The state of IF worlds today
Posted: Tue Dec 26, 2006 6:04 pm
When I first discovered Interactive Fiction I was blown away by the possibilities--that you could tell the computer what to do, and it would understand what you meant, and something would happen. The sky felt like the limmit.
I was, then, very quickly disappointed when I went into Border Zone, chapter three, and typed things like "Guards, there is an assassination plot!" and got really really confused error messages.
Of course, now I understand the limmits of the medium and that it was ridiculous of me to expect them to implament things like that, especially with other NPCs. But that didn't stop me from hoping. Now I know the medium, I know the limmits, and I know that almost no authors try to stretch them.
Not to say that IF isn't innovative. Many of my favorit games play with the norm for an IF game, many do it as a matter of course just because the level of sofistication for those authors is set way high. Spider and Web plays with the unreliable narrator (in a way that, frankly, can be mimmicked in straight pros), Failsafe plays with the input format, Narcolepsi plays with the... output format, Common Ground plays with NPC interaction--but someone who's not an IF enthusiast has no real reason to care. Not about the games, but what's being done that us IF efficionatos pick up on as being so zomg revolutionary. (the medium is what, 30 years old and none of the games I just mentioned are more than 15 years old, Come on.) Galatea and I-0 are the only real games that use interactivity itself as the central gimmic, and neither of them, frankly, have very engaging storylines. Again, I am not knocking the games themselves. I respect them for what they are. But I do think that the community, as a whole, is too metaclever for its own good. I admit that I'm metaclever myself in lots of places--the mist room, for instance--but it's all for a reason, and it all drives the story along. And I fear that people who just write well, who do nothing but create worlds, are being passed over because SPAG reviewers don't think it's original.
The bottom line is, if I mention that there are trees, the player should be able to examine the trees, have the player character examine the trees, and report back to the player about what she sees. Similarly, if the player is in her car, she has no reason to talk to the player about her radiator, so it won't be mentioned in the room description. But it's still part of the car, as the player knows having been in a car that has one, so if the player for whatever reason decides that he wants a glance at the radiator, she should be able to glance at the radiator and talk for a while about it. The author of the game isn't just writing a story, he's creating a game world that the player should be able to walk around in and modify; if it's in character for the player character to do it, and there's nothing stopping the player character from doing it, the player character should do it, no matter what reaction that inevitably causes and, as a corilary, how much coding the author then needs to do to extend the illusion of a full world.
On the other hand, you then get fucking jackass players who for whatever reason decide to say "Oh! You have a real world full of vibrant scenery that can be interacted with in all sorts of logical ways for no reason, eh? Well, we'll see about that! >Climb tre, and then jump out of tree! Mwahahahahaaaha!" I have 0 sympathy for someone who goes around deliberately trying to break the game, so I don't feel particularly bad about putting "you dont' need to refer to that" messages everywhere, allah Andy Phillips; the alternative is to then program in lots of objects that have no purpose, wasting the author's time and the player's who is trained to expect that every object should have some sort of function when life just doesn't work that way.
My original death message for a player going east from the church was basically "What the hell is wrong with you? Did you expect that you were going to do battle, Godzilla-style, with the monster that's trying to kill you? Seriously, what could possibly have been going through your mind when you decided to do that? Look--you die. Okay? Christ. Moron." and only took it out at the behest of my coder, who was insisting that this fourth-wall break would absolutely kill the emersion. Similar to Planetfall when the player pushes the button on the elevator twice, or in PUTPBAA when the player pushes the phone booth. If the player tries something that should willfully get him killed just to see if we'll kill him, we should kill him. Plane and simple.
Here's an interesting debate to get in on, though. In my game, the player character starts out in one area, with several important objects in her inventory. In about four or five moves, she leaves that area... forever. She has absolutely no reason whatsoever to drop any of these objects, and if she does, then she has no way to get them back. The question: should I let the player willfully start dropping things for no reason (inventory management is something I don't bother with and there's nothing to pick up there anyway) and let the player put the game in an unwinnable state, or should I block the action with some lame excuse like "But it'll get covered in dirt if you do that!"? Myself, I would prefer the former. IF players, however, are trained to expect the latter. Why?
Why should I be forced to coddle the player from doing a pointless action that obviously could make the game unwinnable (there's not really a warning that you CAN'T come back to the area, but the PC has no reason *to* ever go back there, too, or for her to start littering the introduction area with her starting inventory.) Any halfway decent Player, upon dropping something for no reason, should blame himself, not the game, when the game calls for the item that he was given by the game God and not needed until now. There is no reason why the player character can't drop something, and expecting the world to just fold out of the way for the player in an effort to make everything 'fair' does more, in my opinion, to break realism than allowing the player to make the game unwinnable than forcing him to backtrack would.
