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Showing posts with label codewords. Show all posts
Showing posts with label codewords. Show all posts

Friday, 22 November 2024

Cue the sun

Jamie and I have mostly avoided patching the Vulcanverse books once they're published, as obviously it's not as easy to deliver a patch for a book as it is for a videogame. We wouldn't want people who had already bought the book to miss out. If we do tweak anything in the text, we're always careful to make sure that it's backwards-compatible with earlier editions and doesn't invalidate anything that's already established.

Here's an example. The latest version of The Pillars of the Sky has this section:

The only difference from the earliest edition of the book is in the first line of that section. Previously you only got the codeword Quire; now you also get another codeword, Quell. The reason for the patch is that Quire tracks the setting of that switch. If you turn it off you lose the codeword. Turn it back on and you get Quire again.

That was fine, but we realized it would also be useful to record whether you had found the switch, regardless of whether you happen to leave it on. So once you've got the codeword Quell you can't lose it.

The only place Quell is used is in section 1155 of Workshop of the Gods (book 5):

And that works fine even if you have the original editions (which are collector's items now; only a few dozen were sold before the update) and so you never saw the codeword Quell. The patch adds a little more fine-tuning but doesn't break anything -- which is our policy for any changes to these books.

Friday, 7 June 2024

Actions and consequences in an open world

When I mentioned on social media that Vulcanverse would be the first open-world gamebook series to be finished, somebody rightly pointed out that "finished" is a moot term when we're talking about open-world adventures. Fabled Lands, for example, is famously incomplete -- but all that actually means is that you can only explore about two-thirds of the areas shown on the map. If and when we ever type "The End" on Fabled Lands book 12, that wouldn't constitute an ending in the way a linear story ends. You can go round and round forever. That's what open worlds are all about.

Vulcanverse is different. Superficially it is like Fabled Lands, a sandbox for adventuring in, but that's deceptive. It's actually more like an open-world CRPG where you can take up quests in any order, but they feed into a central story thread that will lead you to a grand finale. Minor quests allow you to qualify for major quests, and some of those have payoffs that change the landscape of the game (literally) or win you allies who may rally to your side at the showdown with the Big Bad.

The last half of Workshop of the Gods (around 880 sections out of 1667 in total) is devoted to that endgame track, and once you complete it the game is over. You can bide your time entering the endgame, gathering everything and everyone you think you'll need, but once you're on it the structure is pretty linear. It's like a traditional gamebook from that point, sacrificing complete freedom of choice in favour of a dramatic conclusion.

I got to wondering how many quests are up for grabs in the whole five books. One clue might be in the codewords that we use to keep track of earlier decisions. For instance, if you begin your adventures in Book Five you start with the codeword Reverie. That remembers that you have a home and family in the city, and that you are familiar with the main landmarks. Titles such as Amazonian Queen or Tricked by a Water Nymph serve a similar function, the main difference being that you can see what the title records whereas the function of a codeword is usually not obvious immediately.

There are about two hundred codewords and seventy-odd titles across the five Vulcanverse books. As a quick yardstick, that might suggest around 250 quests (given that you might pick up more than one codeword on the bigger quests) but actually it's the tip of the iceberg. We only use codewords and titles when a player choice can have consequences anywhere in the Vulcanverse. All sorts of people you meet will react differently if you're the Amazonian Queen, for example.

