Category Archives: Zarf on Games

by Miyuki Miyabe; translated to English by Alexander O. Smith

I suppose I should write two reviews here: one for folks who love Ico the videogame, and one for folks who have never heard of it. (If you're in between, flip a coin and read both.)

Ico was a 2001 videogame (for the Playstation). I loved it; I still love it. It remains a landmark in atmospheric, engaging videogame storytelling. Notably, it was almost entirely wordless. Everything was conveyed through architecture, lighting, the body language of the protagonists, and -- most important -- the physical struggle of the game's challenges. If you haven't played the game, this makes no sense to you. Let me put forth that the most important button on the game's controller, the one about which the story revolves, is "hold hands".

So how does this experience translate into a novel?

Continue reading Ico: Castle in the Mist (book review).
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The Night Circus

I never got around to playing Echo Bazaar, despite a weltering wave of friends who washed through, happily tweeting little fragments of louche Victorian storyline. I had a day job at that point, and I didn't want any addictions that could embarrassingly sneak up on me at the office. (The brownie bars from the cafe down the block were bad enough.)

Now the company has released The Night Circus, a smaller -- I assume smaller -- game in the same model, as a licensed promotional thing for an upcoming book. The boss is no longer looking over my shoulder (his head is now firmly positioned on top of my neck) so I figured it was time to give the thing a try.

Continue reading The Night Circus.
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And now, the part where I review DASH and BAPHL (spring 2011 editions). Okay, not really review. The part where I call out some interesting aspects of each, and compare them. Because I like it when game design improves over time.

Continue reading Local puzzle hunts, part 2: Daffle and Bash.
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I've played through two puzzle hunts in the past two weeks: DASH and BAPHL. I want to talk about these events, and in fact I've been asked to compare them (hi Julia!). But I also want to talk about puzzle hunts in general, for the benefit of people who have never tried them. This leaves me writing a post which is more than usually disorganized.

(Some people would ask "More than usual?")

Continue reading Local puzzle hunts, part 1: Puzzle whats?.
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Interactive fairy tales

This is a wide-open question, and historically around here the wide-open questions fall flat and deflate with a faint sad whistling sound. But I'll try it anyway.

What are the archetypes of interactive folk tales and fairy tales? I mean, what are the natural shapes of the things?

We have fairy-tale notions -- and maybe they date back no farther than Grimm and Lang, I'm no researcher, but we have them anyhow -- that if there are three brothers, then the first one gets the title and the second one gets the wealth and the third one gets to be poor and honest and goes off to be a protagonist. Three sisters (or nine, or twelve) are rarely even that lucky. You give a coin to a beggar so that he will turn out to be a wizard or the king of this-or-that; misery follows innocence and leads to triumph; and you always fail after succeeding twice, or succeed after failing twice.

(That last point should probably be tied to the observation that second marriages always work out miserably. I don't know where that one leads.)

But all of this pre-supposes a certain... certainty. Inevitability. These stories come to us in books, and there is a way the story goes. (Even if the movie then re-stitches the whole thing into a hat or a pterodactyl.)

What does a story look like when interactive tools appear, and the constraint of print and performance is removed?

Continue reading Interactive fairy tales.
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The question "Are games art?" is thoroughly boring, because the answer is obvious. It's obvious to me; it's obvious to you. I don't know if our obvious answers are the same, but whatever -- either way there's nothing to discuss.

This doesn't mean I'm tired of discussing why videogames are or aren't art. A couple of days ago Tablesaw posted a quick manifesto-ation, which I thought was terrific:

The player of a game is not the audience of a game, just as an actor is not the audience of a playscript, and a musician is not the audience of a score.

Games lack an audience not in the traditionally understood manner (nobody is desires to or is able to observe the art), but in a profound and fundamental way, in that they cannot be understood except through entering collaboration.

