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- ------------------------------------------------------------------------------
- The Craft of Adventure
-
- Five articles on the design of adventure games
-
- (Second edition, plain text version)
- ------------------------------------------------------------------------------
- 1 Introduction
- 2 In The Beginning
- 3 Bill of Player's Rights
- 4 A Narrative...
- 5 ...At War With a Crossword
- 6 Varnish and Veneer
- ------------------------------------------------------------------------------
-
- 1 Introduction
- ===============
-
- Skill without imagination is craftsmanship and gives us
- many useful objects such as wickerwork picnic baskets.
- Imagination without skill gives us modern art.
-
- -- Tom Stoppard, Artist Descending A Staircase
-
- Making books is a skilled trade, like making clocks.
-
- -- Jean de la Bruyere (1645-1696)
-
- If you're going to have a complicated story you must work to
- a map; otherwise you'll never make a map of it afterwards.
-
- -- J. R. R. Tolkien (1892-1973)
-
-
- Designing an adventure game is both an art and a craft. Whereas art cannot
- be taught, only commented upon, craft at least can be handed down: but the
- tricks of the trade do not make an elegant narrative, only a catalogue. This
- small collection of essays is just such a string of grits of wisdom and
- half-baked critical opinions, which may well leave the reader feeling
- unsatisfied. One can only say to such a reader that any book claiming to
- reveal the secret of how to paint, or to write novels, should be recycled at
- once into something more genuinely artistic, say a papier-mache sculpture.
-
- If there is any theme here, it is that standards count: not just of
- competent coding, but of writing. True, most designers have been either
- programmers `in real life' or at the `Hardy Boys Mysteries' end of the
- literary scale, but that's no reason to look down on their better works, or
- to begrudge them a look at all. Though this book is mainly about the larger
- scale, one reason I think highly of `Spellbreaker' is for memorable phrases
- like `a voice of honey and ashes'. Or `You insult me, you insult even my
- dog!'
-
-
-
- The author of a text adventure has to be schizophrenic in a way that the
- author of a novel does not. The novel-reader does not suffer as the player
- of a game does: she needs only to keep turning the pages, and can be trusted
- to do this by herself. The novelist may worry that the reader is getting
- bored and discouraged, but not that she will suddenly find pages 63 to the
- end have been glued together just as the plot is getting interesting.
-
- Thus, the game author has continually to worry about how the player is
- getting along, whether she is lost, confused, fed up, finding it too tedious
- to keep an accurate map: or, on the other hand, whether she is yawning
- through a sequence of easy puzzles without much exploration. Too difficult,
- too easy? Too much choice, too little? So this book will keep going back
- to the player's eye view.
-
- On the other hand, there is also a novel to be written: the player may get
- the chapters all out of order, the plot may go awry, but somehow the author
- has to rescue the situation and bind up the strings neatly. Our player
- should walk away thinking it was a well-thought out story: in fact, a novel,
- and not a child's puzzle-book.
-
- An adventure game is a crossword at war with a narrative. Design sharply
- divides into the global - plot, structure, genre - and the local - puzzles
- and rooms, orders in which things must be done. And this book divides
- accordingly.
-
-
- Frequent examples are quoted from real games, especially from `Adventure'
- and the middle-period Infocom games: for two reasons. Firstly, they will
- be familiar to many aficionados. Secondly, although a decade has passed
- they still represent the bulk of the best work in the field. In a few
- places my own game `Curses' is cited, because I know all the unhappy
- behind-the-scenes stories about it.
-
- I have tried not to give anything substantial away. So I have also avoided
- mention of recent games other than my own; while revising this text, for
- instance, I had access to an advance copy of David M. Baggett's fine game
- `The Legend Lives', but resisted the temptation to insert any references to
- it. Except to say that it demonstrates that, as I write this, the genre is
- still going strong: well, long may it.
-
-
- Graham Nelson
- Magdalen College, Oxford
- January 1995
-
-
- 2 In The Beginning
- ===================
-
- It's very tight. But we have cave!
-
- -- Patricia Crowther, July 1972
-
-
- Perhaps the first adventurer was a mulatto slave named Stephen Bishop, born
- about 1820: `slight, graceful, and very handsome'; a `quick, daring,
- enthusiastic' guide to the Mammoth Cave in the Kentucky karst. The story
- of the Cave is a curious microcosm of American history. Its discovery
- is a matter of legend dating back to the 1790s; it is said that a hunter,
- John Houchin, pursued a wounded bear to a large pit near the Green River and
- stumbled upon the entrance. The entrance was thick with bats and by the War
- of 1812 was intensively mined for guano, dissolved into nitrate vats to make
- saltpetre for gunpowder. After the war prices fell; but the Cave became a
- minor side-show when a dessicated Indian mummy was found nearby, sitting
- upright in a stone coffin, surrounded by talismans. In 1815, Fawn Hoof, as
- she was nicknamed after one of the charms, was taken away by a circus,
- drawing crowds across America (a tour rather reminiscent of Don McLean's
- song `The Legend of Andrew McCrew'). She ended up in the Smithsonian but
- by the 1820s the Cave was being called one of the wonders of the world,
- largely due to her posthumous efforts.
-
- By the early nineteenth century European caves were big tourist attractions,
- but hardly anyone visited the Mammoth, `wonder of the world' or not. Nor
- was it then especially large (the name was a leftover from the miners, who
- boasted of their mammoth yields of guano). In 1838, Stephen Bishop's owner
- bought up the Cave. Stephen, as (being a slave) he was invariably called,
- was by any standards a remarkable man: self-educated in Latin and Greek, he
- became famous as the `chief ruler' of his underground realm. He explored
- and named much of the layout in his spare time, doubling the known map in a
- year. The distinctive flavour of the Cave's names - half-homespun American,
- half-classical - started with Stephen: the River Styx, the Snowball Room,
- Little Bat Avenue, the Giant Dome. Stephen found strange blind fish,
- snakes, silent crickets, the remains of cave bears (savage, playful
- creatures, five feet long and four high, which became extinct at the end of
- the last Ice Age), centuries-old Indian gypsum workings and ever more cave.