But there are plenty of quests that don't have global repercussions, so to avoid having to check codeword lists too often we use a non-global logic filter: the tickbox. A tickbox is located "in the code". At the point that you arrive at a location, say, a tickbox could record whether this is your first visit (in which case you get the longer description) or a follow-up. Multiple codewords can be used to trigger different events each time you visit the location, as in the case of the tengu king's court in FL Book Six:

With a little extra tweaking, a tickbox can serve to filter a quest that is not yet complete, or that has just been completed, or that you completed a while ago. Here's an instance of that from Vulcanverse Book Four:


In this case, section 912 gives you the set-up conditions before the quest is dealt with and asks if you have what's needed to fulfil it. Usually you'll go away and come back later with what you need, though you might be lucky enough to have it already -- an item, a codeword, a companion, etc. If and when you do, 912 steers you to a section (or a whole subquest loop consisting of many sections) that if successful routes you back to 408 with the instruction to tick the box. At that point, you'll then go to section 1043 and be told the outcome and what reward you get. If you return to the Atlas tree later on, you'll see that the box is already ticked and so you'll go to section 1007, which tells you the new status quo that applies since you resolved the quest.

There are a lot more localized quests than globally significant ones, just like in a CRPG, so at a rough guess that means the whole Vulcanverse series comprises about six or seven hundred distinct quests. Some just earn you an item or a stat boost. Others unlock bigger quests. Each of the first four books features three major quests called labours, and when you've completed all twelve of those it unlocks the possibility to jump into the endgame in Book Five whenever you're ready.

I haven't seen a breakdown of the quest structure for something like The Witcher or Baldur's Gate, but I'm curious to know how the scope of those games measures up beside Vulcanverse. If you know the numbers, share them in the comments. And if you have a loved or loathed gamebook design feature -- maybe you can't stand writing in books, or you don't like logic gates -- let us know about that too.


Tickbox and codeword spreadsheet for all 5 Vulcanverse books
Buy the Vulcanverse series on Amazon

Friday, 8 July 2016

Gamebook design: finding workarounds for missing codewords

A guest post today from Paul Gresty, who is currently hard at work on both The Serpent King's Domain (Fabled Lands book 7) and The Frankenstein Wars. We'd pile on more projects, but he's only got two hands.

 
VERVAYENS ISLE, AND THE TROUBLE IT BRINGS

The TV Tropes website is fascinating. It bills itself as 'The All-Devouring Pop Culture Wiki,' and that's a pretty accurate description. It highlights recurring narrative devices or production approaches across a wide spectrum of media, ceaselessly noting, never judging. Really, take a look at the page for any long-running series, and see how easy it is to lose an hour there.

TV Tropes has long since outgrown its initial TV-only remit. It was on the TV Tropes Fabled Lands page that I first realised how insanely hard it is to achieve the title of Saviour of Vervayens Isle in Over the Blood-Dark Sea. Spoilers for that book from here on in.

To get that title you have to start in Over the Blood-Dark Sea, and roll 10–12 in the opening paragraph when you roll two dice to determine your starting position. And even then, it's not guaranteed. That'll be why none of my Fabled Lands characters, who tend to start out in The War-Torn Kingdom, have ever had that title, then.

Early on in my planning for The Serpent King's Domain, I decided I wanted to incorporate another avenue to Vervayens Isle (it was suggested in the Fabled Lands Facebook group, too). It's a nice little area that, if my own experience is common, almost never gets played through. Surely, any continuity problems would be simple enough to iron out. Something like:
Do you have the title Saviour of Vervayens Isle? If you do, turn to 632. If not, turn to Over the Blood-Dark Sea 151.
Easy, right?

Um… no.

Y'see, a problem occurs because it's possible to visit Vervayens Isle without picking up that title. There's an encounter there (spoiler: the gorgons) that should surprise the player, if he or she comes across it. Loop through that more than once, and you lose any sense of continuity. And, the Saviour of Vervayens Isle title aside, there are no codewords, nor even any tick boxes, to check whether you've been to that island before.

Here it helps that the only route to that island comes in paragraph 1 of one of the books. Because this creates a work-around to check that the player hasn't started in Over the Blood-Dark Sea – that is, to check which book the player has started in. If you've played the demo version of The Serpent King's Domain, you may have acquired the codeword Gloom in paragraph 1. So it's a sure bet that, if you have that codeword, you've never visited Vervayens Isle.

