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Length: 6077 (0x17bd) Types: TextFile Names: »adv.doc«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Tess/adv.doc«
Adventure Guidelines ==================== - These guidelines reflect the author's personal philosophy to adventures, so there is naturally a bias in favor of certain factors and against others. This is not to say that some factors are "bad", since what one person finds frustrating another would find challenging. - Parts of the guidelines are taken from the Byte article "Adventure as Literature". - Topics covered: - Theme - Plot - Puzzles - Locations - Objects - Mechanics - Parser Theme ----- - Be bold - Adventures can take place anywhere. - Use sub-themes - Add variety to adventure. - Can be very different set of locations, or related sets (e.g. different worlds, or just different stores). - The theme should permeate throughout the adventure Plot ---- - An adventure can present several featrues to the player (listed in order of decreasing importance): - a goal to be accomplished - puzzles to be solved - interaction with the adventure world - a story - pictures - Have events happen to carry the story along - Events don't have to be linear in occurrence. - An event could occur to sidetrack the player. - The adventure world shouldn't be too static. - Have alternative plots, endings, or even objectives - Player selects which story line, or adv. randomly picks one. - Player, as he plays, selects his own destiny, with some puzzles applying to different scenarios. - Have unified but open text - Unified: work out the history of the adventure world that explains each object and character, and details the events before the adventure begin. - Open: although the full history is available, don't have to explain everything. - This background will provide the foundation and basis for the adventure's puzzles and situations. - Have a step by step build up to some climax or high point. Something exciting should happen at this point. Puzzles ------- - No irreversible puzzles - More than just one chance to do something. - Important objects can not be destroyed. - No irrecoverable situations. - Have several solutions to problems - Avoid the bad thinking "if I spend time putting it in, then everyone must encounter it". - If a player's action accomplishes something, or at least generates a non-canned response, then the player is more satisfied than a canned response or a "I don't know how to do that" message. - In order of decreasing satisfaction, the type of responses are: - action towards goal - action irrelevant to goal - non-canned response - canned response - unanticipated command - not recognizing word - Have solutions with a moral quality or sense of purpose. - Avoid bland do-it-because-you-can type of puzzles. - Could have some emotions attached (e.g. rescue a fuzzy animal). - The player should feel a sense of accomplishment. - Have fair and "logical" puzzles - Puzzles can be as different and wild as the imagination, but they must be logically solvable given the circumstances that the player is in. - The puzzles should fit into the overall theme. Sometimes puzzles can simply be reworded to fit into a particular theme. Locations --------- - No illogical mazes, mixed-up directions, or un-mappable locations - A maze should be a real maze, not a set of impossible-to-map rooms. - Even if the adventure consists of independent sets of locations, there should still be a logical layout to the map. - No empty or useless rooms - A location just for the sake of completeness may add to the theme, but from the player's point of view it is disappointing. - This is especially true if the descriptions of the rooms are short, since for long descriptions the location can significantly add to the mood and feel of the adventrue. Objects ------- - Have an info source - Gives backgound info on objects/characters. - Gives hints / how to use objects. - Plot development. - Humour. - Have "helper" characters - act as an ally to the player - e.g. The vendor in Intrepid, Thunderhawk in Gems - Have character interaction - Fake conversations. - Puzzles involving other characters. - Getting hints from characters. - Characters which follow the player. Mechanics --------- - No deaths - Use a warning message for experimental/avoidable deaths. - No unavoidable dangers / always have warnings. - "If the player can be killed, then he can be warned of the danger". - No dwindling vital resource constraints (battery, air, time) - As part of a puzzle, having to refill a resource is alright. - As a limiting factor which can halt an adventure and force a player to restart, it is an unnecessary obstacle. - Have a high carry limit, or no limit at all - Object count dependent. - Object size/weight dependent. - Have a narrator with a consistent personality and knowledge level. - An all-knowing entity watching from above. - Someone moving with the player. - A puppet controlled by the player (uses 'I' in narrative). - Have some factors in the adventure that are random with each game - e.g. safe combination, color, a true maze Parser ------ - Have a large vocabulary - Provide synonyms for words, especially for verbs. - Have appropriate parser: - If the adventure requires many verb-noun-object constructs, then having to use verb-noun commands with auxillary prompts becomes cumbersome. - A more advanced parser can give more interesting puzzles and a more natural feel to the adventure, but will require more work to handle other responses. - Parser types, in increasing order of complexity: - "verb noun" - "verb [article] noun" - "verb [article] [ajective]* noun" - "verb [article] [ajective]* noun [prep [article] [adjective]* noun]"