- His 1842 map, drafted entirely from memory, was still in use forty years
- later.
-
- As a tourist attraction (and, since Stephen's owner was a philanthropist,
- briefly a sanatorium for tuberculosis, owing to a hopeless medical
- theory) the Cave became big business: for decades nearby caves were hotly
- seized and legal title endlessly challenged. The neighbouring chain, across
- Houchins Valley in the Flint Ridge, opened the Great Onyx Cave in 1912. By
- the 1920s, the Kentucky Cave Wars were in full swing. Rival owners diverted
- tourists with fake policemen, employed stooges to heckle each other's guided
- tours, burned down ticket huts, put out libellous and forged advertisements.
- Cave exploration became so dangerous and secretive that finally in 1941 the
- U.S. Government stepped in, made much of the area a National Park and
- effectively banned caving. The gold rush of tourists was, in any case,
- waning.
-
- Convinced that the Mammoth and Flint Ridge caves were all linked in a huge
- chain, explorers tried secret entrances for years, eventually winning
- official backing. Throughout the 1960s all connections from Flint Ridge -
- difficult and water-filled tunnels - ended frustratingly in chokes of
- boulders. A `reed-thin' physicist, Patricia Crowther, made the breakthrough
- in 1972 when she got through the Tight Spot and found a muddy passage: it
- was a hidden way into the Mammoth Cave.
-
- Under the terms of his owner's will, Stephen Bishop was freed in 1856, at
- which time the cave boasted 226 avenues, 47 domes, 23 pits and 8 waterfalls.
- He died a year later, before he could buy his wife and son. In the 1970s,
- Crowther's muddy passage was found on his map.
-
-
- The Mammoth Cave is huge, its full extent still a matter of speculation
- (estimates vary from 300 to 500 miles). Patricia's husband, Willie
- Crowther, wrote a computer simulation of his favourite region, Bedquilt
- Cave, in FORTRAN in the early 1970s. (It came to be called Colossal Cave,
- though this name actually belongs further along.) Like the real cave, the
- simulation was a map on about four levels of depth, rich in geology. A good
- example is the orange column which descends to the Orange River Rock room
- (where the bird lives): and the real column is indeed orange (of travertine,
- a beautiful mineral found in wet limestone).
-
- The game's language is loaded with references to caving, to `domes' and
- `crawls'. A `slab room', for instance, is a very old cave whose roof has
- begun to break away into sharp flakes which litter the floor in a crazy
- heap. The program's use of the word `room' for all manner of caves and
- places seems slightly sloppy in everyday English, but is widespread in
- American caving and goes back as far as Stephen Bishop: so the
- Adventure-games usage of the word `room' to mean `place' may even be
- bequeathed from him.
-
- Then came elaboration. A colleague of Crowther's (at a Massachusetts
- computing firm), Don Woods, stocked up the caves with magical items and
- puzzles, inspired by a role-playing game. Despite this, very many of the
- elements of the original game crop up in real life. Cavers do turn back
- when their carbide lamps flicker; there are mysterious markings and initials
- on the cave walls, some left by the miners, some by Bishop, some by 1920s
- explorers. Of course there isn't an active volcano in central Kentucky, nor
- are there dragons and dwarves. But even these embellishments are, in a
- sense, derived from tradition: like most of the early role-playing games,
- `Adventure' owes much to J. R. R. Tolkien's `The Hobbit', and the passage
- through the mountains and Moria of `The Lord of the Rings' (arguably its
- most dramatic and atmospheric passage). Tolkien himself, the most
- successful myth-maker of the twentieth century, worked from the example of
- Icelandic, Finnish and Welsh sagas.
-
- By 1977 tapes of `Adventure' were being circulated widely, by the Digital
- user group DECUS, amongst others: taking over lunchtimes and weekends
- wherever it went... but that's another story. (Tracy Kidder's fascinating
- book `The Soul of a New Machine', a journalist's-eye-view of working in a
- computing firm at about this time, catches it well.)
-
-
- There is a moral to this tale, and a reason for telling it. The original
- `Adventure' was much imitated and many traditions are derived from it. It
- had no direct sequel itself but several `schools' of adventure games began
- from it. `Zork' (which was to be the first Infocom game) and
- `Adventureland' (the first Scott Adams game) include, for instance, a
- rather passive dragon, a bear, a troll, a volcano, a maze, a lamp with
- limited battery-power, a place to deposit treasures and so on. The earliest
- British game of real quality, `Acheton', written at Cambridge University in
- 1979-80 by David Seal and Jonathan Thackray (and the first of a dozen or so
- games written in Cambridge) has in addition secret canyons, water, a
- wizard's house not unlike that of `Zork'. The Level 9 games began with a
- good port of `Adventure' (which was generally considered at the time, and
- ever since, to be in the public domain, on what legal grounds it's hard to
- see) and then two sequels in similar style. All these games had a standard
- prologue-middle game-end game form: the prologue is a tranquil outside
- world, the middle game consists of collecting treasures in the cave, the end
- is usually called a Master Game (Level 9 expanded on the `Adventure' end
- game somewhat, not so well).
-
- Of this first crop of games, `Adventure' remains the best, mainly because it
- has its roots in a simulation. This is why it is so atmospheric, more so
- than any other game for a decade after. The Great Underground Empire of
- `Zork' is an imitation of the original, based not on real caves but on
- Crowther's descriptions. `Zork' is better laid out as a game but not as
- convincing, and in places a caricature: too tidy, with no blind alleys, no
- secret canyons. Its mythology is similarly less well-grounded: the
- long-gone Flathead dynasty, beginning in a few throwaway jokes, ended up
- downright tiresome in the later sequels, when the `legend of the Flatheads'
- had become, by default, the distinguishing feature of `Zorkness'. The
- middle segments especially of `Zork' (now called `Zork II') make a fine
- game, one of the best of the `cave' games, but `Zork' remains flawed in a
- way that many of Infocom's later games were not.
-
- In the beginning of any game is its `world', physical and imaginary,
- geography and myth. The vital test takes place in the player's head: is the
- picture of a continuous sweep of landscape, or of a railway-map on which a
- counter moves from one node to another? `Adventure' passes this test,
- however primitive some may call it. If it had not done so, the genre might
- never have started.
