Gamebook store

Showing posts with label adventure games. Show all posts
Showing posts with label adventure games. Show all posts

Friday, 12 May 2023

GM in your pocket

When Jamie and I were trying to convince the Eidos execs to fund development of the Fabled Lands MMO way back in the late '90s, one of the features we talked up was a storytelling AI:

"The GamesMaster AI will have a library of partially scripted adventures and story elements that it can bring in to liven things up whenever your character is having too easy a ride. These adventures are templates with slots to accommodate friends and enemies you've picked up in the course of your travels.

"For example: you take a bounty hunter's job and go hunting bandits. You round up most of the horde but the leader, Black Nat Varley, escapes. Later, while implementing a random attempt on your life, the AI fills in the assassin's identity as being Black Nat. If Nat survives your second encounter, he'll eventually show up in another encounter and so on. (Maybe NPC adversaries who survive more than three encounters are classed as "dear foes" and have their own level increases tied to yours so as to always give you a good battle.) 

"And the GamesMaster AI will also take account of your character class, deity, etc, when introducing new missions and encounters. It can also randomly generate adventure locations as needed, spicing things up by adding special elements so that they never seem just random. This means that every campaign will be unique."

We looked at Vladimir Propp's Morphology of the Folktale for patterns the GamesMaster AI could draw on. The idea was that it would throw in plot twists and tropes, applying them with common sense. So having a storm at sea might be an interesting random event when you were setting out on a quest, but if you'd completed an adventure and were sailing home to deliver the princess back to her father (or vice versa) then it would realize that a potential shipwreck would just be an irritating distraction.

Fast-forward 25 years and the AI is nearly there. Game developer Hidden Door is working on a platform that effectively creates gamebook-style text adventures on the fly. So when I was talking a little while back about AI-generated covers for Fabled Lands books, I might have been a little too unimaginative. Pretty soon you could have endless open-world adventures whenever you want them, right there on your phone. Not just text, either. This is the current state of play with text-to-video: 

By the end of the year, who knows where we'll have got to. Nick Henfrey and I are using AI artwork for our boardgame A Thunder of Dragons (details on the Flat Earths gaming blog) and maybe by the time we've finished that it'll be time to think about a videogame.

Thursday, 28 April 2016

Gamebooks: the value of doing it with dialogue

Eighteen months back, Leo Hartas talked me into starting work on an interactive story app. Leo is a very persuasive fellow, and it sounded such a beautiful plan the way he told it. I’d write the thing, Leo would do the artwork, and his coder friend would put it together in his spare time.

I really should have known better. Spare time is pretty much a mythical concept anyway, and so the chance of such a project ever happening decreases exponentially with the size of the team. After six weeks and two Skype calls, the coder admitted he was too busy and Leo got a contract to illustrate six kids’ books. The project went quietly back to bed and set the alarm clock for never.

Still, all experience is useful. Some of the writing made its way into a novel called The Mage of Dust and Bone that Jamie and I may yet finish. And I had enough fresh insights about gamebook app design to fill this blog post. So not a total loss.

The app, which was going to be called Winter’s Rage, was a sandbox adventure based on the Christmas scenario here a while back. The map would serve as the top level of navigation through the story, as in Fabled Lands. Nothing new about that; it’s been a staple of CRPGs from Might and Magic right through to Sorcery.

Encounters

‘When you have an encounter, you’ll drop down from the map to a location screen that will be mainly text.’

‘I could do illustrations for each location,’ said Leo.

‘No. Doesn’t work. See, we’re used to using a map in real life without thinking about it. Our brains have the subroutine that means we look at where we are on a map and that’s part of our seamless word-view. But as soon as you put a picture of a church, say, in front of somebody who up till then has been picturing the world as a map or via text, suddenly they’re thinking, hmm, that’s not a real church, that’s a drawing. So then you’ve broken suspension of disbelief.’

‘But I thought you said you'll be wanting little mugshots of the characters’ faces for when they’re saying something?’

