Photopia- Best Story Ever

If you have yet to play Photopia, you should really try it out immediately.  We have played a lot of text adventure games in class, however, this one has stood out the most to me.  The concept is remarkably radical- it is the first game we have played in class that I feel includes MORE narrative than game playing.  Sure, the other IF games we have tried out have elements of a narrative; they include a setting, a plot, characters, a resoluation, etc.  Photopia, however, is much more detailed in its story.

Although the game playing is limited in Photopia, I perfer it this way. I have found many of the other games that we have tried out in class to be extremely difficult in relation of “winning.”  With other text adventure games, I have had to attempt to play them 8, 9 or even 10 times before I could grasp how NOT to lose. Photopia was a nice break from this because I felt at ease reading through the short story.  I did not have to do a lot of guessing as to what I was supposed to do next; most of the directions were laid out right in front of me as I was reading, which I really enjoyed.

As I was playing Photopia, I began to realize how radical this piece of work probably was.  It was the best example I have seen as to what I personally think of when I hear “Interactive Fiction.”  It is a piece of literature, a short story, that I personally can interact with. Whereas other pieces of Interactive Fiction also attempt to do this, I have felt like many of them lack a “good” story.  They focus more on the game playing rather than the actual story- which is fine- but as an English major, I am more intrigued by the narration than the game itself.  Photopia is the perfect game for a beginner who is interested in seeing how narration and game playing can be combined to create something radical.

 

Apocalypse Now: Chapter 1

I hope to flesh out what I have here and create chapter 2 for the final, but I’m (albeit all of the frustrations) pretty happy with what I ended up with.

From reading and experimenting with many other Inform7 projects created this semester, I share sentiments with nearly everyone. It is incredibly difficult to get things to work exactly the way you want them to. While Inform DOES use a computer language “based on natural language,” it is, like any other computer language, extremely finicky over having syntax EXACTLY right.

I mention a couple of instances where wording matters in my previous/most recent blog covering how-to’s on a few things in Inform.

For my project I created the first chapter of a game I’m entitling “Apocalypse Now.” The premise, to put it plainly, take you, the player character through a mostly normal day, and have you experience the “apocalypse.” I used quite a few current pop culture and current event type references.

I ran into quite a few issues and had to make more compromises than I would have liked. Instead of creating the ability to have conversations with the characters I had to stick with straight say commands.

Instead of setting a timer on finding the answer to surviving the “apocalypse” I again, had to use say commands and could not even figure out how to get a message to show up every turn after X event happened, nor could I set a time limit before death.

I hope to fix these (my two biggest complaints) and several others when I go back and make edits for the final project.

My face when I tried to figure out how to do ANYTHING with the included Inform manual.

I did many good things with the project as well, though, including dark rooms, scenes, order of events, being fairly thorough with descriptions/not picking up things you shouldn’t, etc.

It was very helpful to have some classmates take a look at it and test things though…

My face whenever someone testing the game picked up something they weren't supposed to that I forgot to "instead" or "fix in place:" like a shower, a window... etc.

I’m open for any comments you all have on the game, as this is obviously a work in progress (though it is completely playable right now).

I’m also open to having “Inform” get togethers for/with anyone else interested in expanding upon their games and/or using Inform for their final projects!

 

Respecting the Authors of Elit

I chose Inform 7 for my creative project because the idea of a text adventure fascinates me.  Playing Colossal Cave Adventure for class was my first experience with a text adventure game, and I absolutely loved it.  It surprised me.  It is such a seemingly simple game, with only words to convey the story and world that you are interacting with, and yet I enjoyed playing it almost as much as I enjoy playing Assassin’s Creed or Skyrim.  I was hooked.  I wanted to be able to do the same thing – create an enriching, interactive world with nothing but words.  As a writer, I figured it would be easy.  Just a little bit of Inform programming language to learn.  No biggie.

Oh, how the mighty have fallen.

