10 HINTS TO GREAT GAME DESIGN - part 1 by C.E. Forman (1995) You've solved every Infocom game ever released. You've FTP'd countless text adventure games from Internet sites in a desperate attempt to quench your insatiable thirst for interactive fiction, but still it's not enough. So you decide to take the final step, to write your own parser adventure. But - how do you know for sure that people will like it? How can you avoid making the same mistakes you've seen in many of the quests you've been playing for years? What exactly constitutes a "good" text adventure game? That's what I'm here to help you with. I've taken it upon myself to analyze my favorite works of interactive fiction, determine why they're my faves, and compile a list of their common characteristics that first-time adventure writers can use for reference. Keep in mind that this is not an article on programming a game. These ten tips deal exclusively with game design and the authoring of the game's storyline. My intent here is to point out the most common mistakes beginners make, and identify methods of avoiding falling into these traps. You may be asking yourself, "Who is this guy anyway? I've never heard of him in my entire life!" True, true. I have been a fan of interactive fiction since I was seven years old, and I have even written a couple of my own adventures. That you've never seen my name anywhere should tell you that my games have fallen prey to most if not all of the problems I'm pointing out in this article. (Of course, I was confined to using BASIC as my sole programming language. Plus I was only twelve at the time.) Right now, I'm working on a couple of new games, and perhaps this time they'll turn out to be quite a bit better. Hopefully you'll be able to learn from my mistakes, too. 1. Develop a good parser. This is the single most important element of any work of interactive fiction. Unfortunately, it's also the one most frequently neglected by beginners. Even the most cleverly designed adventure isn't going to hold players' interest for very long if they have trouble communicating what they want to do. The earliest adventure games, such as the original "Adventure in Colossal Cave" and the Scott Adams series, used crude, verb-and-noun parsers that accepted only two words in each command. Due to the limitations of computers in those days, a standard parser's vocabulary was often very limited, leaving gamers dissatisfied. The Zork Implementation Parser introduced by Infocom in the late 1970s is really the accepted standard for parsers today. If you're using an IF design tool such as Inform or TADS, developing a good parser isn't as much of a problem. If, on the other hand, you've decided to write your own parser, pick yourself up a good thesaurus and use several common synonyms for each noun and verb. Make your puzzles the challenge of your adventure; don't force players to "guess the verb." In addition, the more options you can supply your parser with, the better. An "undo" command, built-in hints, the ability to allow players to configure the function keys as typing shortcuts, and automatic mapping will all contribute to the reduction of frustration on the part of the player. 2. Use good puzzle structuring. Don't just force players to wander aimlessly from one puzzle to the next, halting their progress completely until they solve the only available puzzle. Branch out your puzzle structure and make it as non-linear as possible. Interweave your puzzles with one another and allow players multiple paths through the adventure. That is, don't make players solve the puzzles in the same order every time; give them some flexibility. The only point in the game where there should be only one path for the player to follow is at the conclusion, where all the branches of puzzles come together to form a final challenge. Puzzle connectivity is also important. Make sure each puzzle "fits in" with all the others. If you have an extremely challenging puzzle, but you can't make it fit logically into your adventure, don't just throw it in for the sake of using it. Save it and use it in another game, where it is appropriate. One of the biggest abuses of this that I've seen comes in the form of mazes. Often adventure writers will simply throw in a maze to make the game more difficult, when in reality it is totally inappropriate and has nothing to do with the game at all. Making maps of games is tedious, and mazes are generally frowned upon in adventure games today, unless they have a truly unique twist (such as the catacombs in "Leather Goddesses of Phobos"), or can be solved without mapping (such as the wet tunnels in "The Lurking Horror"). In summary, designers should ask themselves this: "Is this puzzle connected to the game in some way, or is it in the game merely for the sake of its own existence?" If it's the latter, you should probably consider scrapping it. 3. Balance the difficulty of your puzzles. What's the fun of getting all the way to the end of an adventure only to discover that the final challenge is the easiest puzzle in the history of the universe? In most cases, the best adventure games are the ones that curve the difficulty of their puzzles. Keep 'em fairly simple at first, to allow the player to get into the game, then gradually raise the challenge as players go deeper into it. Don't get me wrong. It's perfectly okay to throw in a difficult or obscure puzzle or two in the early stages of the game, but the key is not to overwhelm the player at the outset. Of course, the primary deciding factor as to the difficulty of the puzzles should be how difficult you've chosen to make the game as a whole. If you're writing for expert players, design your puzzles accordingly. If beginners are your target audience, include a lot of simple, one- or two- step puzzles. In all cases, after a particularly arduous puzzle, reward the player with a few simpler ones. You'd be surprised at how many players lose interest when a game's puzzles aren't balanced. 4. Make your world and puzzles logical This one is basically just common sense, but it's still sometimes overlooked. If you're writing a sci-fi adventure, pay attention to the laws of physics. Don't let players enter the vacuum of space and survive without spacesuits. Realism is less of a problem in fantasy games, as much can be justified by the use of magic. The point, though, is to make sure everything makes sense in some way. This is especially important in the area of puzzles. Avoid making players do things that have no logic or purpose behind them. The more realistic your adventure, the more it will draw players in. 5. Be descriptive. You've created a whole other world, so why not let the player enjoy the beauty of it? How many times have you played a game with such lame location descriptions as "You are in a forest," "You are at the bottom of a tall cliff," "You are outside a cave," etc.? The term "interactive fiction" is not an arbitrary one - players are essentially exploring a form of writing, much like a good novel, and adding their own input to it. So let the player see the world you've created, much like your favorite fiction authors let you see theirs. Take care, though, not to overwhelm your players with prose. If you give them little opportunity to interact, they just might decide that they may as well be reading a book. Don't get too bogged down in descriptions. Usually half the screen is the absolute maximum for a room or object description, and this limit should only be reached on rare occasions. However, if a particular puzzle requires a lot of text in order for the player to see it, one or two full screens are acceptable. (A good example of this case is the mirror box in "Zork III".) Don't make players read the text over and over unless they want to, though. Make sure your parser has the option of changing the length of room descriptions. Using phrases such as "You are in the forest" the second time a player goes there is perfectly acceptable. (Just make sure that players can still get a better description if they want it.) While we're at it, I'd like to mention one variation on this subject. Most players, when writing good room descriptions, like to include several objects or features in each location (for example, a tavern might have a fireplace, a bar, and several tables and stools). Nothing is more aggravating than typing "EXAMINE THE STOOLS" only to be told, "I don't know the word 'stools.'" This is guaranteed to instantaneously shatter the fantasy and destroy any hope of players ever really getting into the game. Do this enough, and you'll alienate them forever. If you're going to put an object in the location's description, you'd better let the player interact with it, even if it's only in a limited way. Just a message saying, "There's nothing special about the stools." will suffice. Incidentally, I feel that this is one of the biggest problems with the Zork-based MUDs I've played. Players see that term, "Zork- based," and they telnet in expecting the same level of realism that Infocom gave us, and unfortunately, they rarely, if ever, get it. I myself have on occasion experienced difficulty in simply trying to interact with what the game claims is in the scene with me, and I'm afraid this is the rule rather than the exception. @~To be concluded next issue - o -