‘That’s different. When the brain is used to interpreting images symbolically – a figure on a map, a face next to some dialogue – then artwork doesn’t pull you out of the story. Given that we have to have text, simply because it’s cheap, we need to let the text be the player’s main “world rendering medium” and any artwork has to conform to that design principle. That is unless you can find a million dollars down the back of the sofa, in which case we’ll do it all in a 3D environment with audio.’

‘Text it is.’

We came up with a screen template for locations like this:


OK, OK, gimme a break - I'm the designer, all right? Leo would've done the art. Anyway, at the top you’ve got the location name (The Bank Road in this example) and under that a brief description that sets the scene. Then you’ve got the faces of the characters who are here. In this case there’s a Blind Man who you just met at the start of the adventure and who is accompanying you along the road. Your answers to his questions are creating your character at this point – eg he begins by asking if you’re familiar with these parts, and you can answer either ‘I’m an outsider’ or ‘I grew up not far from here’.

But I digress. The point here is that you’ve just had an encounter, that’s why the view has dropped down from the map level. The encounter is with the Robber. So then we look at the pane below, which is the dialogue. This is where the action of the story gets presented. Why? Because the key to keeping the player’s attention is writing in the moment. That’s not new either; it was invented, or at least popularized as a novelistic technique, by Samuel Richardson in the mid-18th century. If you’ve read my Frankenstein app, you’ll see the same technique in action throughout. The entire text there is what Victor Frankenstein is saying to you, so his words must carry all the narrative, rather like in a radio play.

The advantage of placing the narrative emphasis on dialogue is that readers of an app will skip descriptive text. Description is less compelling to an untutored eye even in a regular novel, and when you’re leaning forward waiting for the next decision point, the temptation to scan for surface meaning may become irresistible.

Not so in the case of dialogue, because we’re attuned to care about other people and what they say. Arguably the main reason for these big, energy-hungry brains is to interpret the nuances of meaning in speech.

The way we planned to do it in the app, the dialogue would appear one speech bubble at a time, with a beat between them. You could read and re-read it at your own pace, obviously. The beats were there just to reinforce the sense of them speaking in real time, rather than everybody’s dialogue appearing at once like on the page of a book.

So the Robber says, ‘Hand it over. All your money.’ And it turns out your blind companion also has something to say: ‘Gar John’s-son, I know your voice. Have you turned to thievery now?’

(Later in the adventure, you will typically be travelling with a companion – more about them in a minute. For example, if your companion was Fosse the hunter, in this encounter he’d now chip in with: ‘Huh. Since when wasn’t he a thief? Five years old and I caught him taking rabbits from my traps.’)

Options

Then at the bottom of the screen, under the dialogue for the encounter, you’ve got the DECIDE tab. When you tap on that, you’re presented with your options. Why not display them right away? Extra unnecessary taps/clicks are usually a bad idea on an interface, aren’t they? Yes, but here it’s to stop your eye just scanning straight down to the bottom of the screen for the options. It keeps you in the story.

If you tap DECIDE, in this case you’ll get two options to choose between:
  • ‘It’s not gold you’ll be getting from me, it’s cold steel.’
  • ‘I don’t need to fight you.’
As often as possible, like there, an option will be a line of dialogue. Say you choose not to fight. That dialogue gets added to the scroll underneath what’s been said already. Then, after a beat, the Robber will reply to you:
‘I don’t need to fight you.’
   {set #Spared_Robber = true}
   // #Spared_Robber is an inline conditional not visible to user
   // sets reminder that Gar Johnson may be encountered later
   {beat}
Robber: ‘I’m starving. I was sick. Couldn’t get no work.’
And your options now:
  • ‘Take this coin and buy yourself some bread.’ { if #Status_Noble == true }
  • ‘Winter’s hard on everyone. You’ll survive.’
  • ‘Come and see me at the manor house. Maybe I’ll find a job for you.’
Options can be conditional, as in the example above where the option to give the robber a coin is only available if the player is an aristocrat.

Companions

You pick up companions at the manor house, which is the player's base of operations for the game. You can only pick one companion to accompany you at any given time. You can change companion when you return to the manor house, though sometimes they may be absent on their own errands, depending on the adventure timeline.