My creative project, “Murder So Sweet,” did not turn out to be what I’d hoped for.  I had so many issues battling Inform for correct wording that I almost flung my computer out the window and then spit on it a few times.  I had one idea where the player would have to retrieve a flashlight to light up a dark room, otherwise they wouldn’t be able to see what was in the room and thus miss out on part of the story.  Two days later, and I finally managed to beat Inform 7 into complacency.  While the included guidebook was relatively useful for the simpler mechanics, I was left mostly on my own to figure out specifics.  I finally found the section on lit/unlit objects, and was finally able to make the flashlight work as it supposed to, and had a mini dance party after I’d figured it out, but the fact that I spent two days trying to work a flashlight resonated.  It was so simple.  Only a few lines of text in programming for a measly two seconds of interaction in the game, and yet I had spent two complete, full, frustrating days on it.

I grew immediate respect for the creators of complex text adventures like Colossal Cave Adventure, or Shade, or Everything Dies.  I had enough problems making the fairly simplistic storyline of my own text adventure; how had these authors fared with theirs, which were so much more complicated than mine?  Inform 7 is not as intuitive as I’d hoped it would be – you have to actually know what you’re doing if you want to get anything done.  I have major respect (not that I didn’t have any before, but now it’s been multiplied by about nine thousand) for anyone who tries to program anything.

Electronic literature – and I mean good, complex, deep electronic literature – is hard to make, possibly moreso than any other form of literature.  It takes a certain amount of talent, skill, and hours of practice to make anything that can be considered good art or literature.  But a creator of Elit has to also deal with the complexities of computers, which are difficult enough depending on one’s level of interaction with them, and has to make it interactive enough so the reader doesn’t just get bored and click away to another screen.  And computers are ornery little things.  They get viruses, work slow if you put too much on them, work slow if they’re really old, run out of power when you are five million miles from an outlet, kill batteries so that you either have to plug it in an outlet if you want to go anywhere or spend the money to buy a new battery, blue screen for the tiniest of reasons, freeze if you accidentally run iTunes and Pandora at the same time, and the list goes on and on.  Yes, they are awesome machines and can create amazing works of art and literature and technology, but they’re more likely to explode in your face than cooperate with what you’re trying to do.  Electronic literature deserves some major respect, not only for taking normal literature above and beyond by adding an interactive feature, but also for being created on one of the most difficult machines the modern era has ever created.

So even if my attempt at a text adventure didn’t turn out as successfully as I’d hoped, I at least learned a lot about the effort it takes to create a piece of electronic literature and how difficult it actually is.  So bravo, Elit authors.  You deserve an applause.

Creating a creative project.

Before we began looking at the different programs used to make electronic literature, it never once occurred to me how much time and effort needs to be dedicated to making even the simplest form of electronic literature. As I began creating my own project using Inform 7, I quickly realized how difficult the task of creating a text adventure could be.  Every single action, thought, etc needs to be stated, even if it seems unimportant or obvious to you. One wrong or missing piece of text could prevent your text adventure from working correctly.  The text adventure I created was very simple, yet I still spent hours planning and testing the work before it was ready to be released.  I couldn’t even imagine all the effort that is put into other,more elaborate works of electronic literature.

The text adventure I created is called “Island Adventure.”  My game begins on a shipwrecked island,and the purpose of the game is to find the way off the island. Originally I wanted to do something entirely different with the text adventure, but having little prior experience with Inform 7 prevented me from doing so.  After multiple attempts, I was never able to figure out how to tell Inform 7 to do certain things I wanted it to do, so I had to change many things around.

Kudos to everyone who dedicated time and effort into making these works of electronic literature.  I can now say I know from experience just how hard it is to create one.

Anyways, you can try out my game on Playfic.  The URL is:

http://playfic.com/games/hholden88888/island-adventure

Murder So Sweet

I went with Inform 7 for my creative project, if only because a text adventure game allowed me to do what I wanted with the story I had in mind.  After a two day battle of epic proportions trying to get a flashlight to work in game, I almost regret that decision.  Almost.  I think I was successful, though.  Hopefully.  Check it out here.