-
-
- 3 Bill of Player's Rights
- ==========================
-
- In an early version of Zork, it was possible to be killed by
- the collapse of an unstable room. Due to carelessness with
- scheduling such a collapse, 50,000 pounds of rock might fall on
- your head during a stroll down a forest path. Meteors, no doubt.
-
- -- P. David Lebling
-
-
- W. H. Auden once observed that poetry makes nothing happen. Adventure games
- are far more futile: it must never be forgotten that they intentionally
- annoy the player most of the time. There's a fine line between a challenge
- and a nuisance: the designer has to think, first and foremost, like a
- player (not an author, and certainly not a programmer). With that in mind,
- I hold the following rights to be self-evident:
-
- 1. Not to be killed without warning
-
- At its most basic level, this means that a room with three exits, two of
- which lead to instant death and the third to treasure, is unreasonable
- without some hint. On the subject of which:
-
- 2. Not to be given horribly unclear hints
-
- Many years ago, I played a game in which going north from a cave led to a
- lethal pit. The hint was: there was a pride of lions carved above the
- doorway. Good hints can be skilfully hidden, or very brief, but should
- not need explaining after the event. (The game was Level 9's `Dungeon',
- in which pride comes before a fall. Conversely, the hint in the
- moving-rocks plain problem in `Spellbreaker' is a masterpiece.)
-
- 3. To be able to win without experience of past lives
-
- This rule is very hard to abide by. Here are three examples:
- (i) There is a nuclear bomb buried under some anonymous
- floor somewhere, which must be disarmed. The player knows
- where to dig because, last time around, it blew up there.
- (ii) There is a rocket-launcher with a panel of buttons, which looks
- as if it needs to be correctly programmed. But the player
- can misfire the rocket easily by tampering with the controls
- before finding the manual.
- (iii) (This from `The Lurking Horror'.) Something needs to be cooked
- for the right length of time. The only way to find the right
- time is by trial and error, but each game allows only one trial.
- On the other hand, common sense suggests a reasonable answer.
-
- Of these (i) is clearly unfair, most players would agree (ii) is fair enough
- and (iii), as tends to happen with real cases, is border-line. In principle,
- then, a good player should be able to play the entire game out without doing
- anything illogical, and deserves likewise:
-
- 4. To be able to win without knowledge of future events
-
- For example, the game opens near a shop. You have one coin and can buy a
- lamp, a magic carpet or a periscope. Five minutes later you are transported
- away without warning to a submarine, whereupon you need a periscope. If you
- bought the carpet, bad luck.
-
- 5. Not to have the game closed off without warning
-
- `Closed off' meaning that it would become impossible to proceed at some
- later date. If there is a Japanese paper wall which you can walk through at
- the very beginning of the game, it is extremely annoying to find that a
- puzzle at the very end requires it to still be intact, because every one of
- your saved games will be useless. Similarly it is quite common to have a
- room which can only be visited once per game. If there are two different
- things to be accomplished there, this should be hinted at.
-
- In other words, an irrevocable act is only fair if the player is given due
- warning that it would be irrevocable.
-
- 6. Not to need to do unlikely things
-
- For example, a game which depends on asking a policeman about something he
- could not reasonably know about. (Less extremely, the problem of the
- hacker's keys in `The Lurking Horror'.) Another unlikely thing is waiting
- in dull places. If you have a junction at which after five turns an elf
- turns up bearing a magic ring, a player may well never spend five
- consecutive turns there and will miss what you intended to be easy. (`Zork
- III' is very much a case in point.) If you intend the player to stay
- somewhere for a while, put something intriguing there.
-
- 7. Not to need to do boring things for the sake of it
-
- In the bad old days many games would make life difficult by putting
- objects needed to solve a problem miles away from where the problem was,
- despite all logic - say, a boat in the middle of a desert. Or, for example,
- a four-discs tower of Hanoi puzzle might entertain. But not an eight-discs
- one. And the two most hackneyed puzzles - only being able to carry four
- items, and fumbling with a rucksack, or having to keep finding new light
- sources - can wear a player's patience down very quickly.
-
- 8. Not to have to type exactly the right verb
-
- For instance, "looking inside" a box finds nothing, but "searching" it
- does. Or consider the following dialogue (amazingly, from `Sorcerer'):
-
- >unlock journal
- (with the small key)
- No spell would help with that!
- >open journal
- (with the small key)
- The journal springs open.
-
- This is so misleading as to constitute a bug, but it's an easy design fault
- to fall into. (Similarly, the wording needed to use the brick in `Zork II'
- strikes me as quite unfair, unless I missed something obvious.) Consider
- how many ways a player can, for instance, ask to take a coat off:
-
- remove coat / take coat off / take off coat / disrobe coat
- doff coat/áshed coat
-
- (I was sceptical when play-testers asked me to add "don" and "doff" to my
- game `Curses', but enjoyed a certain moment of triumph when my mother tried
- it during her first game.) Nouns also need...
-
- 9. To be allowed reasonable synonyms
-
- In the same room in `Sorcerer' is a "woven wall hanging" which can instead
- be called "tapestry" (though not "curtain"). This is not a luxury, it's an
- essential. For instance, in `Trinity' there is a charming statue of a
- carefree little boy playing a set of pan pipes. This can be called the
- "charming" or "peter" "statue" "sculpture" "pan" "boy" "pipe" or
- "pipes". Objects often have more than 10 nouns attached.
-
- Perhaps a remark on a sad subject might be intruded here. The Japanese
- woman near the start of `Trinity' can be called "yellow" and "Jap", for
- instance, terms with a grisly resonance. In the play-testing of `Curses',
- it was pointed out to me that the line "Let's just call a spade a spade"
- (an innocent joke about a garden spade) meant something quite different to
- extreme right-wing politicians in southern America; in the end, I kept
- the line, but it's never seemed quite as funny since.
-
- 10. To have a decent parser
-
- (If only this went without saying.) At the very least the parser should
- provide for taking and dropping multiple objects.