Companions become more loyal to you over time, assuming they see you solving problems and showing good leadership. A companion who is more loyal to you will volunteer more personal information (possibly unlocking backstories) and also uses their skills more effectively. Therefore it makes sense not to switch companions too often. Balance that against the need to have the right companion with the right skills for specific tasks.

When you return to the manor house you can show any clues to the steward or the NPC companions you didn't pick up - so you can get the benefit of advice from any of those four listed with a delay, but only the one companion you pick to go with you will notice things, prompt you during investigation, help in fights, unlock subplots, etc.

A possible mechanism for giving the player hints is that when you’re at the manor house, companions will talk to each other (‘You won’t believe what I saw up on the heath, Sir Werian…’) based on their preset relationships, and if you listen in you will get the benefit of their theories.

NPC companions add an element of communitas and emotional grip to an adventure game - a discovery I made by happy accident when writing Down Among the Dead Men, though I guess the germ of it was there in the interactions with the faltyn in the Blood Sword series. As a rule, people are way more interested in character and the development of relationships than they are in facts and the development of plot. Given that Winter's Rage was to be a gamebook app constructed almost entirely through dialogue, and an investigative adventure at that, having a foil for the player to interact with was essential. Not only did the choice of companion on each mission mean a set of skills and insights that would customize the experience, the companion also gave me as writer another pair of eyes and another voice to interlocute the world for the player. And, as this is an adventure with a ticking clock, interjections from the companions can be used to ratchet up the tension.

Takeaways

Text is inexpensive, but there are some tasks it doesn't handle well. Artwork is useful for the top-level navigation of the adventure (ie the map) and to depict the faces of nonplayer characters. But don't be tempted to use more than that. Presented with a little judicious artwork, the brain interprets it symbolically; too much and your "gamebook app" becomes a broken CRPG.

Also, use dialogue as much as possible in place of descriptive text. Even in the example above, in the final version I'd probably have lost that descriptive line "a robber steps out" in favour of a companion saying, 'It's a robber!' or 'Now who's this?' or 'This guy looks a bit shifty' depending on which companion it was, the time of day, that kind of thing. After all, you know you've dropped down from the map level because an encounter was triggered, and you can see the guy's face has appeared in the mugshot pane. You don't really need a stage direction to tell you what's going on here.

In order to get maximum mileage out of dialogue, focus on writing to the moment. Listen to radio plays. Read how it's done in something like Pamela, Riddley Walker or the Frankenstein app I mentioned above. Anything you can let the dialogue carry, do so. Strip down descriptive text to the barest scene-setting. Don't tell when you can show. There's nothing new about any of this; it's just that it hasn't often been applied to interactive literature before.

*  *  *

Writing this, I’m thinking it’s a shame we never got to do the game. It was to be the first in a series of interactive adventures set in the world of Legend. If I’d only had a coder with no wife and kids and re-enactment hobby to eat into his leisure time, eh? Ah well, it’s water under the (half built) bridge.

Monday, 5 May 2014

Ulukai te ho!

I’m typing this in madcap haste because I only just heard about a Kickstarter for the greatest game of all time. And the campaign has only four days left to go. So think of this as the blog equivalent of your TV screen going crackly and dissolving to an emergency announcement. We interrupt your regular program...

Oh, which game am I talking about? Outcast, of course.

Outcast was released in 1999 to a whole lot of fanfare, courtesy of the Moscow Symphony Orchestra no less, and Atari’s (then Infogrames) CEO Bruno Bonnell on a high wire in a leotard. Which is not something you’d catch Bill Gates doing, though he can jump over a chair.

At first glance, Outcast fits neatly into the adventure genre, albeit with an unusual pitch of science fantasy imagination that owes more to Vance, Druillet and Moebius than to the usual Flash Gordon serials that inspired Star Wars - and everything else like it that's come since. Outcast wasn't just an original setting, though. It did so many things its own way that it really defies definition.

