Category Archives: adventure games

The Rise and Fall of Full Throttle

If you’re anything like me (and really, you know you are), then the classic LucasArts adventure game “Full Throttle” holds a special place in your gaming heart. It was a great combination of artwork, gameplay, writing, and design that few games have been able to match since its initial release for DOS in 1995. Some didn’t like the fact that it was a very short game (able to be completed in a few hours), but personally I think that probably led to the game being more polished, well-designed, and memorable.

Over on Adventure Classic Gaming, Marshall Ratliff and Philip Jong have posted a nice summary of the history of Full Throttle, particularly of the time following the game’s success and during the planning and development of its sequels. I didn’t really know anything about that history, but as the authors state, “behind the success of Full Throttle was a [More...]

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Conversation: They’re All Talking (About It)

I guess conversation is where it’s at these days. Recently I began a series of blogs on conversation mechanics and how interactive fiction games can perhaps show the mainstream game industry how to do better dialogue (starting here, continuing here, and most recently here). Others have also recently jumped in on the action.

Over on Gamasutra, an article written by Brent Ellison popped up not long ago to define dialog systems because, as he says, “very little literature has addressed the mechanics behind character interaction in games.”

Ellison essentially covers the basic mechanics of different dialogue systems in games, including branching and non-branching dialogue, hub-and-spokes dialogue, and even parser-driven dialogue. He does a fair enough job of summarizing the more common systems, although he seems to focus primarily on interface and doesn’t quite venture into the more interesting territory of the mechanics required to produce smooth, [More...]

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Conversation Sophistication


I used to think that the only way we will see good, satisfying conversations in games is if some developer comes up with a combination of a highly advanced parser, capable of accepting a broad range of user input, and sophisticated AI code that can dynamically respond to this input. However, a more careful examination of some recent interactive fiction games has led me to believe that most of the tools already exist, and that what’s really needed are skill and patience. Skill to write well and to construct systems that account for dynamically changing conditions, and the patience required to do so.

Last time out, I discussed the conversation system used in Emily Short’s Galatea, a game that focuses on a single conversation with an NPC using a modified ASK/TELL topic-based conversation system which handles mood, flow, and context in a fairly sophisticated fashion. While the resulting conversation has [More...]

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A Conversation with a Work of Art

Simulating true conversations in a computer game is tough stuff. We’re still some way away from effectively applying computational linguistics to game playing in a way that allows a wide range of natural language input, and I’m not even sure that’s an entirely desirable goal given the enormous complexity that this would introduce into game design. So for now the general approach is to restrict the range and format of player input using a system that is easily interpreted and applied, such as a “click to talk” or multiple choice dialogue tree system.

The question, however, is this: when you play a game that implements conversation, do you feel that playing through the conversation contributes in any way to gameplay? Or does the conversation feel like more of an afterthought that requires little attention or skill on the part of the player (or the developer, for that matter)?

The answer, [More...]

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Nineteen Years Later, The Record Is Still Skipping

Yesterday was a birthday, of sorts; it was the birthday of The Grumpy Gamer, the blog site belonging to Ron Gilbert (of Monkey Island fame) for his “often incoherent and bitter ramblings about the Game Industry.” Four years ago yesterday he posted his first blog, a reprint of an article he wrote in 1989 which, he says, became the foundation for the design of Monkey Island. And at the time of its reprint, in 2004, Gilbert made the proclamation that “Adventure Games are officially dead.”

What I find fascinating is that the article, titled “Why Adventure Games Suck (And What We Can Do About It)”, discusses so many of the ongoing issues surrounding storytelling in games that people like me continue to blather about nearly two decades later. This is going all the way back to 1989. Infocom still (barely) existed, and Interplay’s Neuromancer was the adventure game [More...]