Kellandria

I used Inform7 to create Kellandria, the story of  a castle that has suffered a catastrophe. The only way to win the game is to explore the entire castle and discover the secrets of its past. The end may take a little while to reach, but it’s pretty impossible to miss once you find it. Here’s a hint, in this game the points do matter.

One of the features of creating a playable game is the inclusion of cover art. In the playfic version, though, I couldn’t include it, but here it is anyway:

In case you couldn’t tell, I made it myself by manipulating a picture I had of a castle.

I hope you enjoy it if you do play it! Let me know if there are any problems or questions, and I’ll fix them or answer them depending.

Text Adventure- Progression of Literature

In the last few weeks, I have been exploring various examples of interactive fiction in order to decide which genre I would like to base my project on.  The form of Interactive Fiction that I seem to be exploring the most are the “text adventure” games on Playfic.  I find these games to be remarkably interesting because of their ability to combine storytelling and game playing in one, without having to add in extra graphics, etc.  In addition, I find these games intriguing because in a way, it allows one to create their own story.

Prior to this class I had never even heard of these text adventure games, let alone actually sat down and played one.  The first game I played, Colossal Cave Adventure, was incredibly difficult to grasp because this was the first game I have ever seen that was based only on text. It took a few attempts to understand and imagine myself in the adventure, but once I figured out the basic concept, the game and story began to unfold right in front of me.  Although the instructions and commands are very simple, these games can still be very difficult to master.

Since I began playing other text adventure games I have realized that these games are indeed a form of literature.  Each game created a story.  Each game is unique in its setting, characters and plot, all of which are elements of literature.  These games are revolutionary for literature.  Unlike traditional stories, each time you play a text adventure game you have the option of changing what happens.

Exploring Text Adventures

After yesterdays’ class I have been exploring the Playfic website.  I’ve been thinking of creating a piece of interactive fiction for my creative project.  I’ve been looking through the most popular as well as recently published fics.  To this point all of the interactive fiction pieces I’ve seen have fallen under the fantasy genre.  However, on this site there seem to all sorts of genre.  One I played, Too Early For Class, is very short and can be lost in very few steps.  What is different about this one is that the player does not seem able to go anywhere.  The goal of this game seems to be turning off the alarm clock.  It was odd to play a text adventure game that did not involve typing in directions to travel anywhere.  There was a single room with minimal furniture and details.  This was reassuring to see that a text adventure game, especially someone’s first, does not have to be super elaborate with a huge span of rooms.  Another game, Mythical Forest, seems to be a wannabe version of Colossal Cave Adventure.  The player is in the woods and trying to find their way into the caves.  There are unexpected twists, however, when one takes a wrong turn and is killed by zombies or vampires.  The great thing about this site is that every game gives you the option of seeing the source code for it.  So after trying the game a few times I was able to look at the code and get an idea of what I was supposed to do versus what I had done.  While the tutorial was useful it was the codes of the games I played that gave me a better idea of how I could format my own.  It was helpful to see how much detail was needed to set the scene and had details to the world created.  The games that were more engaging were the ones that offered the player a better idea of what their surroundings looked like.

Black as the Text on this Alabaster Screen, Red as the Exit Button

Emily Short, who designed the interactive fiction that took over my life for days at a time, Galatea, collaborated with ten other people to create another great interactive fiction work, Alabaster.

The set-up is similar to Galatea, but this work combines the conversation with a side image and follows more of a narrative sequence. The image shifts as the story develops, but for me it was a bit of a creepy distraction lurking on the edge of the screen.

Another major difference is the more expanded level of options available to the reader-player. Does the bright white screen hurt your eyes? Change it. Don’t feel like reading it? It can read it for you in a selection of voices and speeds! The best addition is the possibility of tutorial mode and the constant hints. Though, the hints did irritate me when I felt I wasn’t completly lost.

As an added bonus, the transcript of the entire game session can be viewed thanks to the new IF program, “Git.” I loved this because I like to see the whole picture and I love the possibility of permanence it creates.