Our hero is Cutter Slade, a Navy SEAL who is roped into a dimension-hopping experiment that takes him to an alien world where he learns that he’s a legendary hero whose coming has been prophesied for years. Hitting the ground running, Cutter has to lead a revolution, rescue the girl, and save the planet Earth from destruction.

Sounds familiar? Not the way Outcast does it. (Trust me on this. If I know anything, I know a good interactive story.)

To begin with, most story-based videogames even today are mostly linear. Outcast is an open world that allows the player to explore the story in the same way that he or she explores the landscape – by roving freely between different territories, picking up information in no particular order, ignoring elements that don’t interest and concentrating on others that do. No two players’ experience of the Outcast storyline are exactly alike.

It also helps that Outcast has a witty, intelligent script that keeps our interest and makes us care about the characters. The musical score, composed by Lennie Moore, would do credit to a great Hollywood epic. The voice acting is superb and the sound effects highly evocative. As we walk through the market of Talanzaar we hear the babble of voices, the strains of pipe music and the trudge of alien feet on ochre sand and we can easily forget that there are only a few characters visible on screen at any one time. It feels like a teeming city.

Also, Outcast is far beyond the simplistic black-and-white conflicts you usually get in SF blockbusters. Cutter’s enemies don’t do things simply because they are evil. Characters have real, complex motivations. There's at least one twist that is thought-out and executed as brilliantly as the best moments in cinema. And what makes it all the more believable is that the bad guys aren’t orcs or occupying aliens, existing solely to do evil acts. They are an army drawn from the same population they terrorize.

But all those things merely show that Outcast can do great storytelling as well as any movie. The really important factors are the unique stylistic touches that go to make it more than just an interactive adventure movie. To play this game is to take a trip to an amazing new world.

Outcast is full of great locations. The landscapes are set against alien skies that were painted as dioramas by lead artist Franck Sauer. There are points during Outcast that you have to forget about the adventure for a moment and just stop and marvel at a breathtaking view.
The creatures who populate the alien world, the Talan, aren’t just humans with a few bobbles stuck on their head. They really are alien, different, interesting. Their unusual appearance is a clever way around the limitations of the graphics, of course. We don’t have the same expectations that an alien face will display detailed emotion, so we quickly get used to taking emotional cues from their gestures and tonal inflection instead. But that’s just the technical question. Most importantly, the quaintly comical Talan with their clumsy splay-footed gait and child-like innocence are endearing. We get to like them, and so saving their world ceases to be a cliché or a mere game objective. It becomes personal. It’s something we want to do.

Outcast is distinguished by hundreds of tiny details that reveal the care and artistry that have gone into its creation. The rusty streaks that stain the stonework of Fae Rhan’s palace, the unique and clearly non-Terran flora and fauna, the simple yet engrossing subplots, the breathtaking otherworldly vistas, the humour and the humanity. All contribute to a work of art that ranks among the greatest in history. Cutter Slade goes on an adventure. And we go with him.

Now, the original team are trying to raise the money to overhaul the old voxel-based graphics and give the game an up-to-date look. It deserves to find a whole new generation of players, and maybe – thanks to Kickstarter – it will.

UPDATE (March 2017) - The Kickstarter didn't reach its target, but Appeal are now working on Outcast: Second Contact for a UK publisher, so here's hoping Brexit doesn't scupper that.

Wednesday, 14 August 2013

Choose Your Own Adventure returns - with a difference

The latest blast-from-the-past interactive story brand to appear on Kickstarter is the granddaddy of them all, Choose Your Own Adventure. But this one's a little different...

First of all, the purpose of the campaign isn't to reissue the books in a new edition, it's to create an all-new app, Your Very Own Robot. And that app isn't going to be text-based. It's an interactive cartoon.

Your first reaction may be, "Isn't that just a simplified point-and-click adventure game?" And so it is. But I would argue that, just like the sabre tooth recurred in evolution many times, adventure games don't have to lie buried in an unmarked grave just because PC and console gaming left them behind. The combination of kids and iPads means a new market.