(--from Shorter Games and Art, April 5)

Of course it's easy to pick at rough edges here (this is the Internet!) -- a game of Rock Band can have an audience. Adventure games (text and graphical) play very well in groups, with one player "driving" and the rest involved at a lower level, if at all. But these cases only make the question more interesting.

Continue reading Inevitably I am drawn into the games-and-art thing.
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Life Flashes By

I played Life Flashes By last year, when the first public release appeared. The author had previously demoed the game at the IF gathering at PAX Prime in Seattle, so I'd already seen a "middle" chapter of the work.

I didn't write anything at the time, because I am lazy and then because Emily Short wrote a column that was more perceptive than what I was thinking. However, now it's been another few months; Life Flashes By has circulated around the various gaming communities and been discussed some; it's been featured in the recent IF Demo Fair; and Deirdra Kiai is declaring a full, final, let's get this thing on the road release. (Available as free download or collector's edition.)

"So now what do you think, smart guy?" Hm.

Continue reading Life Flashes By.
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The Secrets Game (idea)

A while ago, Emily Short posted an online chat that I was involved in:

zarf says, "(this reminds me that I should write a blog entry about that MMO prototype that I never did anything with)"

zarf says, "the secret plan that I never did anything with was to combine the window dressing with a power law of frequency, so that the room descriptions are random but one particular random room is your home base and you see it more often"

I was referring to a gameplay prototype that I came up with back in September. The idea was for a casual MMO-RPG -- something on the level of Kingdom of Loathing or Echo Bazaar. I didn't create an online demo, though. I just wrote an interactive Python script to try out the gameplay and the text environments.

You have dreamed of this for years -- who has not? But now it's in sight. You're not bogged down in the World any more; you've reached the gates of the City.

"Welcome to Mezzohaus -- the City of Secrets."

...Or that's what's carved over the archway as you approach. You frown; wasn't this place called "Middlehorst" in the old stories? Probably vandalism. Never mind.

Why here? Because you need the City. Why you? Because you belong here: you hold your own secrets. The blood of the Martians flows in you, and that will give you an edge. You know only scraps of Martian lore; but even the smallest secret is coin here.

You pass beneath the arch, and the stink of Mezzohusse's docks rolls over you. Pheugh -- but it's a place to start. You turn, at a thought, for one last look out at the World.

There is no archway behind you. You see only a battered iron door, tight-locked, in the side of a shambled building. Fluttering on the lintel is a note, which you pull free. It reads: "The first secret is to wait and watch."

Continue reading The Secrets Game (idea).
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Desktop Dungeons and tiny UI hangnails

I was bored Saturday night (yes, I'm allowed to be bored) and asked around for game suggestions. Someone mentioned that Desktop Dungeons was out for Mac. I had only the vaguest memory of having heard of Desktop Dungeons, but I gave it a shot.

Desktop Dungeons -- screenshot

The dungeon is a little larger in real life, but I've clipped the shot rather than shrinking it.

Turns out it's a microroguelike. Meaning, it's Nethack, only short. That's nifty. The designers say it's aimed at ten-minute game sessions. It takes me twenty or thirty, because of their other nifty idea: the combat is (almost) completely deterministic. You strike for a fixed amount of damage, the enemy strikes for a fixed amount of damage. You can see all the stats in advance, so you know whether you're going to win. Also, the monsters are static -- they sit still and wait for you to pick fights.

Continue reading Desktop Dungeons and tiny UI hangnails.
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Puzzle structure in 2015

I recently read Tony Bourdain's Medium Raw, which was a fascinating look into the world of people who are really, really interested in food. I like food. These people think about food more than I do. So much so that I can barely understand their explanations.