Also posted in Vespers, story in games | 2 Comments

Totally Unbelievable Characters

While following the recent threads on RAIF (rec.arts.int-fiction) “Defining the Newbie” and “Expanding the IF Audience/Community”, I found myself most interested in these comments, in light of the recent blogs about characters as the focus of games:

Jimmy Maher:
“People love stories, and many will get excited by the idea of getting plunked down into the middle of a good one.”

Jeff Nyman:
“I find new people most often clamor for better and more engaging stories that actually keep them interested in what the heck is going on. Or asking for characters that actually seem like they play a part in the story rather than just being another ‘thing.’”

Blank:
“Stories are about *characters*. The thing that IF does least well is representing characters in the fictional world. Doubtless you’ve already read all the threads about npc characterisation so I won’t recapitulate all that except to say that I believe that

[More...]

Also posted in characters in games, interactive fiction | 8 Comments

Foggy Times at Pastel Games

A new flash game called “The Fog Fall” was recently released by Mateusz Skutnik of Pastel Games. Skutnik, as some of you know, is the incredibly prolific creator of numerous flash-based point-and-click adventure-style games, such as the Covert Front series that earned the #2 spot on indiegames.com’s Best Freeware Adventure Games of 2007. The Fog Fall would appear to represent the start of a new series, although other series (including Covert Front and DaymareTown) are still being produced.

The game has the same haunting look and feel as the Covert Front series, although The Fog Fall takes place later in time, in an alternate post-nuclear history around the Cuban Missile Crisis. The overall series objective is not entirely clear, but the graphics style and the sound effects make for a very typically enjoyable experience. These are simple games, and often it distills down to just hotspot [More...]

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Vespers: The Power of the Bool

One of the things that has always been nagging at me since starting development on Vespers is game performance. We haven’t really been developing with frame rate in mind, our thought being that we would leave optimization until we had most of the content plugged in. Most of that optimization would come from the graphics end — LOD, portals and zones, textures, things like that — but that’s a lot of work for the artist to do, and it’s not terribly exciting work at that.

Still, after trying out the game on a number of different systems, I was not very happy with performance even at this unoptimized stage. Frame rates on the better systems would rarely get to 30fps, even at lower screen resolutions. And in far too many areas, rates were commonly in the teens. In some places with a lot of objects in the field of view, [More...]

Also posted in 3D/if, Vespers | 6 Comments

Gun Mute: A Text Shooter


Recently I came across a notice on IndieGames.com about a new IF game called Gun Mute. It was written by Pacian, who had previously authored the IF games Snowblind Aces and Poizoned Mind. I don’t think Gun Mute was part of any of the recent IF competitions, and it didn’t really get much mention on rec.games.int-fiction, but regardless it seems to have garnered a bit of publicity around the net — in addition to IndieGames.com, it has also appeared at places like Gnome’s Lair, TIGSource, IFDB, and Mobygames. Rightfully so.

Mobygames provides a nice one-liner about the game:

Gun Mute is an interactive fiction game set in a futuristic, post-apocalyptic western environment, mixing traditional gunslingers with mutant cyborgs and toxic lakes. The player controls Mute Lawton, a man of few words who wants to prevent Sherrif Clayton from hanging his friend
[More...]

Also posted in interactive fiction | 3 Comments

The Quest for Story in Games, Redux

Over on Tales of The Rampant Coyote, Jay Barnson decided it was time to revisit the problem of stories in games, taking a decidedly pessimistic stance. It generated a great deal of lively, insightful discussion. I’d say he made some reasonable points, summarized nicely in (and by) the section subtly titled, “You’ll Never Find a Game With a Great Story”:

“…the quest for “better story” in video games is doomed for failure. The very criteria and tools we use to judge story is based on linear storytelling which is at odds with nature of our medium. But this dead-end warning sign seems to be lost on most designers and publishers.”

I agree for the most part. It’s a topic that I’ve enjoyed thinking about and discussing since beginning the Vespers project some time ago. Stories in games is a hot topic these days, it seems, with panel [More...]

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