Kids. That's another interesting point. Gamebook revivals over the last few years have all been targeted at pushing the nostalgia button for thirty- and forty-something readers who remember them first time round. And no doubt those are the customers for Choose 'Toons, as the new series is called, but they'll be buying them to play with their own kids. That gives it a fresh feel and probably a much better chance of surviving, whereas the nostalgia trip soon wears thin.
Interactive story apps are already moving towards more art, less text, in order to broaden appeal. Text is cheap, as this slide from Inkle Studios illustrates. Trouble is, interacting with text is not very engaging once you've got used to playing something like The Witcher. And it's not just kids who feel that way.

All that artwork, though. That's got to be expensive. Well, CYOA are delivering an app, not printed books, so there aren't all the manufacturing and shipping costs. And having built the first app, they could do further titles for (total guess here) around $60,000 each. 17,000 units at $4.99 and they'd break even. That's achievable. And, given that it's a new, fun series with animation and audio, and even the text interaction is done through dialogue with your guide character (that admittedly very unappealing dog), why not 170,000 units?

I'm a little baffled by the way they depict the main character as a sort of blued-out generic "you". What, after a hundred and twenty years of cinema and nearly eighty years of television we can't just accept that audiences are able to identify with a specific character? And the dog - why "Homer"? That's kind of a well-known name in cartoons, and anyway wouldn't "Virgil" make more sense? Still, if there's going to be a new gamebook craze, this could well be what it starts off looking like.

Saturday, 8 January 2011

Once upon a time in the Sahara

A quick plug today for Andrew Wright's interesting critique of my gamebook Heart of Ice, which has been running in four parts this week on his Fantasy Game Book blog. If Andrew's analysis makes you want to try the adventure for yourself, you can pick it up from the sidebar at the right, or go get it here. It's diceless and fully hyperlinked, so you don't need a pencil; you don't even need to turn the pages. Oh, and did I mention that it's free?

Tuesday, 7 December 2010

The Spark Furnace is now fired up

But just what is a Spark Furnace..?

A curious invention, whose precise origins have been lost in the mists of time, it is believed that only one of the handful of Spark Furnaces originally bequeathed to mankind remains in existence today.

Somewhat otherworldly in its design, the workings of the last remaining Spark Furnace are little understood, and its inner secrets are rumoured to be guarded by the surviving members of a long-forgotten society.

What we do know, however, is that the Spark Furnace is a truly amazing device, capable of extracting strands of psychic energy and inspiration from every dimension. In the hands of a skilled operator, it weaves together whole collections of entertainment, literature and interactive experiences into a seamless transmedia experience encompassing novels, comic books, videogames, television and movies.

Some say we have tapped into just a tiny fraction of its potential, while others fear what might happen if its harvested energy were to leak out. However all who have seen it at work agree that the huge influx of power required to keep it fuelled and smoothly running is repaid many times over by the fabulous creations which it brings forth at tantalisingly unpredictable intervals.

Friday, 15 October 2010

Abenteuerspiel

Jamie has spent the last couple of weeks working with my Mirabilis co-creator, Leo Hartas, on an Escape From Colditz game intended to publicize re-runs of the old BBC/NBC show. You can play the beta (slightly buggy but still fun) on Leo's own site. The spot-on WW2 movie pastiche soundtrack is by the uber-talented Frazer Payne, and one of his tracks is in the beta, so it's worth a look just for that.

Bizarrely, the marketing folk at the TV company wanted Jamie and Leo to squeeze the game below 1.5 Meg so that people could email it to each other - y'know, like you do with Flash games. Well, that's marketing for you, bless 'em.

Anyway, while Leo has been playing around with Flash we started looking at mini-adventure games like Death in Sakkara and visual novels such as The Flower Shop. There I was resisting - I'd rather be writing more episodes of the Mirabilis comic than designing a game - but inspiration struck anyway. As it so often does when you're trying to work on something else. So now we have an intriguing hook for a Mirabilis adventure game and I just know it's going to lie there gnawing at my subconscious until we get on and do it.

The working title is Timber! and the only question now is whether to do it in Flash and give it away for free or to put a bit more care and attention into making an app version.