-
-
- Since only the Bible stops at ten commandments, here are seven more, though
- these seem to me to be matters of opinion:
-
- 11. To have reasonable freedom of action
-
- Being locked up in a long sequence of prisons, with only brief escapes
- between them, is not all that entertaining. After a while the player begins
- to feel that the designer has tied him to a chair in order to shout the plot
- at him. This is particularly dangerous for adventure game adaptations of
- books (and most players would agree that the Melbourne House adventures
- based on `The Lord of the Rings' suffered from this).
-
- 12. Not to depend much on luck
-
- Small chance variations add to the fun, but only small ones. The thief in
- `Zork I' seems to me to be just about right in this respect, and similarly
- the spinning room in `Zork II'. But a ten-ton weight which fell down and
- killed you at a certain point in half of all games is just annoying.
- (Also, you're only making work for yourself, in that games with random
- elements are much harder to test and debug, though that shouldn't in an ideal
- world be an issue.)
-
- A particular danger occurs with low-probability events, one or a
- combination of which might destroy the player's chances. For instance, in
- the earliest edition of `Adventureland', the bees have an 8% chance of
- suffocation each turn carried in the bottle: one needs to carry them for 10
- or 11 turns, which gives the bees only a 40% chance of surviving to their
- destination.
-
- There is much to be said for varying messages which occur very often (such
- as, "You consult your spell book.") in a fairly random way, for variety's
- own sake.
-
- 13. To be able to understand a problem once it is solved
-
- This may sound odd, but many problems are solved by accident or trial and
- error. A guard-post which can be passed if and only if you are carrying a
- spear, for instance, ought to indicate somehow that this is why you're
- allowed past. (The most extreme example must be the notorious Bank of
- Zork, of which I've never even understood other people's explanations.)
-
- 14. Not to be given too many red herrings
-
- A few red herrings make a game more interesting. A very nice feature of
- `Zork I', `II' and `III' is that they each contain red herrings explained in
- the others (in one case, explained in `Sorcerer'). But difficult puzzles
- tend to be solved last, and the main technique players use is to look at
- their maps and see what's left that they don't understand. This is
- frustrating when there are many insoluble puzzles and useless objects. So
- you can expect players to lose interest if you aren't careful. My personal
- view is that red herrings ought to be clued: for instance, if there is a
- useless coconut near the beginning, then perhaps much later an absent-minded
- botanist could be found who wandered about dropping them. The coconut
- should at least have some rationale.
-
- An object is not a red herring merely because it has no game function: a
- useless newspaper could quite fairly be found in a library. But not a
- kaleidoscope.
-
- The very worst game I've played for red herrings is `Sorcerer', which by
- my reckoning has 10.
-
- 15. To have a good reason why something is impossible
-
- Unless it's also funny, a very contrived reason why something is
- impossible just irritates. (The reason one can't walk on the grass in
- Kensington Gardens in `Trinity' is only just funny enough, I think.)
-
- Moral objections, though, are fair. For instance, if you are staying in
- your best friend's house, where there is a diamond in a display case,
- smashing the case and taking the diamond would be physically easy but quite
- out of character. Mr Spock can certainly be disallowed from shooting
- Captain Kirk in the back.
-
- 16. Not to need to be American
-
- The diamond maze in `Zork II' being a case in point. Similarly, it's
- polite to allow the player to type English or American spellings or idiom.
- For instance `Trinity' endears itself to English players in that the soccer
- ball can be called "football" - soccer is a word almost never used in
- England. (Since these words were first written, several people have
- politely pointed out to me that my own `Curses' is, shall we say, slightly
- English. But then, like any good dictator, I prefer drafting constitutions
- to abiding by them.)
-
- 17. To know how the game is getting on
-
- In other words, when the end is approaching, or how the plot is
- developing. Once upon a time, score was the only measure of this, but
- hopefully not any more.
-
-
- 4 A Narrative...
- =================
-
- The initial version of the game was designed and
- implemented in about two weeks.
- -- P. David Lebling, Marc S. Blank, Timothy A. Anderson, of `Zork'
-
- It was started in May of '85 and finished in June '86.
- -- Brian Moriarty, of `Trinity' (from earlier ideas)
-
-
- --- Away in a Genre ---
-
- The days of wandering around doing unrelated things to get treasures are
- long passed, if they ever were. Even `Adventure' went to some effort to
- avoid this.
-
- Its many imitators, in the early years of small computers, often took no
- such trouble. The effect was quite surreal. One would walk across the
- drawbridge of a medieval castle and find a pot plant, a vat of acid, a copy
- of Playboy magazine and an electric drill. There were puzzles without
- rhyme or reason. The player was a characterless magpie always on the
- lookout for something cute to do. The crossword had won without a fight.
-
- It tends to be forgotten that `Adventure' was quite clean in this respect:
- at its best it had an austere, Tolkienesque feel, in which magic was scarce,
- and its atmosphere and geography was well-judged, especially around the
- edges of the map: the outside forests and gullies, the early rubble-strewn
- caves, the Orange River Rock room and the rim of the volcano.
- Knife-throwing dwarves would appear from time to time, but joky town council
- officers with clipboards never would. `Zork' was condensed, less spacious
- and never quite so consistent in style: machines with buttons lay side by
- side with trolls and vampire bats. Nonetheless, even `Zork' has a certain
- `house style', and the best of even the tiniest games, those by Scott
- Adams, make up a variety of genres (not always worked through but often
- interesting): vampire film, comic-book, Voodoo, ghost story.
-
- By the mid-1980s better games had settled the point. Any player dumped in
- the middle of one of `The Lurking Horror' (H. P. Lovecraft horror), `Leather
- Goddesses of Phobos' (30s racy space opera) or `Ballyhoo' (mournfully
- cynical circus mystery) would immediately be able to say which it was.
-
- The essential flavour that makes your game distinctive and yours is genre.
- And so the first decision to be made, when beginning a design, is the style
- of the game. Major or minor key, basically cheerful or nightmarish, or
- somewhere in between? Exploration, romance, mystery, historical
- reconstruction, adaptation of a book, film noir, horror? In the style of
- Terry Pratchett, Edgar Allen Poe, Thomas Hardy, Philip K. Dick? Icelandic,
- Greek, Chaucerian, Hopi Indian, Aztec, Australian myth?