I was, then, very quickly disappointed when I went into Border Zone, chapter three, and typed things like "Guards, there is an assassination plot!" and got really really confused error messages.
Of course, now I understand the limmits of the medium and that it was ridiculous of me to expect them to implament things like that, especially with other NPCs. But that didn't stop me from hoping. Now I know the medium, I know the limmits, and I know that almost no authors try to stretch them.
Not to say that IF isn't innovative. Many of my favorit games play with the norm for an IF game, many do it as a matter of course just because the level of sofistication for those authors is set way high. Spider and Web plays with the unreliable narrator (in a way that, frankly, can be mimmicked in straight pros), Failsafe plays with the input format, Narcolepsi plays with the... output format, Common Ground plays with NPC interaction--but someone who's not an IF enthusiast has no real reason to care. Not about the games, but what's being done that us IF efficionatos pick up on as being so zomg revolutionary. (the medium is what, 30 years old and none of the games I just mentioned are more than 15 years old, Come on.) Galatea and I-0 are the only real games that use interactivity itself as the central gimmic, and neither of them, frankly, have very engaging storylines. Again, I am not knocking the games themselves. I respect them for what they are. But I do think that the community, as a whole, is too metaclever for its own good. I admit that I'm metaclever myself in lots of places--the mist room, for instance--but it's all for a reason, and it all drives the story along. And I fear that people who just write well, who do nothing but create worlds, are being passed over because SPAG reviewers don't think it's original.
The bottom line is, if I mention that there are trees, the player should be able to examine the trees, have the player character examine the trees, and report back to the player about what she sees. Similarly, if the player is in her car, she has no reason to talk to the player about her radiator, so it won't be mentioned in the room description. But it's still part of the car, as the player knows having been in a car that has one, so if the player for whatever reason decides that he wants a glance at the radiator, she should be able to glance at the radiator and talk for a while about it. The author of the game isn't just writing a story, he's creating a game world that the player should be able to walk around in and modify; if it's in character for the player character to do it, and there's nothing stopping the player character from doing it, the player character should do it, no matter what reaction that inevitably causes and, as a corilary, how much coding the author then needs to do to extend the illusion of a full world.
On the other hand, you then get fucking jackass players who for whatever reason decide to say "Oh! You have a real world full of vibrant scenery that can be interacted with in all sorts of logical ways for no reason, eh? Well, we'll see about that! >Climb tre, and then jump out of tree! Mwahahahahaaaha!" I have 0 sympathy for someone who goes around deliberately trying to break the game, so I don't feel particularly bad about putting "you dont' need to refer to that" messages everywhere, allah Andy Phillips; the alternative is to then program in lots of objects that have no purpose, wasting the author's time and the player's who is trained to expect that every object should have some sort of function when life just doesn't work that way.
My original death message for a player going east from the church was basically "What the hell is wrong with you? Did you expect that you were going to do battle, Godzilla-style, with the monster that's trying to kill you? Seriously, what could possibly have been going through your mind when you decided to do that? Look--you die. Okay? Christ. Moron." and only took it out at the behest of my coder, who was insisting that this fourth-wall break would absolutely kill the emersion. Similar to Planetfall when the player pushes the button on the elevator twice, or in PUTPBAA when the player pushes the phone booth. If the player tries something that should willfully get him killed just to see if we'll kill him, we should kill him. Plane and simple.
Here's an interesting debate to get in on, though. In my game, the player character starts out in one area, with several important objects in her inventory. In about four or five moves, she leaves that area... forever. She has absolutely no reason whatsoever to drop any of these objects, and if she does, then she has no way to get them back. The question: should I let the player willfully start dropping things for no reason (inventory management is something I don't bother with and there's nothing to pick up there anyway) and let the player put the game in an unwinnable state, or should I block the action with some lame excuse like "But it'll get covered in dirt if you do that!"? Myself, I would prefer the former. IF players, however, are trained to expect the latter. Why?
Why should I be forced to coddle the player from doing a pointless action that obviously could make the game unwinnable (there's not really a warning that you CAN'T come back to the area, but the PC has no reason *to* ever go back there, too, or for her to start littering the introduction area with her starting inventory.) Any halfway decent Player, upon dropping something for no reason, should blame himself, not the game, when the game calls for the item that he was given by the game God and not needed until now. There is no reason why the player character can't drop something, and expecting the world to just fold out of the way for the player in an effort to make everything 'fair' does more, in my opinion, to break realism than allowing the player to make the game unwinnable than forcing him to backtrack would.