $535 -- despite good reviews and some decent exposure. There are a lot of factors that have contributed to this, of course, but it is interesting to note that the game went on sale originally for $4.99 in the App Store, and I imagine that had at least some role in its sales performance.

The reaction to this has generally been, "No kidding, really?" It is, after all, yet another match-3 game in a market already oversaturated with similar games. Yes, it had good reviews, yes, it has some original gameplay elements, and yes, it was featured on Kotaku. But there's not a whole lot to make it stand out, and at this point it just seems like another drop in the iPhone App Store ocean. So at $4.99, it isn't terribly surprising that more people haven't been tempted to TOFTT.

But that's where things have begun to settle, just a short time after the App Store started featuring games for the iPhone and iPod Touch. Five bucks is to the iPhone what sixty bucks is to the PC: the high end of the price scale. And the expectation is that, if you're gonna tempt someone to fork over a Lincoln for your hard work, it had better be something special.

I'm not sure why, I just find that fascinating.

This is especially true in light of Jeff Tunnell's comments last week about the challenge of the iPhone market (and, as I just now notice, Jeff has pertinent new comments about Goss's experience posted today). The iPhone is a relatively easy platform for developing games, where you can generally create a game with a small budget and short development time, and be looking at potentially large returns. But the market has become so crowded with casual games that it has become incredibly hard to get your game noticed.

And because it's an open marketplace, prices have gone down and down. The price point of $5.99 or $4.99 is now basically too high, which seems silly given how low that is, comparatively speaking. There are enough games out there now for $1.99 or $0.99 -- and many free games as well -- to choke out the more "expensive" ones.

This is in contrast with the mainstream PC gaming industry, where budgets and prices have generally gone up. But unlike the PC game market, where indies can make games for less and, as a result, charge less and generate sales that way, there's no longer much room for indies to undercut the competition on the iPhone platform.

So how in the world do you actually make back your costs on an iPhone game when you're charging just 99 cents for it? More sales helps, naturally, but you can't just hope to have sales in the tens of thousands. Hope and luck need to be taken out of the equation.

I don't have the answers, but I imagine it takes strategy, planning, and effort. As Tunnell says, don't put all your games in one market if you can help it. Cultivate a community, if you can, like the way Wolfire Games is doing (and elevating to an artform, if I may say). There are many approaches to take, some of which may work and some of which may not. The challenge to the indies is to figure it all out, if they can. It's just another form of natural selection at work.

February 5, 2009

Making the Rounds: Machinarium

This game has topped my list for Most Anticipated Seriously Beautiful Game for some time now. Amanita Design is a small group of indie game developers responsible for some very cool, short point-and-click Flash games in the past: Samorost1, Samorost2, and Questionaut, which was nominated for a British Academy Award. Hell, they've even made a short little adventure for a band I've enjoyed listening to in the past, The Polyphonic Spree, which includes some previously unreleased music. In each case, the recognizable artwork is beautiful, the gameplay is light and engaging, and the accompanying music and sound effects are charming.

For a while now they've been bringing this same style to a full-length adventure, Machinarium, which is an IGF finalist this year for Excellence in Visual Art. I've been following along from afar, and every small snippet I've caught has been raising my expectations. Now some new preview footage is available, and it offers a juicy look into more of the artwork and gameplay.


Machinarium Preview 02 from Amanita Design on Vimeo.


For those interested in reading more, there was an interview with the developers about a week back on Rock, Paper, Shotgun. Or, just visit the Machinarium website for more vids and screenshots. I wish them great success with this game, and I'd like to see it win the Visual Art award at this years IGF competition. If you can't tell, I'm looking forward to playing.

January 15, 2009

Text Adventuring, MMO-Style

Coyote and Scorpia beat me to it, but apparently a group is interested in bringing the Zork universe into the MMO realm, as reported on Ars Technica. It's to be called Legends of Zork and published by Jolt Online Gaming, a group headquartered in Dublin. There isn't a whole lot of information available yet, though.

From the press release:

"LegendsofZork.com will provide online gamers with a persistent online adventure, playable from any Internet browser. Players take up the role of a recently laid-off salesman and part-time loot-gatherer, as he explores the Great Underground Empire. Designed to provide gamers with a casual MMO game they can play on their laptop, desktop or Apple iPhone (in school, work or on the bus), there’s nothing to download, just go to www.legendsofzork.com."


I have to say I'm not completely surprised, given some of the recent advances in browser-based IF and multiplayer IF. Of course, there is Guncho, a multiplayer IF system based on Inform 7, which was released not too long ago and has received some nice attention, although I haven't spent much time with it. But multiplayer IF is also not exactly a new concept -- it just hasn't been done much.

Most people will think immediately of MUDs and so forth, which is entirely appropriate as a precursor to multiplayer IF but which I'm not sure I would necessarily classify as IF. And others have approached it in the past, notably Mike Rozak, who has both written about multiplayer IF theory and put his money where his mouth is with his graphical multiplayer IF-like system called CircumReality. Interestingly, Home of the Underdogs lists a couple of games under the heading of "Interactive Fiction Multiplayer Titles", but I wouldn't exactly classify them as such (both of them, Fallthru from 1989 and Zyll from 1984, are really just text-based RPG games).

Still, I can't say I've seen anything yet that I would point at and say "Now that's multiplayer IF", at least not until Guncho came around.

It will be interesting to see how they implement this, and I'm not really sure how it will go. It's also not clear if this will be free to play, or if they have some sort of business model for it. I do think there is a potential niche market for multiplayer IF, but I imagine those kinds of games and scenarios would be especially tricky to construct. I'll be keeping my eyes out for this.

January 7, 2009

2008's Top (Mostly Windows-Only) Games

As many folks in the blogosphere have duly pointed out, the end of one year and the start of another is usually accompanied by a proliferation of lists. Best of this, Top Ten of that, and so on. A couple of these that have particular interest to me are Game Tunnel's Top Ten Indie Games of 2008 and GameSetWatch's 20 Best Freeware Adventure Games of 2008.

Throughout the year I generally try to keep track of which games are making news in the indie gaming world, but it's still interesting to see GameTunnel's list to find out just how closely I've been paying attention. As it turns out, I've only even heard of 7 of their top 10 -- I hadn't seen or read anything about Noitu Love 2, Battle of Tiles, or New Star Soccer 4 -- and some, such as Zombie Shooter, Everyday Shooter, and The Spirit Engine 2, I have only sketchy recollection of seeing anything before. So much for being on top of things.

Perhaps even more embarrassing is the fact that I've only played one of the top 10 indie games, World of Goo, which I did purchase. I like World of Goo, mostly because you can tell the folks who created it (Kyle Gabler and Ron Carmel of 2D Boy) did a bang-up job with all aspects of development. Slick artwork, nice audio, smooth animation and gameplay. It's a solid game that's heavy on style. The genre? Not so much, for me at least. I can see why a lot of people like it, but it's not really my cup o'. In fact, that's something that struck me about the GameTunnel list in general -- there isn't a lot there that I would consider a big draw for my tastes.

Most of them sound interesting, certainly enough to give them a shot. I'm attracted by the depth of New Star Soccer 4, for instance, even though I have little to no interest in soccer in general; Noitu Love 2, Mount & Blade, and The Spirit Engine 2 all have elements that sound appealing and worth a peek. But most of them seem to be within genres that I don't spend a lot of time playing. Still, I like to show my support for the other indies out there and I have to admit that I haven't done a good job of it for this group so far.

GameTunnel also has a list of their Top 5 Adventure Games of 2008, but I don't pay much attention to it. As they admit, they group classic adventure games with platform games and "action titles that devote a lot of time to the story," whatever that means, which is really just bizarre. The list reflect this, as there really isn't much there that I would consider a true adventure game.