-
- If the chosen genre isn't fresh and relatively new, then the game had better
- be very good. It's a fateful decision: the only irreversible one.
-
-
- --- Adapting Books ---
-
-
- Two words of warning about adapting books. First, remember copyright,
- which has broader implications than many non-authors realise. For instance,
- fans of Anne McCaffrey's "Dragon" series of novels are allowed to play
- network games set on imaginary planets which do not appear in McCaffrey's
- works, and to adopt characters of their own invention, but not to use or
- refer to hers. This is a relatively tolerant position on the part of her
- publishers.
-
- Even if no money changes hands, copyright law is enforceable, usually
- until fifty years after the author's death (but in some countries seventy).
- Moreover some classics are written by young authors (the most extreme case
- I've found is a copyright life of 115 years after publication). Most of
- twentieth-century literature, even much predating World War I, is still
- covered: and some literary estates (that of Tintin, for instance) are highly
- protective. (The playwright Alan Bennett recently commented on the trouble
- he had over a brief parody of the 1930s school of adventure yarns - Sapper,
- Dornford Yates, and so on - just because of an automatic hostile response
- by publishers.) The quotations from games in this article are legal only
- because brief excerpts are permitted for critical or review purposes.
-
- Secondly, a direct linear plot is very hard to successfully implement in
- an adventure game. It will be too long (just as a novel is usually too much
- for a film, which is nearer to a longish short story in scope) and it will
- involve the central character making crucial and perhaps unlikely decisions
- at the right moment. If the player decides to have tea outside and not to
- go into those ancient caves after all, the result is not "A Passage to
- India". (A book, incidentally, which E. M. Forster published in 1924, and
- on which British copyright will expire in 2020.)
-
- Pastiche is legally safer and usually works better in any case: steal a
- milieu rather than a plot. In this (indeed, perhaps only this) respect,
- McCaffrey's works are superior to Forster's: then again, Chaucer or Rabelais
- have more to offer than either, and with no executors waiting to pounce.
-
-
- --- Magic and Mythology ---
-
-
- Whether or not there is "magic" (and it might not be called such, for
- example in the case of science fiction) there is always myth. This is the
- imaginary fabric of the game: landscape is more than just buildings and
- trees.
-
- The commonest `mythology' is what might be called `lazy medieval', where
- anything prior to the invention of gunpowder goes, all at once, everything
- from Greek gods to the longbow (a span of about two thousand years). In
- fact, anything an average reader might think of as `old world' will do, the
- Western idea of antiquity being a huge collage. This was so even in the
- time of the Renaissance:
-
- One is tempted to call the medieval habit of life mathematical
- or to compare it with a gigantic game where everything is
- included and every act is conducted under the most complicated
- system of rules. Ultimately the game grew over-complicated
- and was too much for people...
-
- (In some ways, the historical counterparts of the characters in a medieval
- adventure game saw the real world as if it were such a game.)
-
- That last quotation was from E. M. W. Tillyard's book `The Elizabethan
- World Picture', exactly the stuff of which game-settings are made.
- Tillyard's main claim is that
-
- The Elizabethans pictured the universal order under three main
- forms: a chain, a series of corresponding planes and a dance.
-
- Throw all that together with Hampton Court, boats on the Thames by night
- and an expedition or two to the Azores and the game is afoot.
-
-
- Most games do have "magic", some way of allowing the player to transform
- her surroundings in a wholly unexpected and dramatic way which would not be
- possible in real life. There are two dangers: firstly, many systems have
- already been tried - and naturally a designer wants to find a new one.
- Sometimes spells take place in the mind (the `Enchanter' trilogy), sometimes
- with the aid of certain objects (`Curses'); sometimes half-way between the
- two (Level 9's `Magik' trilogy).
-
- Secondly, magic is surreal almost by definition and surrealism is dangerous
- (unless it is deliberate, something only really attempted once, in `Nord 'n'
- Burt Couldn't Make Head Nor Tail Of It'). The T-Removing Machine of
- `Leather Goddesses of Phobos' (which can, for instance, transform a rabbit
- to a rabbi) is a stroke of genius but a risky one. The adventure game is
- centred on words and descriptions, but the world it incarnates is supposed
- to be solid and real, surely, and not dependent on how it is described? To
- prevent magic from derailing the illusion, it must have a coherent
- rationale. This is perhaps the definition of mystic religion, and there are
- plenty around to steal from.
-
-
- What can magic do? Chambers English Dictionary defines it as
-
- the art of producing marvellous results by compelling the
- aid of spirits, or by using the secret forces of nature, such as
- the power supposed to reside in certain objects as `givers of life':
- enchantment: sorcery: art of producing illusions by legerdemain:
- a secret or mysterious power over the imagination or will.
-
- It is now a commonplace that this is really the same as unexplained
- science, that a tricorder and a rusty iron rod with a star on the end are
- basically the same myth. As C. S. Lewis, in `The Abolition of Man',
- defined it,
-
- For magic and applied science alike the problem is how to subdue
- reality to the wishes of man.
-
- Role-playing games tend to have elaborately worked-out theories about magic,
- but these aren't always suitable. Here are two (slightly simplified)
- excerpts from the spell book of `Tunnels and Trolls', which has my favourite
- magic system:
-
- Magic Fangs Change a belt or staff into a small poisonous
- serpent. Cannot "communicate" with mage, but does obey mage's
- commands. Lasts as long as mage puts strength into it at time
- of creation.
-
- Bog and Mire Converts rock to mud or quicksand for 2 turns,
- up to 1000 cubic feet. Can adjust dimensions as required, but must
- be a regular geometric solid.
-
- Magic Fangs is an ideal spell for an adventure game, whereas Bog and Mire
- is a nightmare to implement and impossible for the player to describe.
-
- If there are spells (or things which come down to spells, such as alien
- artifacts) then each should be used at least twice in the game, preferably
- in different contexts, and some many times. But, and this is a big `but',
- the majority of puzzles should be soluble by hand - or else the player will
- start to feel that it would save a good deal of time and effort just to
- find the "win game" spell and be done with it. In similar vein, using
- an "open even locked or enchanted object" spell on a shut door is less
- satisfying than casting a "cause to rust" spell on its hinges, or
- something even more indirect.
