Results tagged “adventures” from The Gameshelf

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.)

More iPhone adventures

A quick note: Craig Smith has ported Frotz to the iPhone. This means that you can play I am not kidding hundreds of text adventures, including all of mine. Frotz is a free download in the iPhone App Store. (It's a Google code project.)

The app comes with a nice stack of games. (Including the famous Zarf games A Change in the Weather, Spider and Web, and The Dreamhold. Also the famous not-by-Zarf-but-he-shows-up game Being Andrew Plotkin.) But the really boss trick is that it lets you browse IFDB, directly from the Frotz app. Select any Z-code game, and it's automatically downloaded and added to your game list. Think of it as a mini App Store for IF -- only all free.

(I really have to adopt some cover art for my games. I did a cover for Shade that I rather like. For the rest, I will go back and look at Emily Short's IF Cover Art Drive. There were some great contributions in there, but I never bestirred my butt to accept any of them.)

iPhone Frotz is a 1.0 release, and I see some rough edges, but very small ones. The worst problem I've found is that The Dreamhold plays very slowly -- not every move, but when you do something interesting. This bothers me, because The Dreamhold is my shot at an introductory IF game -- it's designed to coach players who have never tried IF. I want it to run well. My current theory is that displaying italicized text is much slower than printing plain text.

More later. (I forgot to charge Mr Shiny since getting back from vacation, and I should save what's left of the battery for, maybe, receiving phone calls.)

iPhone adventures

The iPhone App Store has opened, and it is time for all game-bloggers of good will to talk about iPhone games.

(The ones of ill will are doing it too, as are those of ill mind, of weak will, and of bad wind. I won't fuss about which of these categories I'm in. Zog knows I can't climb that many flights of stairs without going all anaerobic on my mitochondria.)

I see there are... 219 games as I write this. I haven't found a good way to browse them; the in-phone browser doesn't do subcategories, and iTunes doesn't seem to have complete lists in any category. (At least, this doesn't look like it adds up to 219.) But never mind. I've skimmed through the lists, and seen the expected variety: shoot-up games, tilt-marble games, rhythm-tapping games, and the entire continent of casual puzzle games. (Which consists of the Republic of Rule Mazes, the Sodality of Sudoku, the Mahjongg Concord, the Other Sodality of Solitaire, and so on. All of which are pinched corners around the Grand Imperium of Click On Three Identical Cute Animals. Or jewels or what have you. But usually animals.)

Really, the only reason I post stuff on the Internet is to use the word "sodality" as often as possible. Thank you, Brannon Braga.

But I'm interested in adventure games. Adventures are a gaping hole in the iPhone lineup. Can this be? Surely adventures are common casual gaming fodder! Really -- do any web search on "room escape". Each of these games differs from Myst only in that it is small, indoors, and (usually) visually stylized rather than photorealistic.

It is true that every one of these tiny adventurelets is written in Flash. And the iPhone has no Flash player. But heck -- every shooting, tapping, marbling, mazing, three-animal-clicking games on the Web is in Flash too, and developers had no trouble porting those to Mr. Shiny.

The graphical adventure form needs few changes to run on a touch interface. You don't have the ability to click on tiny details -- but "hunt-the-pixel" was always the reductive failure of graphical adventures (as "guess-the-verb" is for text adventures). It's what happens when the game isn't working. So design your scenes for big hotspots. You don't have a cursor to change to indicate hotspots, either. Maybe dragging your finger around a scene should cause hotspots to flash, to indicate their existence that way. Or maybe you just need really good visual focus.

This is important because graphical adventures normally have two levels of response: one indicates that you can use an item (cursor change), the other is for when you decide to use it (click). And so puzzles can involve a certain amount of "What do I want to do first?" If tapping something activates it, most of your game interactions are going to be accidental. ("Hey, I guess that was a lever!") That's a big rethink of the form.

(Sure, you want to adhere to the "no death, no mistakes" rule -- casual adventuring demands that. But even a benign irreversible action is irritating, if you hit it accidentally. And room escape games have lots of irreversible actions. It's a design convention: when you push the button it stays pushed, when you solve the puzzle it stays solved. Keeps the player's momentum forward.)

Maybe we should roll with the dragging idea: design most of the game elements to require motion rather than tapping. Tapping just causes a quick bounce or jiggle reaction. So if you tap on a cabinet door, it jiggles; that tells you that you can drag it open. I like this idea, actually. Levers everywhere instead of buttons. Drag the carpet back to look under it. Drag found items to your inventory, then drag them back to target hotspots.

