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