At my first meal at Momofuku Ssäm, one particular dish slapped me upside the head [...] It was a riff on a classic French salad of frisée aux lardons: a respectful version of the bistro staple -- smallish, garnished with puffy fried chicharrones of pork skin instead of the usual bacon, and topped with a wonderfully runny, perfectly poached quail egg. Good enough [...] But the salad sat on top of a wildly incongruous stew of spicy, Korean-style tripe -- and it was, well, it was... genius. Here, on the one hand, was everything I usually hate about modern cooking -- and in one bowl, no less. It was "fusion" -- in the sense that it combined a perfectly good European classic with Asian ingredients and preparation. It was post-modern and contained my least favorite ingredient these days: irony. [...] But this was truly audacious. It was fucking delicious. And it had tripe in it.

(--from Medium Raw, Anthony Bourdain, chapter 17)

Mind you, the whole book isn't like that. Bourdain talks about everything from hamburgers, to fatherhood, to foie gras, to the Food Network, to the stupid things he wrote in his first book. But that paragraph in particular grabbed me because I have no idea what he's talking about. I can look up the recipe (frisée lettuce with hot pork, vinaigrette); maybe I've even eaten it somewhere. I've eaten spicy Korean stews. But why is this ironic? Or audacious? What is it reacting against? What are the things it is reacting against reacting against? If I'd been sitting next to Bourdain, eating off his plate, I still wouldn't have a clue.

I recalled this paragraph on Sunday afternoon, sitting in an MIT auditorium, listening to the designers of the 2011 Mystery Hunt talk about their puzzle structures. I knew exactly what they were talking about. I'd just lived through it (or half of it, anyway, since I got two good nights' sleep during the Hunt.) Everybody in the room was smiling and nodding along to the speaker's presentation, and laughing at the jokes on the slides. This was our field. This was our side of the wall. Tony Bourdain would have been completely befuddled, see?

Continue reading Puzzle structure in 2015.
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First-person graphical adventures -- Myst -- have become hugely successful in the past several years. Yes, even as Cyan Worlds and Presto Studios and such dinosaurs have withered in the frost. What are popular today are the tiny, casual, unbeautiful and narratively-barren games we call "room escapes". They're written in Flash, and they pour by the dozens out of our web browsers.

Viridian Room screenshot

(Of course, some are huge, some are hardcore, some are lovely, and some are rich story-worlds -- I don't have to link examples, do I? That's not the point. The escape genre has conventions, and they're not trying to live up to what we thought all graphical adventures would be like from 1994 onward.)

When I got my iPhone, I thought "Room escape games! Perfect! Little puzzle environments to explore while riding the subway to work." (This was when I rode the subway to work.) I looked through the nascent App Store, and found... a couple. There was no easy porting path for existing games, due to the whole Flash situation, and only a couple of developers were writing for iPhone directly.

More room escapes have appeared in the past two years, but it's still not a big corner of the App Store. More important: none of the games, as far as I've researched, have really thought about the iPhone (touchscreen) interface, and what it means for first-person graphical adventures.

Continue reading How to write a touchscreen adventure game.
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Since the dawn of Ravenhearst, the hidden-object genre has been with us. A screen full of junk, and a list of named items to pick out... Was it Ravenhearst, actually? The web is telling me that I should be blaming Mystery Case Files: Huntsville in 2005. That's still pretty recent, mind you.

2005 was also the year Myst 5 appeared, to not very widespread interest. Now, hidden object games didn't exactly displace the graphical adventure game. Those had been receding into their niche for years already. The Mystery Case Files were aimed at the newly-buzzlabelled casual-gaming market, meaning people who hadn't spent their teen years sweating over maps and joysticks. But the two genres have commonalities. Detailed environmental visuals led to a degree of convergent evolution: hidden-object games developed narratives, characters, dialogue -- even physical, mechanical, and symbolic puzzles. Sliding blocks and jumping pegs made their occasional appearance.

But the hidden object world stayed casual -- meaning aimed at a broad market; meaning easy. Picking a microscope or watermelon out of the onscreen welter might be time-consuming, but it didn't require puzzle-thinking per se. Hints were freely available to point out that last annoying dog collar. And when adventure-style or logical puzzles turned up, they stayed at the shallow end of the brain pool.