I'm not sure whether edge buttons or flick-scrolling is better for turning left and right -- that will require some testing. (If finger dragging gets coopted for one of the above ideas, I guess you're forced to use edge buttons.) Pinch-zoom seems like a clever idea for close inspection of scenes, but I suspect it will work best in moderation -- closeups only.


Text adventures! My character sheet says I'm supposed to talk about text adventures. (In fact I already have; this bit of bloggery is adapted from a couple of posts I made on rec.arts.int-fiction.)

The App Store already has a text adventure -- the text adventure.

Advent Splash

This is a freeware application being distributed by "Pi-Soft Consulting" (which looks like it's the same as Shawn P. Stanley).

A bit of historic neepery which will be of interest to practically nobody: the splash text shown above is misleading. It is taken from Graham Nelson's Inform port of Adventure -- which, as the note says, is adapted from Dave Baggett's TADS version of Don Ekman's Fortran source code.

Which is fine, except that Shawn P. Stanley didn't use Graham Nelson's port. He adapted Jim Gillogly's C source code. This also descends from the Fortran version.

The two versions feel rather different. Were one to play Graham Nelson's version of the game, one would find a refined parser supporting features such as "get all", more synonyms, abbreviations like "x" for "examine", and a long historical introduction. Gillogly's port uses the original, simplistic parser. There are a few gameplay differences as well.

On the other hand, it's the same game. Both versions cover the classic "350-point" Crowther&Woods edition of Adventure, as opposed to any of several extended remixes. I just don't get why Stanley chose to write his credits this way.

(I'm not accusing him of misconduct. Adventure has always been, in hacker tradition, been considered free software. Jim Gillogly's port is explicitly licensed as open-source under the BSD license. And Stanley is distributing iPhone Advent for free.)

On both hands, the dedication to Stephen Bishop is appropriate to any version of Adventure.

Let's take a look at the game itself.

Inside Building

The interface is straightforward. You have an input line. When you tap on it, the usual iPhone tap keyboard appears, and you type your command. Hit Return and see what happens.

Well, perhaps not so straightforward. This implementation only shows the response to your most recent command. There is no scrolling game history, such as IF players are used to. If you type "get lamp" at the prompt above, the visible text changes to the single word "OK" -- poor context at best.

The obvious fix is to move the input line to the bottom of the screen, and show the game history above it. Right?

Wrong. The iPhone really wants the input line near the top of the screen, because the keyboard is always at the bottom. If the input line is at the bottom edge, it'll just slide uphill when the keyboard pops up, and that wouldn't be great.

So I want the input line at the top but a standard IF scrolling pane below it, with commands interspersed in the usual way. (You'd have to ensure that finger-scrolling only affected the text pane, not the entire screen. This is possible -- in fact Advent does it, with long responses such as the "help" output.)

(That model obviates the need for the input line to keep showing the last command, which is confusingly out-of-order.)

What else does the perfect iPhone IF application have? I'll move away from criticizing iPhone Advent, and talk about general features.

I'd like a special button to the right of the input line, which brings up a menu of one-touch common IF commands. A compass rose of movement commands, "look" and "inventory", maybe "undo". (iPhone Advent doesn't support "undo", but modern IF does.)

The splash page should have a "how to play" button. The mainframe-style "Do you want instructions?" when you start is all wrong.

PDA IF traditionally has some kind of "tap a word to paste it" interface. I want that but it's hard to do with a touch-screen, because words are tiny. The ideal solution might be to invisibly mark up the output text with "this word is important" spans. That opens up a certain amount of blind hunt-the-pixel exploration, but if brute force is tedious and generally useless -- ie, if only the obviously important words are marked -- I don't think it would sidetrack players.

Finally, the backgrounds. I rather like Advent's low-contrast cave photos. (Emily Short disagrees.)

Background Map Concept

However, what would be even keener would be a map. (I like drawing my own maps, but mobile IF players probably don't have a sheaf of blank paper handy.) Not a complete map, but one that's filled in as you play. You can see the nearby rooms that's you've already explored.

You wouldn't want text on it -- it is, after all, behind the game text, and text on text is hard to read. But a dynamic room map in unlabelled, simple shapes and low-contrast color would be cool. Highlight the current room (or keep it centered). This image is my quick sketch of the concept. Maybe it works? Maybe I'm nuts? Too bright yellow, for sure, but it's late so that's what you get.

