06 Feb 7 / 9 |
Interactive Fiction |
Short, Emily. (2016). Small-scale structures in CYOA. 3. Boudreau, Ian. (2016). Letting players tell the story: Simulation games as narrative machines. Game Informer. |
Bronstring, Marek. (2012). What are adventure games? Adventure Gamers. Jacob and Pavel
Marek Bronstring What Are Adventure Games?
Like adventuregamers.com >>> http://www.co-optimus.com/ (however, focus on co-op games -cooperative games-)
What are adventure games?
- Adventure games aren’t action/adventure games, not platform games (like Mario)
- NOT Uncharted, Batman, Arkham City, Etc.
- Also NOT Mario, Crash Bandicoot, Super Meat Boy
- Puzzle solving through inventory manipulation and platforming are integral parts of adventures games
- Set character that nevers changes (can’t gain levels). The point is to experience a strong story.
Characteristics:
- Narrative
- A story told vs story created
- Less focus on action, more on the stories and character
- Puzzles
- Inventory puzzles
- Dialogue-based puzzles
- Environmental puzzles
- Non-contextual logic puzzles
- Exploration
- Interface BEFORE & NOW (photos on presentation)
- Graphic Style
- 2D style
- Slidehow – interact with still images
- Real-Time 3D- Grim Fandango!
- Full motion 3d – footage of real life actors merged with computer generated graphics
- phanstamagloria – https://www.youtube.com/watch?v=u_kRBZYI1Mk
- No graphics: Interactive, text-based games
Kahoot.it – used to poll class about adventure games.
Ashwell, Sam Kabo. (2015). Standard patterns in choice-based games. These Heterogenous Tasks (Jan 26, 2015)
Interactive Fiction
About the Authors:
Sam Kabo Ashwell
Emily Short: writer, blogger, consultant, game designer.
Standard Patterns in Choice Based Games
- Time cave: start and go until you’re done. I think of this as a continuously branching tree. It looks like a family tree or cascading flowchart pachinko board thingie. Each path is unique and doesn’t connect to other paths.
- Gauntlet: Linear consistent thread with several branches that don’t deeply affect the overall path
- Branch and Bottleneck: Lends itself to chapter based stories where the stories always return to a common point between chapters (think the episodic nature of TellTale games).
- Quest: Storyline with 2 paths.
- Open Map: Usually includes several different areas that the player can move back and forth from as they please.
- Loop and Grow: start at some initial point then loop back through the sae situations (usually based around routine activities or time travel.
Small-Scale Structures in CYOA (Choose Your Own Adventure)
- Track Switching Choice: can stick to linear path, or switch to another track
- Scored Choice: When making a choice, a stat or score can go up or down based on the decision the player makes.
- Re-enterable Conversation Node: A conversational type choice.
- Chapter One Sorting Hat: The player makes a choice early on that determines which linear path they follow for the rest of the games. All paths go to the same ending.
Questions
- Does your final project game fit into any of these structures?
- Which of these would you find the most engaging to play, why?
- Do each of these structures elicit a different level of interactivity? A different emotional response?
Clap clap clap clap
Boudreau, Ian. (2016). Letting players tell the story: Simulation games as narrative machines. Game Informer. Lee
Simulation Games
Author: Ian Boudreau
- Gamer at heart
- Studied journalism
- Went to school with funky name
Goal
“Games that rely on emergent, player-driven narratives are doing something…”
Boatmurdered: a story created by player and game in Dwarf Fortress. A story they made with a game. The player has no direct control over the dwarves. Many variables in the game.
http://lparchive.org/Dwarf-Fortress-Boatmurdered/
Main Points:
- Multiple game genres
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ASCII ART!