I don't mean to say I despise these games. Occasionally, when I want to kill an evening or two, I'll put down a few dollars and find me some objects. Recently, I've been trawling Apple's App Store -- because really, if you're going to spend an evening tapping on objects on a screen, the iPad is just the thing for it.

So I found myself looking at Mike Wilks's The Ultimate Alphabet, saying "Well of course." (App Store link.)

Continue reading The Ultimate Alphabet: hidden objects kick your ass.
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I have a new theory about IF. Okay, no. It's an analogy. It's not even much of an analogy, but let me change the subject. Pacing!

Let's talk. About pacing.

(Time passes.)

IF authors think about pacing all the time -- in a sense, everything an IF game is pacing. Why is there a puzzle at that point? Because you want the player to stop and engage with the story at that point. Why is some object in a closed (not even locked) chest? Because you want the player to slow down and take in the environment before proceeding. Why did you set up an implicit open action for that door? Because you don't want to slow down the player as he dashes through. Every decision about what to implement, what to split out, and what to bundle together, is a decision about how much attention you want the player to invest at that point.

This sort of pacing has its analog in the world of traditionally-written fiction. When writing a novel, you decide how many words to spend describing each plot event, each character and detail. That's familiar ground.

But then there's the broader sense of pacing: when is the character running for his life, and when is he catching up with his friends? When is she manipulating a hostile alien god, and when is she in the burn ward recovering from the consequences? In other words, how do you arrange different kinds of story action?

Continue reading IF and the Hitchhiker's Guide, but not the way you think.
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For the past few years, Mateusz Skutnik has been publishing a series of mini-graphical adventures (in Flash) called "Submachine". (JayIsGames has a good list of links and reviews.)

Submachine Network

The games are spare on storyline, but each game has a little bit. Even if the pieces don't fit together tidily... yet. As you might expect, there's been lots of ongoing forum discussion about the series.

Now the author has put up a new Submachine site: Submachine Network Exploration Experience. This is explicitly not a game; it's a set of interlinked mini-worlds, slices of the other games. The only "puzzles" are exploring and discovering new coordinates to explore. (Earlier games introduced a coordinate-based teleporter system.) But -- this is the cool part -- each mini-world contains some printed notes: forum transcripts, giving different people's theories of what's going on and what various parts of the game mean.

This is a lovely way to include the player community in what is, mechanically, a series of solo adventures. It incorporates player contributions; it acknowledges that player response is part of the story, without throwing "canon" (whatever that means) out the window (whatever that means). The Exploration site is clearly expandable -- the creator can add new mini-worlds whenever he wants. Or add new transcript notes. It's not part of the series (there will be more Submachine games) but it's part of the world.

You know my kinks, Watson, so you know this immediately reminded me of Myst Online. Cyan's project was a hugely ambitious MMO, of course, whereas Submachine is one designer's tightly-scoped project. But with SNEE (do I call it "SNEE"?) Mateusz Skutnik is tackling the same issues: ongoing story and the fan community. And, I must admit, he's now a step farther than Cyan ever managed.

(I don't recommend you start with the SNEE site -- it won't mean much if you haven't played the earlier games. Start with Submachine 1: the basement. The whole series is accessible from the Submachine World web site.)

EDIT-ADD: You should immediately read author Sarah Monette's essay on worldbuilding with 10 gnomes, which is about Mateusz Skutnik's hidden-gnome games, their artwork, and how it embraces different facets of the industrial landscape of Elfland. I mean Poland.

EDIT: Spelling the author's name right!

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Stress and relaxation

Which of these games is not like the other? Answer: both of them!

...That's a Zen joke. Here, let me fill your bathtub with brightly colored sleep furiously.

Here's the blurb for Zen Bound:

Zen Bound is a calm and meditative puzzle game about wrapping wooden sculptures with rope. A game in which a high score is not the goal - instead it is something to focus on and enjoy at your own relaxed pace.

...And here's the lead-in for Canabalt:

Tap to start your daring escape.