Bow Street Runner

Via Wonderland, I see that the web-based adventure game Bow Street Runner is complete, after growing in chapter-based installments for a while. A production of the UK's Channel 4, it's an interactive and deliciously lurid dramatization about the birth of the modern police force in 18th century London. It begins with your proto-cop sighing over a dandy who's gotten himself dead in a bad part of town, so off you go to interview the local prostitutes and drunks, and root through garbage troughs. I love it.

Its overall production quality is at least as good as any "CD-ROM game" one might have purchased 10 years ago, when many more companies were trying to turn a dollar by churning out the next big Myst-style hit. But in this case it's free and needs no installation, so I encourage you to give it a whirl if you like this sort of thing too.

Myst Online: Beyond the Cancellation

Speaking as Uru's premier blogger...

(...he said, lying blatantly...)

The truth is, I've been writing notes about Uru Live for more than four years. So I have a notion I oughtta say something about its end. But it's a silly notion.

I haven't even been here for the whole run. I only logged into Untìl Uru a few times. The community was playing UU; history piled up; things happened. But new worlds were what I was interested in, so I didn't hang out.

You want to hear something funny? Untìl Uru -- the fan-run, fan-hacked servers -- lasted longer than any other phase of Uru. Nearly two years. Some players had more attachment to UU than to the "real" run of the game. It was buggy, inconsistent, devoid of plot, prone to half-assed extensions and updates... it wasn't a game, by any definition. But players felt they had a stake in UU, in a way that never gelled for Uru Live.

And I say this without having been there. I'm reading the tone of the community. In the days since the cancellation post, people have been all over the idea of bringing back UU. It's Cyan's decision, mind you, and Cyan hasn't said anything about it. (They haven't said anything at all about their plans, except that they will continue making games.) But people remember what it was like to be the ones who kept the City open.

People liked that. I will return to this point.

You know what, I'm not even going to talk about the final cancellation of Uru Live. I'll give the thirty-second summary: Gametap funded Cyan for a couple of years. Whatever deal they made, it didn't work out. Cyan spent some time updating their 2003 code, some time fixing bugs, some time updating old material from Path of the Shell, and some time creating new material. None of these really happened fast enough to build a stable, enticing game experience. Maybe if Gametap had pumped the money faster, or for another year, or if Cyan had built something else, or run their game differently, it would have worked. It didn't, so it's done.

(I must address one point specifically: I am not blaming the POTS material for killing Uru Live. It was old hat to a lot of old players, including me. But Uru failed because the growth rate was insufficient. Growth is defined as new players, meaning people who (mostly) haven't played the 2004 expansion packs. 2007 was all new to them. And it still didn't bring them in fast enough. So now you know.)

The real question is: Do I see Uru coming back?

Not in its original form. The plan for Uru was a commercial, online, massively-multiplayer adventure game, with new adventure material constantly being produced by Cyan and consumed by players.

This plan now has several fatal holes. Cyan is smaller than it was in 2003. It has not managed to produce a stream of great adventure material in the online mode. The Uru codebase has scaling issues on multiple axes. (I'm not just talking about frame rate. The player-to-player message system is nearly useless for a large community; the world state model has synch problems in crowded Ages; the physics system is a millstone in several ways; the avatar and clothing system can't make a crowd of people look distinct.)

None of those are unbreakable obstacles -- but breaking any of them would take a pile of time and money. Another pile, I should say. Cyan spent all of 2006 working on these problems, using Gametap's money. The 2007 Uru was vastly better than the 2003 model, but not enough better.

Which brings up the real fatal hole in Uru's plan, which is that it's failed twice now. Only a crazy person would fund it again. By "crazy person", I mean someone who would be willing to throw tens of millions of dollars into a hole and never see it again. And even if you found such a person, would Cyan want to exhume the project? I cannot remotely imagine the burnout, the pain that those coders and admins and artists must associate with Uru right now.

So that's a dumb question: Uru is not coming back as a commercial Cyan enterprise, not anytime soon. The real question is, will Uru return as a player-supported project?

It could, as I've said. If Cyan opens up exactly the same server system that they did in 2004-2006, people will run servers and hang out. It would not be a blip in the gaming universe, mind you. It would be some people sharing a virtual space. Maybe several hundred, maybe as few as fifty, on a regular basis.

Or maybe more than that. If new areas begin opening up, it's more than a chat room. And players have been working on new Uru areas, using homegrown tools, for years. Those efforts went into high gear in mid-2007, when Cyan announced that Uru's social model would grow to include Guilds, modelled after the Guilds of D'ni history -- including the Guild of Writers, the creators of Ages. (In December, Cyan slipped a hint that their intended arc for 2008 was "Rise of the Guilds".)