I don't do a great job keeping up with all of the freeware adventure games out there, admittedly. So I appreciate having a list like GameSetWatch's Top 20 to peek at, just so I know what I'm missing. I like that two of the top 20 are interaction fiction games, Gun Mute and Everybody Dies, although more likely belong on this list. The latter did great in this year's IFComp, although it didn't do so well in my Capture Score evaluation. It was a good example of a game that ended up being great even though it fell somewhat short in its opening. I haven't played any of the other games on the list, although at #18 is DayMare Town 2, the second installment of Mateusz Skutnik's awesomely simple browser-based adventure game. I didn't realize it had been released, so that comes as welcome news.

Most of all, though, I was struck by one thing on both of these lists: the remarkable absence of Mac versions of these games.

Of the GameTunnel Top Ten, only three are listed as having Mac versions (New Star Soccer 4, Dangerous High School Girls in Trouble, and World of Goo), while over on GSW's Top 20, only one of the top 16 is Mac-compatible (Gun Mute). Overall, only six on the list can be played on Macs; aside from the two IF games, the other four are browser-based.

It's disappointing, of course, because it means Mac users need to go to extra lengths to play most of these great games, and for most Mac users that just means they won't get played. Not surprising, of course, because I think most of the game-making industry (indie or otherwise) still mistakenly believes the installed Mac base is too small to bother with. There appears to be a growing body of evidence that this is simply not the case, particularly for non-AAA-high-end gaming. Folks like Pocketwatch Games and Prarie Games would most certainly attest to this, and even the InstantAction folks from GarageGames had to put their Mac beta on hold because "all our current information indicates that the initial inflow of Mac users will (be) huge and probably bring IA to a crawl."

Obviously porting a game from Windows to Mac is not a simple, straighforward task, and it's one that requires time and resources, both of which many indie developers don't have. But it's a deceptively large audience and I think small developers are making a large mistake by ignoring this potentially rewarding chunk of attention and revenue.

September 27, 2008

A Treasure of LucasArts and Sierra Oddities


I caught this one from GameSetWatch, through Unseen64.net. A website by ATMachine that showcases a pretty impressive amount of info on some of the old LucasArts and Sierra adventure games, much of which was probably unseen. Not sure why or how it came to attention at this point in time, considering the site appears to have been around for a few years, but I'm glad it did since I hadn't noticed it before.

There's a wealth of cool stuff there. Development and design images from games, early (WIP) screenshots, alternate art and GUI interfaces that were never used, comparisons of the same games on different platforms, comparisons of demos and full releases, and other oddities. Some of the games featured include LucasArts' Monkey Island 1 and 2, some of the many Indiana Jones adventures, Loom (which I never played), Dark Forces (ah, the memories of that one), and Sierra's Space Quest and King's Quest VI.

I had the most fun looking at the page on Indiana Jones and the Fate of Atlantis, which includes a different fighting GUI, hidden background rooms, unseen inventory items, and so on. Same for the page on Monkey Island 1, which shows some GUI and other visual features that were changed during development. Not a lot of major discoveries here, just some good, comprehensive collections, comparisons, and documentations -- it's almost like a museum. I think most of my enjoyment came from seeing the game images again and reliving the experiences.

If you enjoyed some of those games way back when, I recommend checking it out. You'll likely emerge an hour or two later. At least.

August 27, 2008

Playing the Protagonist Part, Partly

A blog entry and discussion over at Corvus Elrod's Man Bytes Blog about character and plot got me thinking about that tricky relationship between the player and protagonist, and the expectations (and allowances) game authors often place on their players.

In some games -- typically non-first person games -- the player is asked to play the role of a particular character. In Dreamfall, the player starts out playing the role of Zoe; in Tomb Raider, Lara Croft; in Deus Ex, J.C. Denton. In many interactive fiction games, the same applies, such as the Abbot in Vespers. In many instances, the protagonist has a history, and in some cases a personality, but inserting the player into that role can produce a frustrating conflict when player behavior does not necessarily match what might be expected from the established character.

To a certain extent, authors expect players to perform at least a minimal amount of role-playing with the game's protagonist. In some cases, more than the minimum is expected. As Jimmy Maher once said in a comment on this blog, "I don't think it's too much to ask my player to accept the premise and situation of the story she is in, and to behave in a reasonable manner." Which means that it's generally okay to discourage unreasonable play that extends beyond the border of acceptable behavior--acceptable in general (no, you can't eat your sword), or for the context of the story (no, you can't start punching your friends just for fun).

The problem is that gamers enjoy pushing limits. As Corvus said, "I too often enjoy subverting a game's intended design." It's fun to do, I'll admit it. I've often played games and at times tested the system to see how it would respond to unexpected or inappropriate behavior. It's something of a reward to see a game respond to a particular action that is otherwise inappropriate.

What's funny is that game designers invite that sort of behavior by implementing responses to it. For instance, how many interactive fiction games implement a witty response to the XYZZY command, even though there is naturally no place or reason for using it? If no game other than Colossal Cave had a response to that command, nobody would be tempted to give it a try. And if there is a response implemented for that command, how many other interesting goodies like that might there be to discover? How many of us who played the original Warcraft sat there clicking repeatedly on their individual units to see how many different annoyed responses it would elicit? It's a form of exploration, I suppose.

Granted, this is a bit different than the topic of role-playing, but I think the same principle applies. Still, in the situation of role-playing, accounting for different types of behavior, even bizarre behavior, can actually work to the game's advantage. Take Façade, for instance. Wasn't it at least as interesting to play the game while trying inappropriate or unacceptable actions, just to see how the characters would respond? And in many cases, they did respond -- by being shocked and surprised. That type of behavior was anticipated, even though it did not fit at all with the protagonist's character, and it altered the relationship between the protagonist and the other characters in ways that might be expected, providing a sort of internal validity to the game.

This would seem to support what Corvus said in his blog comments the other day:

"The problem, as I see it, is that the story itself is still widely considered to be a separate layer of the game from the game mechanics. The end result is a severe disconnect between what NPCs are saying to you and your behavior. Until such time as player actions, all player actions, are directly interpreted as components of the story...it’s not going to be solved, either."


In other words, all player actions, not just critical ones, need to be interpreted by the game within the context of the character performing the action (his or her personality and relationships) and the situation within the narrative. So it's okay if a player, who is playing the part of a character not known for violence, really does want to perform a violent act on another character, as long as the game and its story account for it. As Corvus says:

"How much more exciting will that become when your actions have immediate and direct consequences? When the targets of your inanity say, 'Well if you're going to hit me with a bicycle, I'm not going to tell you where the meeting is being held!'"


The difficulty with this approach, at least for the game designer, is that it's a ridiculous amount of work to try and account for every possible action in every situation of the game, and the effect of those actions on all of the different characters in the game. And it's also somewhat different for turn-based games with discrete actions, such as interactive fiction, and real-time 3D games that allow players to run around, jump up and down, pick up and throw objects, and so on, all while an NPC is trying to talk to you about something; the options for inane behavior are exponential. The complexity of a system designed to handle and interpret these actions in all different game situations would be staggering.

I'm mostly rambling here, and I'm not entirely certain what the point of all of this is or where it's going. I guess I'm just interested in hearing what others think about the relationships between designer, player, and protagonist, and the expectations that each brings to the table.

August 26, 2008

The Rise and Fall of Full Throttle

If you're anything like me (and really, you know you are), then the classic LucasArts adventure game "Full Throttle" holds a special place in your gaming heart. It was a great combination of artwork, gameplay, writing, and design that few games have been able to match since its initial release for DOS in 1995. Some didn't like the fact that it was a very short game (able to be completed in a few hours), but personally I think that probably led to the game being more polished, well-designed, and memorable.

