Category Archives: adventure games

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 [More...] Read the rest

Also posted in characters in games, interactive fiction | Leave a comment

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 [More...] Read the rest

Also posted in story in games, Vespers | 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

[More...] Read the rest

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 [More...] Read the rest

Also posted in indie games | Leave a comment

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. [More...] Read the rest

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