The player-organized Guild of Writers is using the Uru software of the 2004-6 era. Several showcase Ages are already shaping up. So there's an obvious route: fan-run servers, connected through Cyan but not under Cyan's direct management, with fan-created content posted as it appears. Anarchic and vital, as I've been pushing for all along.

I am glossing over an entire sub-argument: how much oversight Cyan should have over player Ages and storylines. Do they review designs before implementation? Do they accept some as "official" after release? Will there be such a thing as an official constellation of Ages, an official storyline?

I've discussed all these arguments before, in the pre-cancellation era. There wasn't any community concensus then either, but of course all the goalposts are shifted now. (And will continue to shift, since Cyan's plans are still unannounced.) The past week has seen dozens of posts about the "obvious" plan of bringing back Untìl Uru with fan-created Ages. Each of them has an "obvious" notion of Cyan's role in this plan. No two such notions quite agree.

If you dig even a few inches down, I suspect, you'll uncover the real relic of contention: was Cyan's plan for Uru a work of genius, murdered by insufficient funding? Or was it clueless blundering devoid of story, immersion, and interest? (Both sides add a twist of the shallowness of our corrupt society, chill and serve with bitter aperitif.)

I am condensing these points of view, not exaggerating them. Forum threads are going on right now on both themes, and both have been stated in about so many words. (And, I admit, many more judicious and less extreme.) The valuable question is not which is right. (Both are self-evidently true, to an extent. You already knew that.)

The real question is, can you criticize Cyan's handling of story, interactivity, and game design -- all of which I've done, intelligently, I hope -- without also criticizing Cyan's role as the ultimate arbiter of Uru fan work? That is: who says they're so smart? Look at all the mistakes they've made.

Cue wild disagreement on just what mistakes those are. Which is precisely my point.

One might argue someone has to be in charge, if the universe is to have any consistency, and it might as well be Cyan. To which I say: Cyan hasn't been that big on consistency either. Look at any discussion of linking-book logic, or Age instances. Or, don't. Every such discussion descends into pages of detailed minutiae, precisely because Cyan has fudged their rules again and again in their quest for better gameplay. I don't hold this against them -- gameplay should come first.

Since Uru invites us to design gameplay on an Age-by-Age basis, the argument for a Grand Master of Consistency vanishes. This is massively-collaborative art, not a single game. We've had the era of rigid central control. Look how well it worked. Next!

The whole debate assumes that Cyan wants to be overseer of Uru; it assumes they'll have that power. In the UU era, Cyan ran a central authentication server. So they had no real power except the power to shut all the servers down (which they did, when Uru Live launched). But nothing says Cyan even has to go that far. If they release server binaries without that authentication hook, Uru moves entirely into the hands of the players.

Or, for all I know, we could do that hack ourselves.

To some degree, the Uru code -- venerable and scary as it must be -- is not the heart of Uru. I mentioned scaling issues. Who says Uru should continue on Cyan's client and server architecture? Certainly, if I had fifty million dollars to refloat the project, the first thing I'd want is rewrite a whole lot of code.

Yes, we have reasons to lean towards continuity. Dozens of Age models using the current codebase. The Guild of Writers tools are geared for... well, a three-year-old version of that codebase. If Cyan restarts UU, just as it was three years ago, everyone will go there by default.

But virtual world platforms are becoming a commodity. From a quick web search:

  • Second Life. Okay, everyone knows it. And I can't mention it without using the phrase "rain of genitalia". But it's big, well-tested, and you can fence off areas for your own community. Or, heck, run your own Second Life server -- the code is open-source, and I hear it's not expensive to run if you turn off all the server-side physics.

  • Metaplace. Not open yet; don't know much about it. It doesn't seem to be open-source, but the goal seems to be to let people create and script 3D environments.

  • Project Darkstar. Sun offers MMO-specialized server hosting. Open-source, but you have to like Java.

  • Croquet. Open-source software system. Looks low-level, but therefore powerful.

  • Multiverse. Software system for MMO creation. Not open-source, but free for non-commercial use.

This is not intended to be a complete list. (See this post for a much better one.) I'm pointing out that a lot of people are working on this. Multiplayer world hosting is going to be an off-the-shelf solution soon, if it isn't already. Uru is not a perfect system today; it's tempting to ditch its bugs, and equally tempting to ditch the effort of writing our own Age creation tool.

So the real question is: what do we want? And what's stopping us?

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