Bit of a difference in focus there, right?

These blurbs do not lie. In Zen Bound, you rotate your iPhone to wrap a rope around wooden blocks. There's no time limit. The soundtrack (by Ghost Monkey) is a slow, cool-and-smooth jazzy relaxation. You cannot die. You cannot lose.

In Canabalt, you sprint across the rooftops of a city that is being pulverized by giant robots. Let me say that again: pulverized by giant robots. Bombs fall around you, buildings crumble underfoot. You will eventually slip and fall. The soundtrack (by Danny Baranowsky) is a buzzing, thumping techno mix which puts the wind at your back. You cannot slow down. You cannot survive.

So, which of these games is relaxing to play?

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Pointing at "point and click"

In my last post I made sneery gestures at the term "point-and-click game". It is, of course, a meaningless term when applied to computer games, and has been since the mouse was popularized: nearly every game since 1990 has involved pointing and clicking. (I guess the ones before that were "hunt-and-peck games"?)

But, equally of course, genre terms have never made any sense on the literal level. "Science fiction" is broader than fiction about science; "fantasy" is more specific than made-up stories; and, closer to home, "adventure game" does not denote every game about people having adventures.

No, my real beef with "point and click" is that I have no clear idea what it means. What games are point-and-clicks? I have theories. Guesses. I don't know if they match up with anybody else's theories. When someone says "point and click" I have to go look at screenshots to figure out what kind of game it really is.

I never hesitate to blather about genre definitions but in this case it will be more fun to run a poll. Yes, one of those ridiculous Internet polls. Only The Gameshelf doesn't have a poll widget and I'm not energized enough to... well, to ask Jmac to install one... so I'll just post a list and you-all can comment. Comment! I know you're out there. I can hear you breathing.

Which of the following games are "point and click"?

Note that the question is not "which of these are good games?" or "which games did I enjoy?". This is pinning down the boundaries of a category.

If you want to say why a given game is or is not in the category, that's cool too.

Go.

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Games I played this holiday season

I spent two weeks sitting around playing games, because it was time to do that. Or, possibly, not yet time... because Bioshock 2 is February, Heavy Rain (from the Fahrenheit guy) is February, that Inferno game is February, God of War 3 is March, Prince of Persia the Movie the Game is May... Yes, I know, those are mostly the brand-name cranking for the year, and I am Part Of The Problem. There are other games that I'm looking forward to.

The point is, it's WinterStuffFair, and what is there out on the shelves that looks cool? Assassin's Creed 2, and a Silent Hill Wii game that they swear isn't another pointless sequel, but a (pointless?) remake.

I didn't play any of those. Instead, I played the original Assassin's Creed, and took breaks in Machinarium.

Continue reading Games I played this holiday season.
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System's Twilight turns fifteen

Fifteen years ago today, I released my first full-scale original game: System's Twilight.

And when I say "released", I mean "I uploaded it to the Info-Mac FTP archive at SUMEX-AIM." I set up a web page for the game, but I didn't publicize the URL much, because what was a URL? Everyone used FTP.

(I think Info-Mac had a web server too, by that point. But HTTP was merely an alternate way to access the files. It wasn't a web site.)

For fun, here's the announcement I posted to Usenet. (Thanks to Google Groups for preserving it; no thanks for making it really hard to find.)


  From: "Andrew C. Plotkin" 
  Newsgroups: comp.sys.mac.games
  Subject: NEW: System's Twilight 1.00
  Date: Sun,  9 Oct 1994 13:36:56 -0400
  Message-ID: 

  I just sent this out to the archives yesterday; it's on the faster
  mirrors already. It's in ./game/systems-twilight-100.hqx on Info-Mac. It
  should appeal to the Cliff Johnson / Heaven&Earth fans that have been
  talking recently...

  --------------------------

  System's Twilight: An Abstract Fairy Tale

  This game is a story and a puzzle. The story is made up of several
  parts, not all of which may be obvious. The puzzle is made up of
  many puzzles, some of which aren't obvious at all.