-
-
- Magic has to be part of the mythology of a game to work. Alien artifacts
- would only make sense found on, say, an adrift alien spaceship, and the
- player will certainly expect to have more about the `aliens' revealed in
- play. Even the traditional magic word "xyzzy", written on the cave's
- walls, is in keeping with the centuries of initials carved by the first
- explorers of the Mammoth cave.
-
-
- --- Research ---
-
-
- Design usually begins with, and is periodically interrupted by, research.
- This can be the most entertaining part of the project and is certainly the
- most rewarding, not so much because factual accuracy matters (it doesn't)
- but because it continually sparks off ideas.
-
- A decent town library, for instance, contains thousands of maps of one kind
- or another if one knows where to look: deck plans of Napoleonic warships,
- small-scale contour maps of mountain passes, city plans of New York and
- ancient Thebes, the layout of the U.S. Congress. There will be photographs
- of every conceivable kind of terrain, of most species of animals and plants;
- cutaway drawings of a 747 airliner and a domestic fridge; shelves full of
- the collected paintings of every great artist from the Renaissance onwards.
- Data is available on the melting point of tungsten, the distances and
- spectral types of the nearest two dozen stars, journey times by rail and
- road across France.
-
- History crowds with fugitive tales. Finding an eyewitness account is
- always a pleasure: for instance,
-
- As we ranged by Gratiosa, on the tenth of September, about twelve a
- clocke at night, we saw a large and perfect Rainbow by the Moone light,
- in the bignesse and forme of all other Rainbows, but in colour much
- differing, for it was more whitish, but chiefly inclining to the colour
- of the flame of fire.
-
- (Described by the ordinary seaman Arthur Gorges aboard Sir Walter
- Raleigh's expedition of 1597.)
-
- Then, too, useful raw materials come to hand. A book about Tibet may
- mention, in passing, the way to make tea with a charcoal-burning samovar.
- So, why not a tea-making puzzle somewhere? It doesn't matter that there
- is as yet no plot to fit it into: if it's in keeping with the genre, it
- will fit somewhere.
-
- Research also usefully fills in gaps. Suppose a fire station is to be
- created: what are the rooms? A garage, a lounge, a room full of uniforms,
- yes: but what else? Here is Stu Galley, on writing the Chandleresque murder
- mystery `Witness':
-
-
- Soon my office bookshelf had an old Sears catalogue and a pictorial
- history of advertising (to help me furnish the house and clothe the
- characters), the "Dictionary of American Slang" (to add colour to the
- text) and a 1937 desk encyclopaedia (to weed out anachronisms).
-
- The result (overdone but hugely amusing) is that one proceeds up the
- peastone drive of the Linder house to meet (for instance) Monica, who has
- dark waved hair and wears a navy Rayon blouse, tan slacks and tan pumps with
- Cuban heels. She then treats you like a masher who just gave her a whistle.
-
- On the other hand, the peril of research is that it piles up fact without
- end. It is essential to condense. Here Brian Moriarty, on research for
- `Trinity', which went as far as geological surveys:
-
- The first thing I did was sit down and make a map of the Trinity site. It
- was changed about 50 times trying to simplify it and get it down from over
- 100 rooms to the 40 or so rooms that now comprise it. It was a lot more
- accurate and very detailed, but a lot of that detail was totally useless.
-
- There is no need to implement ten side-chapels when coding, say, Chartres
- cathedral, merely because the real one has ten.
-
-
- --- The Overture ---
-
-
- At this point the designer has a few photocopied sheets, some scribbled
- ideas and perhaps even a little code - the implementation of a samovar, for
- instance - but nothing else. (There's no harm in sketching details before
- having the whole design worked out: painters often do. Besides, it can be
- very disspiriting looking at a huge paper plan of which nothing whatever is
- yet programmed.) It is time for a plot.
-
- Plot begins with the opening message, rather the way an episode of Star Trek
- begins before the credits come up. Write it now. It ought to be striking
- and concise (not an effort to sit through, like the title page of `Beyond
- Zork'). By and large Infocom were good at this, and a fine example is Brian
- Moriarty's overture to `Trinity':
-
- Sharp words between the superpowers. Tanks in East Berlin. And now,
- reports the BBC, rumors of a satellite blackout. It's enough to spoil your
- continental breakfast.
-
- But the world will have to wait. This is the last day of your $599 London
- Getaway Package, and you're determined to soak up as much of that
- authentic English ambience as you can. So you've left the tour bus behind,
- ditched the camera and escaped to Hyde Park for a contemplative stroll
- through the Kensington Gardens.
-
- Already you know: who you are (an unadventurous American tourist, of no
- consequence to the world); exactly where you are (Kensington Gardens, Hyde
- Park, London, England); and what is going on (bad news, I'm afraid: World
- War III is about to break out). Notice the careful details: mention of the
- BBC, of continental breakfasts, of the camera and the tour bus. In style,
- the opening of `Trinity' is escapism from a disastrous world out of control:
- notice the way the first paragraph is in tense, blunt, headline-like
- sentences, whereas the second is much more relaxed. So a good deal has been
- achieved in two paragraphs.
-
- The point about telling the player who to be is more subtle than first
- appears. "What should you, the detective, do now?" asks `Witness'
- pointedly on the first turn. Gender is an especially awkward point. In
- some games the player's character is exactly prescribed: in `Plundered
- Hearts' you are a particular girl whisked away by pirates, and have to act
- in character. Other games take the attitude that anyone who turns up can
- play, as themselves, with whatever gender or attitudes (and in a dull
- enough game with no other characters, these don't even matter).
-
-
- --- An Aim in Life ---
-
-
- Once the player knows who he is, what is he to do? Even if you don't want
- him to know everything yet, he has to have some initial task.