Over on Adventure Classic Gaming, Marshall Ratliff and Philip Jong have posted a nice summary of the history of Full Throttle, particularly of the time following the game's success and during the planning and development of its sequels. I didn't really know anything about that history, but as the authors state, "behind the success of Full Throttle was a detracted story of developer heartbreak." The story is quite interesting to read, filled with fascinating bits of information about the original game and its proposed sequels.

In a whole mess of awesome, they were able to score an interview with Bill Tiller, who worked at LucasArts from 1993 to 2001 and was Art Director for the sequel Full Throttle: Payback. Tiller is now the founder and creative director of Autumn Moon Entertainment, the developer of A Vampyre Story -- a sweet-looking adventure game that is also one of the most anticipated releases of the year (with a release date of Halloween 2008).

In addition to the interview, Tiller even gave them access to some of the concept art from the sequel, which is up on the web site alongside the story. Some really nice pieces are available, and it's a shame they were never able to see the light of day.

Tiller provides some interesting insider scoops, including what seems like typical feedback from management-types:

"One bummer thing that happened was that one of the big mucky mucks in management was reviewing the game design and said they didn’t like it. When pressed for more specific criticism, this person pointed out the Cave Fish gang, saying that the "Cone fish" - which is what this person called them - didn’t belong in the Full Throttle franchise. This person was criticizing the game design without clearly having played the first game! That was a bummer."


Not surprisingly, it sounds like a similar type of situation led to the demise of the project:

"My opinion is that there existed some major difference of opinion between the team and a particularly influential person, who didn’t like the direction we were going. And in the end those differences could not be resolved."


There is also some information about the better-known sequel, Full Throttle: Hell on Wheels, which Tiller did not work on. It was to be a 3D action adventure game, and even got as far as having a trailer and demo available at E3 in 2003. However, only a few months afterward, the project was abruptly cancelled without much explanation.

As Ratliff and Jong state, now that LucasArts has turned away from the adventure genre and most of the original development team are no longer at the company, it's unlikely that we'll ever see a sequel to Full Throttle ever released. But in the current world of entertainment, where sequels dominate but almost inevitably disappoint, perhaps that's not such a bad thing.

Props to the AGC crew for a nice article.

July 21, 2008

Conversation: They're All Talking (About It)

I guess conversation is where it's at these days. Recently I began a series of blogs on conversation mechanics and how interactive fiction games can perhaps show the mainstream game industry how to do better dialogue (starting here, continuing here, and most recently here). Others have also recently jumped in on the action.

Over on Gamasutra, an article written by Brent Ellison popped up not long ago to define dialog systems because, as he says, "very little literature has addressed the mechanics behind character interaction in games."

Ellison essentially covers the basic mechanics of different dialogue systems in games, including branching and non-branching dialogue, hub-and-spokes dialogue, and even parser-driven dialogue. He does a fair enough job of summarizing the more common systems, although he seems to focus primarily on interface and doesn't quite venture into the more interesting territory of the mechanics required to produce smooth, immersive, dynamic dialogue. It's more of a top-level view, which is fine, but I'd really like to see more people talking about how to make dialogue better through more carefully designed mechanics. It's kind of like describing Galatea as simply an example of an ASK/TELL dialogue system, without getting into the finer details under the hood that make the game shine.

Speaking of which, I found it especially disappointing that his description of parser-driven systems never made any mention of interactive fiction; his only two examples of this type of system were Eliza and Façade. It's fair enough to discuss Eliza as a pioneering example of parser-driven interaction, but Façade, while a fascinating experiment, did not exactly come across as a shining example of the power of parser-driven input. I found Façade to be a success in many aspects, although the parser was not one of them. It's unfortunate that Ellison failed to mention any of the great examples of dialogue in interactive fiction in an article like this since, as I've said, I think a lot of mainstream games could learn some important lessons about conversation from IF.

Around the same time, over on the Iron Tower Studio forum, Vince D. Weller tossed some ideas around with Gareth Fouche and came up with an interesting post that summarized dialogue systems in RPG games (thanks to Scorpia for pointing it out). It starts out with a nod to the adventure game genre (its current 'comatose husk' notwithstanding) and the use of keyword (or topic-based) interaction, and proceeding from there to describe typical dialogue tree structure. What's nice about the post is that he goes into some detail about the strengths and weaknesses of the different approaches, including a familiar discussion about the different shortcomings of topic-based and dialogue tree systems. He also includes a mention of a system that incorporates expressive tone with keywords, such as was tried with the game Daggerfall (which I have not played). Although it sounds like it did not fully succeed at this, it is interesting how this mirrors the approach used in some IF games, like Adam Cadre’s Varicella from 1999. Although it would have been nice to see some cross-genre discussion, it was nevertheless a nice discussion of dialogue as it relates specifically to the RPG genre. With some additional research, it would make a nice complement to the Gamasutra article.

Dialogue systems are an interesting aspect of computer games that, for the most part, use similar interfaces and follow similar mechanics across different genres. I think developers and players are beginning to long for systems that produce more dynamic, nuanced conversations, and yet IF is a genre that continues to be largely overlooked. Although the adventure game genre (and IF in particular) is perhaps not what it used to be, I wouldn't quite call it "comatose", as there are still some creative authors out there making games that push boundaries and test new systems. Some work well and some don't. One of the main reasons for this series of blogs is to explore some of those experiments in IF, including how authors have taken the basic systems and tinkered with them to generate more dynamic conversations that flow smoothly and account for changing context. These systems can easily work in genres outside of IF, as long as the skill and effort are there.

July 14, 2008

Conversation Sophistication


I used to think that the only way we will see good, satisfying conversations in games is if some developer comes up with a combination of a highly advanced parser, capable of accepting a broad range of user input, and sophisticated AI code that can dynamically respond to this input. However, a more careful examination of some recent interactive fiction games has led me to believe that most of the tools already exist, and that what's really needed are skill and patience. Skill to write well and to construct systems that account for dynamically changing conditions, and the patience required to do so.

Last time out, I discussed the conversation system used in Emily Short's Galatea, a game that focuses on a single conversation with an NPC using a modified ASK/TELL topic-based conversation system which handles mood, flow, and context in a fairly sophisticated fashion. While the resulting conversation has a nice structure to it, there are still some limitations to the system, notably the inability of the player to choose the specific aspect of the topic to discuss, and the distinct one-sidedness of conversations that resembles an interview more than an exchange. Given the quality of the game and the writing, though, I think most people are able to look past these limitations and appreciate the achievement.

Addressing these limitations, though, is a complicated matter. How do you allow players to ask more specific questions of NPCs, and how do you allow players to answer questions from NPCs, given the broad range of player input that this invites? The primary answer with many non-interactive fiction games (as well as some IF games) is to control input through multiple choice selections. It's a method that spans nearly all genres, from old LucasArts adventures to BioWare RPGs to first-person shooters like Deus Ex and beyond, and for the most part players of these games seem to be satisfied with this approach. But often the implementation (at least to me) just doesn't satisfy as a conversation, coming across as perhaps too simple and algorithmic with little dynamics or appreciation for changing context.

An interesting example of a piece that combines elements of different systems is Short's Pytho's Mask, a game that is more extensive than her previous Galatea but which still focuses on conversations between the player and the various NPCs. It was a finalist in many categories in the 2001 XYZZY Awards and won for Best NPCs, which I think is an exellent reflection of the synergy between the writing and the unique conversation system.

I think it also bears mentioning that this game's "Order of the Phoenix" pre-dates the Harry Potter incarnation by three years. There. That's out of the way.

In Pytho's Mask, the conversation system is topic-based, although it is not triggered by the usual ASK/TELL commands; instead, the TOPIC command is used to initiate discussion about a particular topic of interest. However, instead of the player-character then asking a single pre-determined question about that topic, the player is instead presented with multiple-choice options of questions or comments related to that topic. So for instance, if the player types >TOPIC PRINCE, a menu might appear with three options: "How long have you known the prince?", "You are close to the Prince?", and "Any idea where the Prince is?"

