Monthly Archives: April 2013
Sometime in the latter midgame of Bioshock Infinite, I happened to notice that an archway I was about to scoot under was decorated with little bas-relief cherubs. Slowing down my usual breakneck pace through the map, I tilted my view up as I walked under the arch, and observed that, yes, the cherubs were fully three-dimensional, not simply a shadowed texture painted onto a flat surface. Someone at Irrational had taken the time to carefully model this sculpture and place it at this one spot in the game world.
What a shame, I thought.
Short update this time. Puzzle barriers implemented this month: seven. (Some, again, with multiple solutions.) Also another substantial chunk of the automatic move-around-the-map code. That has been going in slowly because it's so integrated with the puzzles -- going from one area to another usually requires a puzzle solution or two.
As I said in February, this is a weird development process, because I am implementing both the puzzles and the mechanism to bypass the puzzles. So it feels like there's no more game here then there was in January. I can start the thing up, type "ZAP-OMNI" (to mark all the puzzles as understood), then type "GO TO ANTECHAMBER" -- that's the second-hardest room to reach in the game. Zwoop. 41 lines of automated activity, and I'm in the Antechamber.
(This post is not about the definition of "game".)
Eleven years ago, I wrote a post entitled Characterizing Interactive Fiction. I wanted to put the pin in what I called "IF" and, more usefully, why I found that category to be interesting and distinct from other kinds of games.
My definition at that time -- here, I'll quote it:
A program which reveals a story (or related stories), created by an author (or authors), to a player (or players); such that the range of action available to the player is only partially known to him, and must be understood in terms of the story world; and such that the majority of important results of the player's actions are unique results, specifically created by the author to support that part of the story which the player is experiencing.
Notice that I don't say anything about a text parser, or even about text. This is because I was pointing at a structural similarity between (parser-based) text adventures and (first-person) graphical adventures.
I still find this a useful category. But it's not much of an observation these days, and designers have managed to incorporate those sorts of elements into lots of different kinds of games. (When I reworked the essay for the 2011 IF Theory Reader, I went with "a game that is controlled by textual input..." Mostly because the Myst-style adventure genre had more or less faded away.)
These days "interactive fiction" is a whole different argument. My 2002 essay relegated "those pesky CYOAs" to an end-note. That wasn't even controversial, because you could (at that time) still regard choice-based games as the genre of the simple branching plot tree -- Cave of Time on a computer. Those games that elaborated on the model did so in the direction of adding CRPG elements (potentially interesting, but not adventure-like) or by trying to become more like Zork (generally not interesting).
Playing Bioshock Infinite reminds me how much I wanted to write about I Am Alive, a game I finished earlier this year and found both easier to enjoy and quite uniquely thought-provoking. So let’s do that now.
This Ubisoft-produced survival-horror game appeared as a downloadable console title last year to little fanfare (which is to say, nobody on my Twitter timeline had much to say about it), and I bought it on a hunch, putting it aside for later. Even though it took me another year to actually pick up and play through, I found I Am Alive a delightful and rewarding surprise. While the game’s narrative isn’t spotless, I found the script and voice acting very good, and think the game explores genuinely new directions for survival-horror games in terms of both mechanics and story.
Let me describe here what I especially liked about the mechanics, because that’s the easy part. I hope this’ll be a warm-up for the narrative stuff, which I expect to have harder time writing well about. The game is about a man searching through a destroyed city for his family, and among the various situations he faces while under the player’s control are frequent encounters with opportunistic ruffians. That’s the bit I want to talk about here.