Interactive Fiction A beginner’s guide. What Is IF Immersion with Text input Narrative voice More...
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Transcript of Interactive Fiction A beginner’s guide. What Is IF Immersion with Text input Narrative voice More...
Classes of IF
Strong story, lots of plot interaction Strong story, less/no plot interaction Weak story, lots of interaction
Topics – Real or Fantasy?
Show us something new– Common mistakes
Overly familiar settings Hollywood Clichés
The Strengths of Inform
Limited, Built-in Simulation– Movement– Location– Containment– Clothes– Item Use (on/off)
Declarative Implementations
Define new objects with custom abilities Shoes
– Clothing– State for tied or untied laces– Create “tie” and “untie” actions– Add code to prevent walking w/untied laces
Simulation – Better or Worse?
Defining “lace-ness” of other objects– String– Roots from the ground– Hair
Not enough objects
The Big Secret:
Nearly every puzzle = locked door or container Challenge = Transparency Shoes
– Are they readily available?– Can the user find the laces?– If not – can the player build laces?– Can the player build shoes???
Transparency
Three cases:– Uncrossable area, findable shoes– Uncrossable area that makes it clear that shoes are
needed, buildable shoes– Uncrossable area, isn’t clear shoes are needed,
buildable shoes
Transparency
“Natural” or “Intrinsic” properties Pot Example
– Handle as shiv?– Realistic, but not transparent– Unless you demonstrate it before the player
acquires the pot
Simulation
Reality vs. Abstraction Constraining Interactions
– Rope– Cards
Emily Short– Magic transforms object shape, size, material
Complexity
Linearity – boring, but necessary Shoes, Water, Paint
– Design & Object Constraints– Simulation & Unexpected Solutions
The N2 Problem
Designing Flow
Challenging/Engaging the player FLOW charts –
– Show how events occur “in time” Sequentially Parallel Arbitrary order Interlocking components
Time and Location
Time is inherently spatial Objects are inherently time-bound
– Availability of objects in “play time”– Location of player in “play space”
Starting Points
Story – how does the player feel? Setting – what does the story contribute? Character – how will you do it w/o NPCs?
General Rules
N2 Problem – avoid treasure hunts Believability more important than reality Pay attention to the complexity
– Map out your story– Make decisions based on feasibility
Controlling Complexity
Don’t make too many objects Do the math Plot Clock Limit mobility Limit what is mobile in general Remove objects at certain points