The system is also designed to handle answers to questions presented to the player by NPCs, which provides more of an opportunity for back-and-forth conversation. The end result is effective, although I would have liked to see a bit more of this than was implemented in the end -- unless I missed a number of exchanges. Still, the presence of both questions and answers made the conversations feel much more natural.

Of course, there are some minor aspects of the implementation that perhaps did not work quite that well. Some conversations proceed with the multiple-choice system even though only one choice is available; while this has the effect of allowing the player the option of not asking the available question if so preferred, the player must give the one available response when it occurs during one of the back-and-forth exchanges. The result is that it provides what amounts to a brief pause in the conversation, and it ends up feeling very similar to the classic TALK TO system. Which is not to imply that it is bad -- it just left me on occasion with the sense that the conversation didn't fully take advantage of the system used.

There are also situations where topics are brought up and multiple question options are listed, but they are often not exclusive (i.e., asking one does not eliminate the possibility of asking the others). So you end up with a list of questions that you know you're going to flip through one-by-one just to make sure you don't miss any important information, and that ends up feeling a bit like a chore.

On the surface, this type of conversation system is a nice idea, and it's actually very close to a system I had thought about implementing a while back. But as with Galatea, Short's implementation really shines because of her attention to detail under the surface, which helps it achieve more of its real potential for generating smooth, natural conversations that account for dynamic complexity and context.

As Short describes in her article on conversation systems, Pytho's Mask fiddles with the underlying conversation mechanics just enough to produce choices and output that fit together and flow smoothly. For instance, player input options are marked when used so they don't get repeated later on, unless it is desirable to allow it -- and in those cases, often the option is different the first time it is displayed than on subsequent displays. Player inputs can also have the effect of changing the topic of the conversation, such that the conversation options for the new topic are displayed after the previous one is processed, producing a sort of branching structure. Player inputs can also affect the emotion of the NPC, which can modify the conversation options that follow. Finally, the same topic can bring up different input choices depending on the context, such as the point in the narrative, the topics that have been addressed previously, and the actions that the player has previously performed.

Pytho's Mask, of course, is a conversation-based game that relies on smooth, dynamic, contextually appropriate conversations to be successful and satisfying, so it stands to reason that for a game like this one, the effort put into the conversation mechanics is worthwhile. But even if a game doesn't necessarily focus heavily on conversation, I have to think that the implementation of a more sophisticated system like this can only enhance the playing experience. It takes a lot of effort, sure -- but as I've said before, if developers put the same effort into conversation mechanics that they put into graphics and physics technology, we might just have some mainstream games that are a lot more interesting to play. The tools are there, all it takes is creativity and a bit of skill and patience.

June 30, 2008

A Conversation with a Work of Art

Simulating true conversations in a computer game is tough stuff. We're still some way away from effectively applying computational linguistics to game playing in a way that allows a wide range of natural language input, and I'm not even sure that's an entirely desirable goal given the enormous complexity that this would introduce into game design. So for now the general approach is to restrict the range and format of player input using a system that is easily interpreted and applied, such as a "click to talk" or multiple choice dialogue tree system.

The question, however, is this: when you play a game that implements conversation, do you feel that playing through the conversation contributes in any way to gameplay? Or does the conversation feel like more of an afterthought that requires little attention or skill on the part of the player (or the developer, for that matter)?

The answer, I think, largely has to do with the goal of conversation in the game. It can be a method of providing character or game backstory, or maybe a break in the action to advance the storyline. It is also used to present the player with a choice, such as a side quest or a broad game pathway. But more often than not, the conversation is brief and shallow, without requiring a great deal of thought from the player, and without considerable effort put into things like conversation flow, structure, or context. For the most part, given the limited role of conversation in the game, these things are unnecessary and not worth the added developmental effort.

Conversation doesn't have to be limited to these kinds of functions, however. In many interactive fiction games, conversation takes on a much larger role: it directs the narrative; it offers challenges to the player; it contributes to deeper character development -- within player and non-player characters and between them. Conversation might not be nearly as much fun as actions requiring fast-twitch hand-eye coordination which are rewarded with explosions and rag-doll physics, but I have to believe that there are some methods and mechanics in IF games that could translate to non-IF games to enhance the experience, so why not conversation?

I think any discussion of conversation in games, using IF as a foundation, would have to start with Emily Short's Galatea. Of all the IF games of the past decade or so, Galatea is, I would guess, the one most played by people who would not identify themselves as IF players, perhaps because of its visibility and renown. But interestingly, it is also one of the only games I know that consists entirely of a conversation, one that takes place between the player and the one non-player character in a single room.

It's a deceptively simple construct for a game which does an excellent job of hiding the sophisticated mechanics underneath.

Galatea primarily uses the traditional ASK/TELL system for conversation with the NPC, although the majority of the time is spent ASKing rather than TELLing. Because ASK HER ABOUT and TELL HER ABOUT can be shortened to A and T, respectively, most of the player's efforts are essentially thinking up and entering topic words to discuss. Other occasional interactions are allowed, such as HELLO and GOODBYE, which are interesting inclusions; while they do help newer players get started into the game, they also represent direct statements to the NPC (as opposed to commands for the player-character), which might throw off some players into expecting other direct statements to work. Nevertheless, the basics of the ASK/TELL system are familiar to most current IF players and are not difficult, I expect, for newer players to pick up, which is one reason why I think this game succeeds in attracting a broad audience.

Still, if the game consisted only of the basic ASK/TELL system, even with its impressive range of topics to discuss, it would likely fail to keep players interested for long.

Where Galatea succeeds is in Short's dogged attention to the underlying mechanics of the conversation. The NPC in this case is not your typical information vending machine which spits out its one preprogrammed response to each topic. Here Short has taken into account things like mood, flow, and context, such that the same question about one particular topic has a different effect and response depending on the current established relationship with the NPC, what questions were just asked immediately prior, and what topics had already been discussed to that point. It's a mechanic that sounds entirely logical to a normal conversation but one that is rarely attempted in games, probably due to the complexity of design.

But does creating complexity of conversation such as this really come across as far more daunting a task than the prospect of creating hyper-realistic graphics and physics systems?

As a very simple example, in the game you note that the NPC--a statue that has become animated--moves as though she is breathing. If you ask her about her breathing, she will tell you that she taught herself to breathe, and although not necessary she does so because it is soothing. Later on, if you then ask her about sleeping, the question (not the answer, but the question from your player character) is then worded: "And do you have to sleep? Or did you teach yourself, the way you taught yourself to breathe?" But if you hadn't previously asked about breathing, the question is worded only: "So do you sleep?"

The effect on the narrative, in this case, is quite minor. But there is an elegance to it, a quality that makes the conversational narrative flow more smoothly and naturally and that shows that the game isn't merely spitting out canned text but rather is constructing context-sensitive and appropriate responses that give the impression that the game is reacting dynamically to what the player is doing and has done.

The mechanics, of course, extend far beyond decorative adaptations.

In her essay on conversation systems in IF, Short describes Galatea's system as "topic quips with mood tracking and quip-tagging," where quips are the actual snippets of dialogue used in the game. So here we have single topic quips like with most ASK/TELL systems (one predetermined player character snippet for each ASK or TELL command, instead of multiple-choice options), but she includes quip-tagging, so that once quips are used they are not repeated. In addition, some quips can be used only after other quips; in fact, the same command (e.g., ASK HER ABOUT THE ARTIST) can produce different player quips and NPC responses depending on what other topics had been discussed previously.

Mood tracking is also fascinating, in that the mood of the NPC is tracked and changes in response to certain questions and answers, which can then impact responses to subsequent questions later on. The NPC's mood is also reflected in different ways, including gestures, expressions, and tones of voice, and the system was apparently designed to accomodate these dynamically into the text of the response.