Warning: Clicking the help menu will clear the screen and return you to the default description of your setting, but your game play still happened and you can view the transcription to refresh your memory about what happened. I learned this by opening the menu to check who worked on this game and then freaking out for a bit about losing all of my progress and I thought I would spare everyone else this unpleasantness.

The hinting continues throughout and while I try to ignore it, those lines of italicized text do prevent the hitting your head against a wall feeling of rephrasing your question ten different ways only to have the art critic “not know how to phrase the question” or “prefer to hear galatea’s opinon on the subject.” The best part is you can deviate from the hinted options if you ask something related to the events at hand in the right way.

Sometimes however, the hints get ahead of you and provide information you haven’t yet figured out and I found these spoilers very frustrating. This aspect of the game is a compromise between getting stuck and getting cheated out of discovery.

Alabaster takes on themes like gender roles through elements like the demon Lilith, whom, by the way, the Queen has invoked to help her be “the fairest in the land.” In this story, Lilith was made of fire and still as independent as in other writings. Eve is referred to as “the milkmaid Eve” by Snow White.

Snow White is in some ways a more lively conversationalist. There is more tension between the reader-player’s character and the parser character because you don’t know if Snow or the Queen is the villain. And, depending on the way you play, either way can become the truth.

As the narrative progresses, a focused observer who hasn’t just tucked the creepy image bar to the side of the display, might notice something interesting. The image reflects the subject of the conversation and Snow’s mood. When we discussed the Queen, A second feminine face loomed behind the original woman I had taken to be our fair maiden. When the conversation about her step-mother made her unhappy, rain fell acros the image in all its jagged penstroke glory. It became a good barometer for how to react and when to tread softly.

talking to snow about the queen and being unhappy about it

Don’t Panic.

I love The Hitchhiker’s Guide to the Galaxy. Well, to be more precise I love Douglas Adams. I love that the inspiration for Hitchhiker came to him while drunk in a field in Austria and despite this, his writing is witty and smart and accessible. So I was beyond thrilled that playing the text adventure version of The Hitchiker’s Guide to the Galaxy counted as blogging for this class. Somewhere in the back of my brain I remembered that such a thing existed, because in the introduction to a book version that contains all five installments in the Hitchhiker series, Adams talks about the fact that so many different manifestations of Hitchhiker exists that they contradict each other. Yet somehow this only adds to the charm of the series.

The intro to the game says,”It therefore stands to reason that any game which combined a really good programmer with a really good writer was likely to do well. So when Steve Meretzky of Infocom got together with Douglas Adams to create a game based around the Hitchhiker’s Guide to the Galaxy, the result was never going to be less than interesting and more than likely insane. So it proved – the Hitchhiker’s Guide adventure game was one of the best-selling games of its era, selling some 350,000 copies. In 1984.” It is fantastic that literature and computer programming can come together in such a seamless way and the result was very satisfying.

Being familiar with the book and the movie definitely gave clues to navigating through the game, but the game play had some distinct differences and was definitely limited by the commands allowed. To be fair though, command limitations are a frustration that I have had with all text adventures that we have explored so far. Having control over something so familiar was absolutely thrilling. Those of you familiar with the books will be pleased to know that entering “don’t panic” returns the message “Very clever. It looks like there’s a lot you should be panicking about.”

There were all sorts of other Douglas Adam-y type features to the game such as being scolded for having poor sentence structure in a command and losing 30 points each time you drink the “Advanced Tea Substitute.” Another cool feature was that the character changed a few times in the story line from Arthur to Ford to Trillian and back again. This allows the player to interact with their future or past selves, this is helpful when sharing objects between multiple characters, but does cause a lot of confusion. My only criticism was that I couldn’t scroll up on the text box, like I was able to in Colossal Cave Adventure, so I often found myself stuck or forgetting what I was going to do next.

From what I have found about the game online, this is an incredibly complex and tedious game but to me playing it was a bit like suddenly finding a treasure map left to you by a beloved uncle.

An uncle you leaves you wonderful tidbits like this:

Hitchhiker Text Adventure Game