Similarly, if you own the more recent republication of The War-Torn Kingdom, you'll have noticed that you obtain the codeword Auric in paragraph 1 of that book. Again, if you have that codeword, it's certain you didn't start out in Over the Blood-Dark Sea. (I'm hesitant to speak for Dave and Jamie, but if you only own the large-format edition of The War-Torn Kingdom, I'd say it's fine to award yourself the codeword Auric for starting out in that book anyway.)

So if during your travels through The Serpent King's Domain you come across a paragraph that says something like this:
If you have the codeword Auric or Gloom, turn to 582. If not, turn to 147.
… then it's really checking if you've been to Vervayens Isle. And if you don't have those codewords, but you've never been to Vervayens Isle, feel free to go there with my blessing anyway, even if you're not strictly playing 'by the book'. That's precisely why that paragraph's in there – to permit access to a location that's impossible to reach otherwise.

Friday, 12 September 2014

Blood Sword redux: Doomwalk (part 2)

fantasy gamebook
More designer's notes in "the making of Blood Sword" series, this time another look at Doomwalk. (Part one here.) The covers of this and the previous book in the series, The Demon’s Claw, now credit me as the sole author. Originally Oliver Johnson and I signed to do all five Blood Sword books, but Oliver’s job at Random House meant that he had very little time to spend on them from the start, having to bail out altogether shortly after we started work on The Kingdom of Wyrd. He did return – sort of – for the final book, but one at a time, eh?

Between The Battlepits of Krarth and The Kingdom of Wyrd, a week or so has passed. Between the latter and The Demon’s Claw, the characters are implied to have been adventuring for years. But Doomwalk begins with a Bourne-style cut, following on immediately after the events of the previous book. There’s no particular significance in this. I usually avoided cliffhangers because books couldn’t be ordered off the internet in those days, and I’d learned the hard way about the vagaries of distribution when all the copies of Dragon Warriors book 1 went to the south of England and all of book 2 went to the north. So I tried to make sure you could jump into a series like Blood Sword at any point and if you missed out a book entirely it wouldn’t be the end of the world. Except in book 5, when it really was the end of the world. But, as I said before, more on that in a later post.

I was glad to have the chance to fix the maps, which in the 1988 edition were printed the wrong way round. So you were presented with a map of Sheol at the start of the book, and if you managed to get to the lands of the dead and if you were lucky enough to find the ancient carving on a monolith there, you would uncover… a chart of western Legend showing the location of the island you needed to find in order to reach Sheol in the first place. I was aiming for a certain amount of dream logic, but not in Lewis Carroll quantities. So after twenty-six years it’s nice to be able to put the maps back where they belong.

Talking of maps, I noticed that the artist (not Russ Nicholson; he wasn't the original map artist) had written “burrow downs” instead of “barrow downs”. I’ve never had much luck with artists and barrows. In one early gamebook I described the character crossing a desolate moor at night when an old man steps out from behind a barrow. That became a picture of a geezer with a wheelbarrow. But I digress… All this talk of barrows at least gives me an excuse to run one of my top favourite of all of Russ's pictures, the wights who come out for a meet 'n greet when you arrive in Sheol.

It’s not obvious why we didn’t make more use of codewords as logic flags in early series like Blood Sword and Way of the Tiger. Instead the reader would just be asked, “Did you meet the scarred scholar and ask him about the carved pillar…” or whatever. If you’re playing the book for the umpteenth time, it can be tricky remembering which incarnation of you did what, and codewords help with that. I’ve written a few into Doomwalk including one to keep tabs on whether you’re accompanied by Cordelia’s ghost as you cross Sheol. (The codeword there, incidentally, is WANDER – a little tip of the hat to Team ICO.)

One more part of this reminiscence of Doomwalk to come. That's in a fortnight, and then we're on to The Walls of Spyte and the big Krarthian free-for-all on the final day of all Creation. But what about next Friday's post, you ask? Ah, or should I say Arrrrr!