There are, of course, some limitations of this type of conversation system. As mentioned in a previous blog, the ASK/TELL topic quip system can be frustrating at times, because the player is only allowed to specify the topic of discussion rather than the specific aspect of the topic to discuss; ASK HER ABOUT THE ARTIST is an extremely broad command that could result in asking her what the artist's name is, what he looks like, or what her relationship with him is like. Generally, Galatea does a nice job keeping the questions within the current context, but there remains a degree of helplessness on the part of the player.

Another limitation is that conversations with this type of system are notoriously one-sided; the NPC in Galatea is almost entirely reactive, rather than active. This makes the resulting conversation seem only like an interview, with the player asking one question after another, but therein lies one of the difficulties of designing a conversation with a system that uses topic quips rather than multiple-choice dialogue trees: how can we easily allow the player to answer questions, in addition to asking them?

Nevertheless, this game is a notable achievement that allows players to have a conversation with an NPC that reads like, and has the feel of, a very dynamic, responsive interaction with a character that is far more three-dimensional than any character from a mainstream game. The amount of effort that Short must have put into this is frightening, although since the source code was never released, most of this is based on interpretations and assumptions in addition to her writings. Still, with all of the effort and money already put into various complicated aspects of mainstream, AAA-quality games these days, I have to wonder: what might a team of Shorts create with a AAA engine, a fistful of investment capital, and a couple years worth of effort, just by utilizing some of the basic mechanics that already exist in games like Galatea?

May 23, 2008

Nineteen Years Later, The Record Is Still Skipping

Yesterday was a birthday, of sorts; it was the birthday of The Grumpy Gamer, the blog site belonging to Ron Gilbert (of Monkey Island fame) for his "often incoherent and bitter ramblings about the Game Industry." Four years ago yesterday he posted his first blog, a reprint of an article he wrote in 1989 which, he says, became the foundation for the design of Monkey Island. And at the time of its reprint, in 2004, Gilbert made the proclamation that "Adventure Games are officially dead."

What I find fascinating is that the article, titled "Why Adventure Games Suck (And What We Can Do About It)", discusses so many of the ongoing issues surrounding storytelling in games that people like me continue to blather about nearly two decades later. This is going all the way back to 1989. Infocom still (barely) existed, and Interplay's Neuromancer was the adventure game of the year.

Apparently, the more things change, the more they really do stay the same.

Rather than just reproducing the whole article verbatim, I thought it would be more interesting to highlight some of the important passages that I think remain relevant and continue to be debated to this day.

The element that brings adventure games to life for me is the stories around which they are woven. When done right, it is a form of storytelling that can be engrossing in a way that only interaction can bring. The key here is "done right", which it seldom is.



We continue to talk about the great advantages that interaction can provide, yet it still seems like we don't have a good handle on what those advantages really are, or how to best take advantage of them. And I'm not so sure, all these years later, that we could yet define what "done right" actually is. We might be able to point at a few good examples, but I suppose it's just another one of those things like porn: it's tough to define it, but you know it when you see it.

They are interactive, but they are not movies...Movies came from stage plays, but the references are long lost and movies have come into their own. The same thing needs to happen to story games.



Nearly twenty years later...but have story-based games really separated themselves from other media like movies? We still hear this same point being made over and over again. The same thing does need to happen to story games. When will it?

In a story game, the player is given the freedom to explore the story. But the player doesn’t always do what the designer intended, and this causes problems. It is hard to create a cohesive plot when you have no idea what part of the story the player will trip over next. This problem calls for a special kind of storytelling, and we have just begun to scratch the surface of this art form.



I, like many others, have made this point in the past -- and of course, back when I did, I'm sure I thought I was all too clever for bringing it up. We continue to gnash our teeth over how to deal with player choice and freedom within a traditionally linear environment. But it's fascinating that, nearly two decades ago, we were just beginning to scratch the surface. If I hadn't read this piece, I probably would have described the current state of affairs the same way. We're still scratching away, and it's tough to know if we're any deeper than we were back in 1989.

Nothing is more frustrating than wandering around wondering what you should be doing and if what you have been doing is going to get you anywhere.



This is clearly true, and as true today as it was back then. I bring it up only because this was one of the criticisms I saw repeatedly for the text version of Vespers, at least at the very beginning of the game. It takes a little while before the seminal event takes place in the game, and some players griped about not knowing what they were supposed to be doing from the start. It's one of those things I'm a little nervous about for the 3D game. I'll have to see what the initial feedback is like, when the time comes.

It is bad design to put puzzles and situations into a game that require a player to die in order to learn what not to do next time. This is not to say that all death situations should be designed out. Danger is inherent in drama, but danger should be survivable if the player is clever.



This is another one of the main complaints about Vespers -- death is a part of the game, and I'm not sure how clever you need to be to avoid it completely. I do agree that death or danger should be allowable, as long as it can be avoided through careful thought and consideration. We'll see how it goes over in the 3D game.

One of the most important keys to drama is timing. Anyone who has designed a story game knows that the player rarely does anything at the right time or in the right order...Give the player some slack when doing time-based puzzles.



Couple of interesting points here. First, he's right about drama and timing -- that's got to be one of the most difficult things to try and incorporate into a story game. It probably relates back to his point about players tending to do things other than what the designer intended, and that we just need to figure out how to deal with storytelling in this kind of interactive medium. But second, it's also interesting to consider the point about time-based puzzles, particularly since the IF version of Vespers is inherently turn-based, while the 3D game is more real-time (although actually it's more of a hybrid). Vespers does include what would be considered time-based puzzles, but that has been one of the challenges when adapting the game to 3D: how to deal with time-based puzzles that were originally turn-based, but are now essentially real-time. I still don't know how well those puzzles will be implemented and received.

The object of these games is to have fun. Figure out what the player is trying to do. If it is what the game wants, then help the player along and let it happen. The most common place this fails is in playing a meta-game called “second guess the parser.” If there is an object on the screen that looks like a box, but the parser is waiting for it to be called a mailbox, the player is going to spend a lot of time trying to get the game to do a task that should be transparent...On one occasion, I don’t know how much time I spent trying to tie a string on the end of a stick. I finally gave up, not knowing if I was wording the sentence wrong or if it was not part of the design. As it turned out, I was wording it wrong.



I point this out only because I think this is one area where IF has really advanced. I think most authors -- at least who have done more than just dabbled in IF -- have taken this gripe to heart and in my experience it's more of the exception rather than the rule to come upon a "guess the verb" or "guess the noun" problem. I think this is something that has kept a certain number of people away from IF for a long time, but I think those people would be pleasantly surprised at how infrequent this issue has become.

If I could have my way, I’d design games that were meant to be played in four to five hours. The games would be of the same scope that I currently design, I’d just remove the silly time-wasting puzzles and take the player for an intense ride. The experience they would leave with would be much more entertaining and a lot less frustrating. The games would still be challenging, but not at the expense of the players patience.



I find it interesting that he brought this up almost twenty years ago, but the shorter-style game really wasn't given much consideration (at least in the mainstream) until more recently -- Penny Arcade's new episodic game being one example, and the casual game market being another. That said, the IF Comp has existed for many years now, and those games are intended to be completed in two hours or less (Vespers being one of them) and I think players have come to really appreciate that. I think Vespers game play is probably more like 3-4 hours, but what Gilbert describes is exactly what I am aiming for with this game: a short but intense ride that avoids a lot of the typical trudge work in games.

If any type of game is going to bridge the gap between games and storytelling, it is most likely going to be adventure games. They will become less puzzle solving and more story telling, it is the blueprint the future will be made from. The thing we cannot forget is that we are here to entertain, and for most people, entertainment does not consist of nights and weekends filled with frustration.



Well, he's certainly right about all of that. I'm just wondering when that beautiful future will finally arrive!