-
- Games vary in how much they reveal at once. `Trinity' is foreboding but
- really only tells the player to go for a walk. `Curses' gives the player an
- initial task which appears easy - look through some attics for a tourist map
- of Paris - the significance of which is only gradually revealed, in stages,
- as the game proceeds. (Not everyone likes this, and some players have told
- me it took them a while to motivate themselves because of it, but on balance
- I disagree.) Whereas even the best of "magic realm" type games (such as
- `Enchanter') tends to begin with something like:
-
- You, a novice Enchanter with but a few simple spells in your Book,
- must seek out Krill, explore the Castle he has overthrown, and learn
- his secrets. Only then may his vast evil...
-
- A play is nowadays sometimes said to be `a journey for the main character',
- and there's something in this. There's a tendency in most games to make the
- protagonist terribly, terribly important, albeit initially ordinary - the
- player sits down as Clark Kent, and by the time the prologue has ended is
- wearing Superman's gown. Presumably the idea is that it's more fun being
- Superman than Kent (though I'm not so sure about this).
-
- Anyway, the most common plots boil down to saving the world, by exploring
- until eventually you vanquish something (`Lurking Horror' again, for
- instance) or collecting some number of objects hidden in awkward places
- (`Leather Goddesses' again, say). The latter can get very hackneyed (find
- the nine magic spoons of Zenda to reunite the Kingdom...), so much so that
- it becomes a bit of a joke (`Hollywood Hijinx') but still it isn't a bad
- idea, because it enables many different problems to be open at once.
-
- As an aside on saving the world, with which I suspect many fans of `Dr Who'
- would agree: it's more interesting and dramatic to save a small number of
- people (the mud-slide will wipe out the whole village!) than the whole
- impersonal world (but Doctor, the instability could blow up every star in
- the universe!).
-
- In the same way, a game which involves really fleshed-out characters other
- than the player will involve them in the plot and the player's motives,
- which obviously opens many more possibilities.
-
- The ultimate aim at this stage is to be able to write a one-page synopsis of
- what will happen in the full game (as is done when pitching a film, and as
- Infocom did internally, according to several sources): and this ought to
- have a clear structure.
-
-
- --- Size and Density ---
-
-
- Once upon a time, the sole measure of quality in advertisements for
- adventure games was the number of rooms. Even quite small programs would
- have 200 rooms, which meant only minimal room descriptions and simple
- puzzles which were scattered thinly over the map. (The Level 9 game
- `Snowball' - perhaps their best, and now perhaps almost lost - cheekily
- advertised itself as having 2,000,000 rooms... though 1,999,800 of them
- were quite similar to each other.)
-
- Nowadays a healthier principle has been adopted: that (barring a few
- junctions and corridors) there should be something out of the ordinary about
- every room.
-
- One reason for the quality of the Infocom games is that their roots were
- in a format which enforced a high density. In their formative years there
- was an absolute ceiling of 255 objects, which needs to cover rooms, objects
- and many other things (e.g., compass directions and spells). Some writers
- were slacker than others (Steve Meretzky, for example) but there simply
- wasn't room for great boring stretches. An object limit can be a blessing as
- well as a curse. (And the same applies to some extent to the Scott Adams
- games, whose format obliged extreme economy on number of rooms and objects
- but coded rules and what we would now call daemons so efficiently that the
- resulting games tend to have very tightly interlinked puzzles and objects,
- full of side-effects and multiple uses.)
-
- Let us consider the earlier Infocom format as an example of setting a
- budget. Many `objects' are not portable: walls, tapestries, thrones,
- control panels, coal-grinding machines. As a rule of thumb, four objects to
- one room is to be expected: so we might allocate, say, 60 rooms. Of the
- remaining 200 objects, one can expect 15-20 to be used up by the game's
- administration (e.g., in an Infocom game these might be a "Darkness" room,
- 12 compass directions, the player and so on). Another 50-75 or so objects
- may be portable but the largest number, at least 100, will be furniture.
-
- Similarly there used to be room for at most 150K of text. This is the
- equivalent of about a quarter of a modern novel, or, put another way, enough
- bytes to store a very substantial book of poetry. Roughly, it meant
- spending 2K of text (about 350 words) in each room - ten times the level of
- detail of the original mainframe Adventure.
-
- Most adventure-compilers are fairly flexible about resources nowadays
- (certainly TADS and Inform are), and this means that a rigorous budget is
- not absolutely needed. Nonetheless, a plan can be helpful and can help to
- keep a game in proportion. If a game of 60 rooms is intended, how will they
- be divided up among the stages of the game? Is the plan too ambitious, or
- too meek?
-
-
- --- The Prologue ---
-
-
- Just as most Hollywood films are three-act plays (following a convention
- abandoned decades ago by the theatre), so there is a conventional game
- structure.
-
- Most games have a prologue, a middle game and an end game, usually quite
- closed off from each other. Once one of these phases has been left, it
- generally cannot be returned to (though there is sometimes a reprise at the
- end, or a premonition at the beginning): the player is always going `further
- up, and further in', like the children entering Narnia.
-
- The prologue has two vital duties. Firstly, it has to establish an
- atmosphere, and give out a little background information.
-
- To this end the original `Adventure' had the above-ground landscape; the
- fact that it was there gave a much greater sense of claustrophobia and depth
- to the underground bulk of the game. Similarly, most games begin with
- something relatively mundane (the guild-house in `Sorcerer', Kensington
- Gardens in `Trinity') or else they include the exotic with dream-sequences
- (`The Lurking Horror'). Seldom is a player dropped in at the deep end (as
- `Plundered Hearts', which splendidly begins amid a sea battle).
-
- The other duty is to attract a player enough to make her carry on playing.
- It's worth imagining that the player is only toying with the game at this
- stage, and isn't drawing a map or being at all careful. If the prologue is
- big, the player will quickly get lost and give up. If it is too hard, then
- many players simply won't reach the middle game.
-
- Perhaps eight to ten rooms is the largest a prologue ought to be, and even
- then it should have a simple (easily remembered) map layout. The player can
- pick up a few useful items - the traditional bottle, lamp and key, whatever
- they may be in this game - and set out on the journey by one means or
- another.
