Interactive Fiction A beginners guide What Is IF
Interactive Fiction A beginner’s guide
What Is IF l l l Immersion with Text input Narrative voice More Story than Game
Classes of IF l l l Strong story, lots of plot interaction Strong story, less/no plot interaction Weak story, lots of interaction
Choose Your Starting Point l l l Plot Character Scenario/Incident Puzzle/Mechanic Theme Message
What IF is GOOD for l l Low budget Tolkein/Animation Novels IF Bias?
Topics – Real or Fantasy? l Show us something new – Common mistakes l l Overly familiar settings Hollywood Clichés
Making your Story Interactive Using Inform
The Strengths of Inform l Custom Behaviors for Unique Objects – Hats Books Boxes – Cards – –
The Strengths of Inform l Limited, Built-in Simulation – – – Movement Location Containment Clothes Item Use (on/off)
Declarative Implementations l l Define new objects with custom abilities Shoes – – Clothing State for tied or untied laces Create “tie” and “untie” actions Add code to prevent walking w/untied laces
A shoe puzzle? l l Laces separate Barefoot player No laces – shoes fall off Uncrossable area
Simulation – Better or Worse? l Defining “lace-ness” of other objects – – – l String Roots from the ground Hair Not enough objects
The Big Secret: l l l Nearly every puzzle = locked door or container Challenge = Transparency Shoes – – Are they readily available? Can the user find the laces? If not – can the player build laces? Can the player build shoes? ? ?
IF Design Problems The Shoe Example
Transparency l Three cases: – – – Uncrossable area, findable shoes Uncrossable area that makes it clear that shoes are needed, buildable shoes Uncrossable area, isn’t clear shoes are needed, buildable shoes
Transparency l l “Natural” or “Intrinsic” properties Pot Example – – – Handle as shiv? Realistic, but not transparent Unless you demonstrate it before the player acquires the pot
Simulation l l Reality vs. Abstraction Constraining Interactions – – l Rope Cards Emily Short – Magic transforms object shape, size, material
Complexity l l Linearity – boring, but necessary Shoes, Water, Paint – – l Design & Object Constraints Simulation & Unexpected Solutions The N 2 Problem
Designing Flow l l Challenging/Engaging the player FLOW charts – – Show events occur “in time” l l Sequentially Parallel Arbitrary order Interlocking components
Time and Location l l Time is inherently spatial Objects are inherently time-bound – – Availability of objects in “play time” Location of player in “play space”
Tips/Tricks Design advice
Starting Points l l l Story – how does the player feel? Setting – what does the story contribute? Character – how will you do it w/o NPCs?
General Rules l l l N 2 Problem – avoid treasure hunts Believability more important than reality Pay attention to the complexity – – Map out your story Make decisions based on feasibility
Controlling Complexity l l l Don’t make too many objects Do the math Plot Clock Limit mobility Limit what is mobile in general Remove objects at certain points
Thanks l Sean Barrett, author of “Heroes” and other IF gems, can be reached at: buzzard@nothings. org
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