May 8, 2008

Totally Unbelievable Characters

While following the recent threads on RAIF (rec.arts.int-fiction) "Defining the Newbie" and "Expanding the IF Audience/Community", I found myself most interested in these comments, in light of the recent blogs about characters as the focus of games:


Jimmy Maher:
"People love stories, and many will get excited by the idea of getting plunked down into the middle of a good one."

Jeff Nyman:
"I find new people most often clamor for better and more engaging stories that actually keep them interested in what the heck is going on. Or asking for characters that actually seem like they play a part in the story rather than just being another 'thing.'"

Blank:
"Stories are about *characters*. The thing that IF does least well is representing characters in the fictional world. Doubtless you've already read all the threads about npc characterisation so I won't recapitulate all that except to say that I believe that if we were able to implement strong AI tomorrow it wouldn't mean that we'd be able to tell better stories, because the presence of an AI in the world would be the representation of an artificial /person/, and characters are not people. Characters are fictional simplifications of people constructed for a dramatic purpose. This is what gives me hope that IF can surmount the hurdle of presenting convincing characters and so come good on the 'Fiction' bit of IF."

Jim Aikin:
"I think good coding can help a lot in creating realistic NPCs. Using the T3 StopEventList class, you can give an NPC a series of responses to each single topic, ending with something like, "I've already told you everything I know about that. Can't you see I'm busy?" (And even that response can include random variations.) Other techniques, such as giving the NPC AgendaItems to execute and various ActorStates in which they may respond differently to the same topics, are also easily achieved. It's just a lot of work, that's all."

Jeff Nyman:
"People liked the idea of having to work information out of people, like NPCs that would help further flesh out the story situation and what was going on. They felt there could be more work here in terms of making the NPCs not just machines that regurgitate information with the "press of the right button" (i.e., ask the right thing or select the right menu choice). It was felt that NPCs could be given a life of their own, so to speak. Not in the context of making them wander around "intelligently" -- but rather the potential for having their own motives and desires, often very much in conflict with that of the player/protagonist. Further, the actions taken by the player -- cumulatively -- would determine how the NPCs responded in the story. There weren't many techniques seen like this, but people felt that if it existed, it would be engaging and challenging."


I happen to agree that stories are about characters, and it seems to me that games in general have done a fairly poor job in the character department. As I've mentioned before, I think IF has done better overall than other types of game, but it's still a pleasant surprise to find a work of IF that is truly centered around characters, their emotions, their struggles, and their relationships -- at least, in a meaningful and/or powerful way. Yet, with most traditional media like literature, theater, and film, there doesn't appear to be that same issue.

As Maher states, we love stories, and I think a lot of people like the ability to be part of a story. So it would seem that the important thing is to figure out how to make those stories in IF (and games in general) center around characters and character interaction rather than object manipulation.

So what's the problem?

Of course, good writing skills are essential -- as Aikin stated elsewhere, "With rare exceptions, the IF I've attempted to wade through reads, at best, like the amateur stories submitted to critters.org." Or, as Maher has said in one of his comments here, "We don't see many interesting PCs or NPCs, but that's more down to the fact most videogame writers have yet to achieve the basic competence of the average Star Wars novel author."

Still, there are a number of skilled IF authors that do very good jobs of creating PCs and NPCs with some depth and humanity, and yet there seems to remain a sizable gap between the current state of characters and character interaction and the goal above that some of us would like to see.

There was another excellent thread recently on RAIF that I found fascinating, one titled "The Totally Unbelievable Game", in which Aikin asked:

Someone has recently released a Totally Unbelievable Game (text-based, of course). Word on the street has reached fever pitch, and the servers are chugging trying to keep up with the download requests. My question is: What are the features of this game?


This is the type of awesome question I truly believe needs to be asked more often about...well, about practically everything, but certainly with games. It's the kind of question that establishes far-reaching goals and sets the bar unreasonably high. But to me, that's what we all should be striving for: that which is unreasonable and seemingly out of reach. Enough small steps and what was once completely unreasonable may one day become entirely reasonable.

I found it surprising that none of the responses included a mention of something along the lines of "Convincing NPCs with independent emotions and motivations" or "a more satisfying method of interaction with NPCs". I'm not sure why that is. (Of course, I didn't respond myself. Why? Who knows. Shame on me.)

In terms of conversation, one of the important things pointed out in that, and other, threads is that this type of evolution does not -- and, perhaps more importantly, should not -- imply that we need significant improvements to parsers. A parser that can accept any kind of input from the player is certainly unreasonable, but so too is the creation of a game that can even dream of handling the vast possibility of player input. It's completely unreasonable, but also not particularly desirable.

What, then? Are we really satisfied with the methods available for character interaction? The persistent debate about dialog systems, with some on the side of IF's ASK/TELL/TALK TO system and others who prefer dialog menus and trees, has persisted for good reason: neither really seems to get the job done in a truly satisfying way. On the one hand, players can direct the verbal action of the PC (ASK LUCCA ABOUT CONSTANTIN) but with no ability to be more specific or descriptive (ask about what in particular about Constantin?). On the other, players can ask specific questions in particular ways, but are always limited to the few options that the author makes available (what if I want to talk about something else?), and the menu structure can come across as too revealing. There are, of course, other options for conversation systems, as Emily Short has compiled, but it could be argued that the two mentioned above are the two most popular (in IF, at least) for a reason.

And, of course, the above really only deals with mechanism of conversation; there are other forms of interaction and character responsiveness that lie outside this domain but are similarly underdeveloped. Is it all just a matter of exhaustive hard coding? Or do we really need some significant evolution in how characters and interaction is largely implemented?

Maybe it is the right question to ask: what would we imagine Totally Unbelievable Characters in a game to be like?

April 28, 2008

Foggy Times at Pastel Games

A new flash game called "The Fog Fall" was recently released by Mateusz Skutnik of Pastel Games. Skutnik, as some of you know, is the incredibly prolific creator of numerous flash-based point-and-click adventure-style games, such as the Covert Front series that earned the #2 spot on indiegames.com's Best Freeware Adventure Games of 2007. The Fog Fall would appear to represent the start of a new series, although other series (including Covert Front and DaymareTown) are still being produced.

The game has the same haunting look and feel as the Covert Front series, although The Fog Fall takes place later in time, in an alternate post-nuclear history around the Cuban Missile Crisis. The overall series objective is not entirely clear, but the graphics style and the sound effects make for a very typically enjoyable experience. These are simple games, and often it distills down to just hotspot searching and keypad puzzles, but they are also undeniably engaging and entertaining. There was one particular puzzle in this one that left me scratching my head and reaching for the walkthrough, and I'm convinced I never would have figured it out otherwise. But despite that, I found it to be a nice short diversion. Over time this particular type of gameplay or visual style may lose its appeal, but for now I know I'm still enjoying it and I hope Skutnik keeps putting these out for some time to come.

You can play the free game online or download it at ArcadeTown.com. Go on. You know you want to.

On a related note, Skutnik also just came out with the fourth installment of the "10 Gnomes" series, this one called "Foggy Flat". For those of you unfamiliar with this series, they are short games all with the same one goal: find the 10 gnomes hidden in the pictures in less than 10 minutes, with a simple point-and-click interface. Very simple, and entirely a hotspot search, but disturbingly addicting.

Enjoy.

April 23, 2008

Vespers: The Power of the Bool

One of the things that has always been nagging at me since starting development on Vespers is game performance. We haven't really been developing with frame rate in mind, our thought being that we would leave optimization until we had most of the content plugged in. Most of that optimization would come from the graphics end -- LOD, portals and zones, textures, things like that -- but that's a lot of work for the artist to do, and it's not terribly exciting work at that.

Still, after trying out the game on a number of different systems, I was not very happy with performance even at this unoptimized stage. Frame rates on the better systems would rarely get to 30fps, even at lower screen resolutions. And in far too many areas, rates were commonly in the teens. In some places with a lot of objects in the field of view, rates would bottom out at 10 or less. Rates in the teens give a pretty choppy performance; rates around 10 are just unacceptable. And on one system, with a lower end graphics card, the game was completely unplayable with rates unable to get above 5.