-
-
- --- The Middle Game ---
-
-
- The middle game is both the largest and the one which least needs detailed
- planning in advance, oddly enough, because it is the one which comes nearest
- to being a collection of puzzles.
-
- There may be 50 or so locations in the middle game. How are they to be
- divided up? Will there be one huge landscape, or will it divide into zones?
- Here, designers often try to impose some coherency by making symmetrical
- patterns: areas corresponding to the four winds, or the twelve signs of the
- Zodiac, for instance. Gaining access to these areas, one by one, provides
- a sequence of problems and rewards for the player.
-
- Perhaps the fundamental question is: wide or narrow? How much will be
- visible at once?
-
- Some games, such as the original Adventure, are very wide: there are thirty or
- so puzzles, all easily available, none leading to each other. Others, such as
- `Spellbreaker', are very narrow: a long sequence of puzzles, each of which
- leads only to a chance to solve the next.
-
- A compromise is probably best. Wide games are not very interesting (and
- annoyingly unrewarding since one knows that a problem solved cannot
- transform the landscape), while narrow ones can in a way be easy: if only
- one puzzle is available at a time, the player will just concentrate on it,
- and will not be held up by trying to use objects which are provided for
- different puzzles.
-
- Just as the number of locations can be divided into rough classes at this
- stage, so can the number of (portable) objects. In most games, there are
- a few families of objects: the cubes and scrolls in `Spellbreaker', the rods
- and Tarot cards in `Curses' and so on. These are to be scattered about the
- map, of course, and found one by one by a player who will come to value them
- highly. The really important rules of the game to work out at this stage
- are those to do with these families of objects. What are they for? Is
- there a special way to use them? And these are the first puzzles to
- implement.
-
- So a first-draft design of the middle game may just consist of a rough
- sketch of a map divided into zones, with an idea for some event or meeting
- to take place in each, together with some general ideas for objects.
- Slotting actual puzzles in can come later.
-
-
- --- The End Game ---
-
-
- Some end games are small (`The Lurking Horror' or `Sorcerer' for instance),
- others huge (the master game in `Zork', now called `Zork III'). Almost all
- games have one.
-
- End games serve two purposes. Firstly they give the player a sense of being
- near to success, and can be used to culminate the plot, to reveal the game's
- secrets. This is obvious enough. They also serve to stop the final stage
- of the game from being too hard.
-
- As a designer, you don't usually want the last step to be too difficult; you
- want to give the player the satisfaction of finishing, as a reward for
- having got through the game. (But of course you want to make him work for
- it.) An end game helps by narrowing the game, so that only a few rooms and
- objects are accessible.
-
- In a novelist's last chapter, ends are always tied up (suspiciously neatly
- compared with real life - Jane Austen being a particular offender, though
- always in the interests of humour). The characters are all sent off with
- their fates worked out and issues which cropped up from time to time are
- settled. So should the end game be. Looking back, as if you were a winning
- player, do you understand why everything that happened did? (Of course,
- some questions will forever remain dark. Who did kill the chauffeur in `The
- Big Sleep'?)
-
- Most stories have a decisive end. The old Gothic manor house burns down,
- the alien invaders are poisoned, the evil warlord is deposed. If the end
- game lacks such an event, perhaps it is insufficiently final.
-
- Above all, what happens to the player's character, when the adventure ends?
-
- The final message is also an important one to write carefully, and, like the
- overture, the coda should be brief. To quote examples here would only spoil
- their games. But a good rule of thumb, as any film screenplay writer will
- testify, seems to be to make the two scenes which open and close the story
- "book-ends" for each other: in some way symmetrical and matching.
-
-
- 5 ...At War With a Crossword
- =============================
-
- Forest sways,
- rocks press heavily,
- roots grip,
- tree-trunk close to tree-trunk.
- Wave upon wave breaks, foaming,
- deepest cavern provides shelter.
-
- -- Goethe, Faust
-
- His building is a palace without design; the passages are tortuous, the
- rooms disfigured with senseless gilding, ill-ventilated, and horribly
- crowded with knick-knacks. But the knick-knacks are very curious, very
- strange; and who will say at what point strangeness begins to turn into
- beauty? ... At every moment we are reminded of something in the far past
- or something still to come. What is at hand may be dull; but we never
- lose faith in the richness of the collection as a whole... We are
- `pleased, like travellers, with seeing more', and we are not always
- disappointed.
-
- -- C.S. Lewis (of Martianus), The Allegory of Love
-
-
- From the large to the small. The layout is sketched out; a rough synopsis
- is written down; but none of the action of the game is yet clear. In short,
- there are no puzzles. What are they to be? How will they link together?
- This section runs through the possibilities but is full of question marks,
- the intention being more to prod the designer about the consequences of
- decisions than to suggest solutions.
-
-
- --- Puzzles ---
-
-
- Puzzles ought not to be simply a matter of typing one well-chosen line. The
- hallmark of a good game is not to get any points for picking up an easily
- available key and unlocking a door with it. This sort of low-level
- achievement - wearing an overcoat found lying around, for instance - should
- count for little. A memorable puzzle will need several different ideas to
- solve (the Babel fish dispenser in `The Hitch-hiker's Guide to the Galaxy',
- for instance). My personal rule with puzzles is never to allow one which I
- can code up in less than five minutes.
-
- Nonetheless, a good game mixes the easy with the hard, especially early on.
- The player should be able to score a few points (not many) on the very first
- half-hearted attempt. (Fortunately, most authors' guesses about
- which puzzles are easy and which hard are hopelessly wrong anyway. It
- always amuses me, for instance, how late on players generally find the
- golden key in `Curses': whereas they often puzzle out the slide-projector
- far quicker than I intended.)
-
- There are three big pitfalls in making puzzles:
-
- The "Get-X-Use-X" syndrome
- --------------------------
- Here, the whole game involves wandering about picking up bicycle pumps and
- then looking for a bicycle: picking up pins and looking for balloons to
- burst, and so on. Every puzzle needs one object. As soon as it has been
- used it can be dropped, for it surely will not be required again.
-
- The "What's-The-Verb" syndrome
- ------------------------------
- So you have your bicycle pump and bicycle: "use pump" doesn't work, "pump
- bike" doesn't w