  That's all I'll tell you. The rest you get to figure out yourself. Have
  fun.

I haven't pasted in the whole thing, but check it out for historic amusement. Bang paths! Compatible with System 6.0.7 and System 7!

Continue reading System's Twilight turns fifteen.
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Not IFComp adventure reviews

Since it's IFComp season, I thought I'd get my ducks in a row by clearing my brain of commentary of the last few non-text adventures I played.

(Note: any linearity of ducks is strictly accidental. Use of "ducks in a row" as a metaphor does not constitute any guarantee of IFComp commentary, express or implied, now or later, leaded or decaf. Void where used in void context.)

Continue reading Not IFComp adventure reviews.
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On pixels

Warning: this post contains no deep insight. (It does provide my recommended weekly allowance of grump. If you like, you can read half a letter per minute, to stretch it out for a week. I wouldn't want anybody overdosing.)

There's a movement on the move in the game world, and it is pixels. I'm talking about Today I Die, I'm talking Don't Look Back, I'm talking The Majesty of Colors and I Wish I Were the Moon. The theme of these games is, if you can see pixels the size of postage stamps, it's art.

I have no problem with the games. I liked Today I Die a lot. (Don't Look Back turned into too much of a pain in the ass.) I just don't get the pixels. They're ugly, and they've been done. Yes, I had an Apple 2. Screens are better now.

I've heard it suggested that the pixels are a counterreaction to Flash -- especially in Flash games. Flash makes vectors easy. You know what? That's good. I like vectors. They're pretty, and they'll still be pretty in ten years when monitor resolution comes out of faucets. Go play Windosill for a while, for polygons' sake. Go play Gray; it's stylized art, it's got pixels; but it uses them as elements of a language, not a pretense that it's 1990.

There's a whole conversation to be had about the artistic value of retro. Go have it somewhere else. I'm changing the subject, and contradicting myself, because I've found something I hate worse than pixels: fake smoothing of pixels.

I just played through Loom -- speaking of 1990. It's just been re-released on Steam. Here, go play it now. It's four bucks, and it's a short game.

Loom at 320x240 Now, Loom was released on several platforms, with slightly different artwork to match their graphics hardware. Some were better than others -- fine. I played the Mac version, and I remember it as pretty. The re-release uses the nicest graphics available, unsurprisingly. But they can all be described, roughly, as a base set of 320x240 artwork -- maybe squashed down to a fixed color palette -- and then pixel-doubled. Here you see an example. Notice that it's gorgeous.

Here's that scene as it appeared in 1992:

Loom at 640x480

And here's how it appears, by default, today:

Loom at 640x480, smoothed

(These images are cut off on the right side to fit the Gameshelf's layout. Click for a complete image at the same resolution.)

Same thing? Except that something horrible has happened to the font -- look at those letters. And the lines around them. And the branch above them -- it's gone all... runny.

It's a pixel-smoothing algorithm, of course -- not a very bright one. Take a look at the bush in the lower left. Or the trees in the background. A delicate dithering has turned into a blotchy, gummy mass. It looks like it's been chewed.

(In the Steam version, you can hit Alt-S to switch the smoothing algorithm on and off. That's how I got these screenshots.)

In point of fact, this "smoothing" job has made the art look less smooth. The original artwork plays off the meaningful, low-frequency attributes of the scenery against the high-frequency noise of the pixel grid. Your eye actually sees through the pixels to the shading underneath -- a shading job that the hardware of the time could not convey. You see more resolution than exists.

I'm serious here: that's what dithering is. Look at the figure's grey robe (in the full-size version -- he's over on the right). It's made of pixels, in no more than eight discrete colors. But it looks smoothly blended. Whereas on the "smoothed" side, the same eight colors are flat puddles of pigment. The illusion is gone.

That's all I've got. Pixels: bad. Pixels: good. If you want a moral, go with beauty.

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