So recently we started addressing optimization, first by adding some LOD to objects and buildings, and then tackling portals. Unfortunately, portals turned out to be an unwieldy beast that we just could not master. Setting up portals and getting them to work in the Torque Engine can be very tricky, especially for complex models like our monastery buildings -- any tiny little misalignment, visible or not, and you're out of luck. At this point, finding those misalignments would be like trying to find an unknown number of needles in a series of very large haystacks.

So I turned my attention elsewhere, and implemented code to replicate (for the most part) the function of portals and zones. It works well, producing nice frame rate boosts on most systems. Whereas before I was sludging along with rates in the teens and twenties, now I'm getting rates in the thirties and forties, and often more than that. I'm very happy with that.

But there was still one thing bugging me: these performance improvements were seen on my desktop (a PowerPC Mac G5) and on my laptop (an Intel Mac), but only on the laptop when running under WindowsXP. If I ran the game on the laptop under Mac OS X, I was still getting the same crappy frame rates as before. How could that be? Same laptop, same hardware, but under one operating system it runs fine, while under the other it runs crappy.

The desktop also runs Mac OS X, and both the desktop and the laptop have graphics cards with 256MB of VRAM. So I didn't think it could be the operating system itself, or a lack of VRAM on the laptop. I thought it had something to do with the Torque Game Engine code, something specific to the graphics rendering on different platforms and CPUs, probably related to the rendering of buildings like the monastery. I went through round after round of testing, using various tools to analyze the code to see where the slowdowns occurred. Long, boring, frustrating work.

The only conclusion I came to is that the laptop was probably tricking the Mac OS into thinking the video card had run out of VRAM, even though it probably hadn't. And this was likely related to Apple's ATI graphics driver on the laptop, which is different than the ATI driver I use on the desktop (and different, of course, from the one used by XP on the laptop). A driver issue like that is a bummer, since there's not a lot I can do about that. I was not very happy with that.

The only other thing I thought of trying was to mess with some of the global preference variables in the Torque Engine, to see if I could somehow improve performance on the laptop without sacrificing too much on the graphics end. There are a huge number of preference variables available -- stuff related to interiors, lighting and shadows, terrain rendering, and OpenGL performance. The latter struck me as potentially useful, as it would probably be related to the driver. So I started looking at those more carefully, and I saw this one:


$pref::openGL::allowCompression = 0


That seemed interesting. Allow compression...likely related to texture compression. Textures can take up a lot of VRAM, especially if you use lots of them, and lots of large ones -- like my artist enjoys doing. It makes for prettier graphics, but it rapidly eats up memory on the graphics card. And even though I didn't seem to be running out of VRAM, on the laptop it seemed like the system was being tricked into thinking so, which would certainly cause these types of slowdowns. But what could this one little boolean variable do? I set it to 1, and gave it a try.

Amazingly, frame rates in general tripled, and often more than that. Whereas before I was getting annoying, choppy gameplay with rates in the low teens, now I was seeing smoothness with rates in the thirties and forties, sometimes more. And, as far as I can tell, no discernable change in the appearance of the graphics.

Even better, the game now runs on the older system with the lower-end card -- and runs well, with rates in the twenties and thirties, even at larger screen resolutions. I never thought I'd see it running on that machine at all, much less running well.

It's not a solution to the overall problem, which is likely related to Apple's ATI drivers. But still, it's an amazing improvement that appears to come at little to no cost.

And all due to one little boolean. A completely undocumented boolean, I might add.

March 17, 2008

Gun Mute: A Text Shooter


Recently I came across a notice on IndieGames.com about a new IF game called Gun Mute. It was written by Pacian, who had previously authored the IF games Snowblind Aces and Poizoned Mind. I don't think Gun Mute was part of any of the recent IF competitions, and it didn't really get much mention on rec.games.int-fiction, but regardless it seems to have garnered a bit of publicity around the net -- in addition to IndieGames.com, it has also appeared at places like Gnome's Lair, TIGSource, IFDB, and Mobygames. Rightfully so.

Mobygames provides a nice one-liner about the game:

Gun Mute is an interactive fiction game set in a futuristic, post-apocalyptic western environment, mixing traditional gunslingers with mutant cyborgs and toxic lakes. The player controls Mute Lawton, a man of few words who wants to prevent Sherrif Clayton from hanging his friend Elias.


I thought I would bring up this game for a couple of reasons.

First, it's a fascinating little game. It's short, and can probably be finished in about a half hour, but it seems to do a lot in such a small package. It unabashedly pronounces, "It looks like you’re going to have to shoot some people," and it is true to its word. But although my first thought on reading this was that it would probably just be a dull translation of a shooter game into text format, Gun Mute suprised me by doing a lot of things right. Even though the game comes across as very simple with a focus primarily on shooting, the game still spends a good deal of its time on characters and puzzles -- and although neither is very complex, I was left with a sense of satisfaction about both. The multiple romances that were included added a nice (and unexpected) touch as well. Interestingly, the location structure and movement mechanics gave me the sense that Gun Mute was almost like a text version of a rail shooter, as the player proceeds linearly from one location to the next, advancing once the bad guys are dispatched. That's something that I hadn't really experienced before in an IF game, and I thought this game did it well.

Second, I think it's a timely game given Emily Short's recent blog about ideas for IF games. In that post, she talks about how new avenues in IF can and should focus on developing new mechanics for gameplay, rather than on new content per se. One way of doing that would be to center the game around new IF actions, or even standard ones that haven't been explored very deeply in previous games. Gun Mute does this to a certain extent in a few different areas. For one, it focuses on the verb SHOOT as the main mechanism for advancing the narrative. And even though there is no hand-eye coordination involved, unlike what most gamers are used to in games that center around shooting, it makes up for it by presenting simple puzzles that act as "gates" that need to be solved in order to achieve the ability to fire. For another, it presents a variation on the typical IF room structure, in that each individual room (or location) in the game represents an independent, complete puzzle that stands on its own. As such, the game de-emphasizes the typical movement (compass) commands, which are so integral to most IF games, and replaces them with the simplified FORWARD and BACKWARD commands. Initially, I thought this would be a detraction by forbidding exploration, but in the end it makes the statement that the player is on a singular path towards his goal and I found that it worked really well. Finally, by presenting the player character as a mute, the game also eschews any of the common conversation mechanisms and instead forces the player to communicate with physical gestures such as NOD, WAVE TO, and POINT AT. Even though exploration through movement was deliberately left out of this game, this alternative mechanic for communication did, in the end, allow for some exploration of hidden content, and I found it to be clever.

This is not to say the game did not have some weaknesses -- I had some trouble figuring out what I needed to do at the end, for instance -- but there are few and they are easily overlooked by the overall quality of the game.

Gun Mute is a short, concise game that is cleverly constructed, well-written, and fresh. I enjoyed it, and would recommend playing it even if you're not a big IF fan, and even if you haven't played a lot of IF.

Download here

March 9, 2008

The Quest for Story in Games, Redux

Over on Tales of The Rampant Coyote, Jay Barnson decided it was time to revisit the problem of stories in games, taking a decidedly pessimistic stance. It generated a great deal of lively, insightful discussion. I'd say he made some reasonable points, summarized nicely in (and by) the section subtly titled, "You'll Never Find a Game With a Great Story":

"...the quest for "better story" in video games is doomed for failure. The very criteria and tools we use to judge story is based on linear storytelling which is at odds with nature of our medium. But this dead-end warning sign seems to be lost on most designers and publishers."

I agree for the most part. It's a topic that I've enjoyed thinking about and discussing since beginning the Vespers project some time ago. Stories in games is a hot topic these days, it seems, with panel discussions at GDC and opinion pieces in the mainstream media, like the op-ed last fall by Daniel Radosh in the NY Times, in which he makes a point similar to the one above:

"Many games now aspire to be 'cinematic' above all else. In Halo 3, as in most games, the plot is conveyed largely through short expositional movies that are interspersed throughout the action. These cut scenes undermine the sense of involvement — of play — that is games’ authentic métier...Because game designers rely on the language of cinema, they have not sufficiently developed a new form of storytelling based on the language of video games."

People love stories -- we love experiencing them, and we love telling them. We love books and movies and theater, because they draw us in, entertain, make us feel and care and think. They connect people in these ways. Game developers have always felt that we can do that in games, as well, in a way that better engages the audience, draws them in more closely to the story -- presumably because now they participate in its creation, development, and telling.

Sounds nice, but the medium is fundamentally different.

Michael Matteas, of Façade fame, summarized it well in his 2002 dissertation entitled "Interactive Drama, Art and Artificial Intelligence", in Chapter 2, "Interaction and Narrative":

"The ephemeral quality of gameplay, the experience of manipulating elements within a responsive, rule-driven world, is still the raison d’être of games, perhaps the primary phenomenological feature that uniquely identifies the computer game as a medium. Where gameplay is all about interactivity, narrative is all about predestination."

Predestination. Traditional narrative is linear, tightly controlled, deterministic. Interactivity is non-linear, unpredictable, stochastic. By adding interactivity to narrative, we introduce unpredictability to something that is, by design, predetermined. As Jay said in his blog, "In some ways, I think game developers are trying too hard. They are over-applying the rules of linear storytelling to a degree that it distracts from the point of a game - to be interactive. The stories need to be interactive, too." That's the fundamental difference, I think. The stories we are typically trying to shoehorn into games are the traditional, linear, deterministic kind.

Some of the things that work so well with traditional narrative don't lend themselves well to the unpredictable. Many of the strongest moments in literature, movies, and theater are those that are subject to the direction and vision of the artist, and which rely on tightly controlled elements like timing and framing. For instance, timing is critical to so many things in traditional narrative; the pace of the words as they roll off the page, the sequence of camera shots during a movie scene, the timing of comedic and dramatic dialogue. Interactivity can disrupt much of these effects and reduce the impact of the traditional narrative.

As we know, the results of this are games where the player's role is to gradually reveal portions of a predetermined narrative. The narrative may have multiple, exclusive branches and different endings, but these are all still preprogrammed and predetermined; the actions or choices of the audience merely link together different sections of coded narrative to create a particular path. The result, too often, is still an overall sense of linearity. And while linearity itself is not necessarily undesirable, the interactivity of games gives players the impression that their actions can and should have more of an impact on the resulting narrative. In the end, players often see through this simple mechanic, and sense that the narrative experienced, despite all of their choices and actions, was still predestined.

What I think a lot of people are seeking is the concept, as described by Matteas and others, of emergent or player-constructed narrative, where players fabricate their own narratives, or groups of players engage in the shared social construction of narratives. I think this is what Jay refers to when he speaks of how "the stories need to be interactive, too." The drawback -- and benefit -- of this type of design is that it sacrifices predetermination for unpredictability. The former is easier; it's what writers and designers are used to. The latter is considerably more difficult. Games need to be designed to respond to the input of the player; that's the nature of interactivity. The more this input is constrained, the less satisfying the interaction is for the player. The more freedom we give to players, the more difficult it is to design the game such that it responds in ways that are coherent and desirable for the resulting narrative. That's a tough task, and obviously one that we haven't figured out yet.

Still, I'm not quite as pessimistic as Jay. I think players can have a satisfying and enjoyable experience with games that provide some interaction within the framework of a (mostly) predetermined narrative. I think a number of IF games do this well, as well as some graphical adventure games. I think at least part of the problem we're seeing is the lack of prioritization of writing in game development; once writing begins to be taken more seriously, I think the quality of the narrative experience in games will improve, even if they remain largely linear experiences.

It remains to be seen what that "new form of storytelling based on the language of video games" will be, and what developers will do to make stories (as opposed to games) more interactive. Is truly emergent narrative an attainable goal? Or better yet, is it really a desirable goal? Is it the answer to better stories in games? I'm not so sure about that.

Perhaps part of the problem is that we only have a vague notion of what it is that we want as gamers.

March 6, 2008

Adventure, Atari style

Not long ago, there was an article on Gamasutra, one of a continuing series, on the "History of Gaming Platforms." This one was on the Atari 2600 VCS, one of the memorable old consoles I used to have as a kid. I had seen and enjoyed their previous article on the Apple ][, so I checked it out, and overall I thought it was well done.

On the first page of the article is an image reproduced from a 1981 catalog for the VCS:



While glancing it over, one thing barely caught my eye: in the top row of game cartridges, second from the right, the game "Adventure".

I had completely forgotten about this game, although it has a relatively important place in history -- the first graphical adventure game, the first "action-adventure" game, and the first game, apparently, with hidden back doors and an Easter Egg. I remember having played it, although I must have borrowed the cartridge from someone else because I don't recall playing it more than a couple of times. But given that I'm in the process of creating an adventure game, and focusing a great deal on the origins of the adventure genre and adventure game interfaces, I thought it would be interesting to go back and explore that game in more detail.



Of course, the intertubes are filled with all kinds of good stuff on Adventure. In addition to a pretty extensive Wikipedia page, which tells you just about everything you ever wanted to know about the game and gameplay, there are YouTube walkthrough videos, a couple of authentic browser versions you can play (here and here, for example), and some good info from the creator himself, Warren Robinett, including a map of the Adventure world with all 30 rooms:



Of particular interest, he includes a link on his site to his Powerpoint lecture for computer science students at the University of North Carolina. The lecture covers the hardware architecture of the Atari 2600 and the design of Adventure, and it has some really interesting technical information. But what I find most intriguing are the slides discussing the development of the game, how it was directly inspired by the original Colossal Cave adventure by Crowther and Woods, and the problems in adapting the adventure game idea to the video game medium -- particularly since they had only 4K of ROM and 128 bytes of RAM to work with (Colossal Cave, in contrast, reportedly required hundreds of K).

He notes that his boss told him it was impossible and to not work on it -- and yet, in the end, it sold 1 million units at $25 each. Hmm.

He also covers how he approached solutions to questions like how to display rooms and objects, how to move from room to room, how to pick up, drop, and use objects, and how to represent creatures. You know, those same questions the solutions for which I've been searching since the beginning of the Vespers project, some 30 years after Adventure was published.

What I find amusing is that, when I first remembered that old Adventure game, my initial gut response was that it really wasn't an adventure game, at least not the way I think of adventure games. I guess it mostly had to do with the oversimplification of the visuals, interface, and gameplay -- the fact that there wasn't really much to make it look or feel like a "real" adventure game, whatever that is.



Of course, on closer inspection that's really not the case. Adventure games, generally speaking, tend to focus on things like investigation, exploration, puzzle-solving, interaction with game characters, and narrative. And really, aside perhaps from the precariously thin narrative, Adventure had just about all of those features. Granted, there was not a lot to investigate or explore (the castles and catacombs), the puzzles were relatively facile (finding the keys and chalice), and the character interactions were not very sophisticated (the dragons and the bat). But all the elements were there, not to mention an inventory (of only one object) with items to pick up and drop (keys, chalice, magnet, bridge, sword).

Also, when you think about it, the "verbs" represented by the game included things like movement, take, drop, unlock/open, and attack, even though just about all of these were performed a similar way (through collisions or the joystick). Many modern graphical adventure games do essentially the same thing with the same general mechanism, just perhaps more explicitly (but often not).

In any case, I found this to be an entertaining and enlightening detour into the early history of adventure gaming triggered almost accidentally by a glance in the right direction.

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