The Craft of Adventure - part 6 (Continued from last issue) Six articles on the design of adventure games By Graham Nelson 5 ...At War With a Crossword (continued) --- Writing Room Descriptions --- First, a warning: it is tempting, when beginning to code, to give rooms "temporary" descriptions ("Slab room." "Cloister."), and leave the writing for later. There is no more depressing point than when facing a pile of 50 room descriptions to write, all at once, and feeling that one's enthusiasm has altogether gone. (The same warning applies to making an over-detailed design before doing any coding.) Besides, when testing the rooms concerned, one has no feeling of what the game will look like except tatty, and this is also depressing. Also, writing room descriptions forces the author to think about what the room is ultimately for, which is no bad thing. So write a few at a time, as coding goes on, but write them properly: and edit later if necessary (it will be). Size doesn't matter. It is all too easy to write a huge room description, rambling with irrelevant details: there are usually one to three essentials to get across, and the rest should be cut. (This is admittedly a hard-line view on my part, and opinions vary.) But even the most tedious junctions deserve description, and description is more than a list of exits. Here is 'Adventure' at its most graceful: You're in a large room carved out of sedimentary rock. The floor and walls are littered with bits of shells embedded in the stone. A shallow passage proceeds downward, and a somewhat steeper one leads up. A low hands and knees passage enters from the south. You are walking along a gently sloping north/south passage lined with oddly shaped limestone formations. Note the geology, the slight unevenness of the ground and the variation in the size of the tunnels. Even if nothing happens here, these are real places. Flippant, joky room descriptions are best avoided if they will be often revisited. About once in a game an author can get away with: Observation Room Calvin Coolidge once described windows as "rectangles of glass." If so, he may have been thinking about the window which fills the western wall of this room. A tiny closet lies to the north. A sign is posted next to the stairs which lead both upwards and downwards. a characteristic piece of Steve Meretzky from 'Leather Goddesses of Phobos', which demonstrates the lengths one has to go to when faced with a relentlessly ordinary junction-with-window. The sentence which the whole description has been written to avoid is "You can go up, down or north." Room descriptions are obliged to mention the obvious exits - and it is certainly poor form to fail to mention a particular one unless there is good reason - but there are ways to avoid what can be a tiresomely repetitive business. For instance, Dark Cave Little light seeps into this muddy, bone-scattered cave and already you long for fresh air. Strange bubbles, pulsing and shifting as if alive, hang upon the rock at crazy, irregular angles. Black crabs scuttle about your feet. > SOUTH The only exit is back out north to the sea-shore. In other words, the "You can't go that way" message is tailored to each individual room. Avoiding repetition is well-nigh impossible, and experienced players will know all the various formulae by heart: "You're in", "You are in", "This is", "You have come to" and so forth. I usually prefer impersonal room descriptions (not mentioning "you" unless to say something other than the obvious fact of being present). As in all writing, vocabulary counts (another respect in which Scott Adams' games, despite awful grammar, score). If there is a tree, what kind is it, oak, juniper, hawthorn, ash? Then, too, don't make all room descriptions static, and try to invoke more than just sight at times: smell, touch and sound are powerfully evocative. Purity and corruption, movement and stillness, light and dark have obsessed writers through the ages. Above all, avoid the plainness of: You are in the Great Hall. You can go north to the Minstrel's Gallery, east to the fireplace and down to the kitchens. There is a sword here. So much for bad room descriptions. The following example (which I have not invented) is something much more dangerous, the mediocre room description: Whirlpool Room You are in a magnificent cavern with a rushing stream, which cascades over a sparkling waterfall into a roaring whirlpool which disappears through a hole in the floor. Passages exit to the south and west. ...seems a decent enough try. But no novelist would write such sentences. Each important noun - "cavern", "stream", "waterfall", "whirlpool" - has its own adjective - "magnificent", "rushing", "sparkling", "roaring". The two "which" clauses in a row are a little unhappy. "Cascades" is good, but does a stream cascade "over" a waterfall? Does a whirlpool itself disappear? The "hole in the floor" seems incongruous. Surely it must be underwater, indeed deep underwater? Come to that, the geography could be better used, which would also help to place the whirlpool within the cave (in the middle? on one edge?). And why "Whirlpool Room", which sounds like part of a health club? As a second draft, then, following the original: Whirlpool Ledge The path runs a quarter-circle from south to west around a broken ledge of this funnel cavern. A waterfall drops out of the darkness, catching the lamplight as it cascades into the basin. Sinister, rapid currents whip into a roaring whirlpool below. Even so: there is nothing man-made, nothing alive, no colour and besides it seems to miss the essential feature of all the mountain water- caves I've ever been to, so let us add a second paragraph (with a line break, which is much easier on the eye): Blue-green algae hangs in clusters from the old guard- railing, which has almost rusted clean through in the frigid, soaking air. The algae and the guard-rail offer distinct possibilities of a puzzle or two... Perhaps there are frogs who could eat the algae; perhaps the player might find a use for iron oxide, and could scrape rust from the railing. (Herbalists probably used to use rust for something, and an encyclopaedia or a chemistry text book might know.) Certainly the railing should break if a rope is tied to it. Is it safe to dive in? Does the water have a hypnotic effect on someone who stares into it? Is there anything dry which would become damp if the player brought it through here? Might there be a second ledge higher up where the stream falls into the cave? - And so a location is made. --- The Map --- Puzzles and objects are inextricably linked to the map, which means that the final state of the map only gradually emerges and the author should expect to have to keep changing it to get it right - rather than to devise an enormous empty landscape at first and then fill it with material. Back to atmosphere, then, because throughout it's vital that the map should be continuous. The mark of a poor game is a map like: Glacier | Dungeon --- Oriental Room --- Fire Station (fish) (megaphone) (tulips) | Cheese Room in which nothing relates to anything else, so that the game ends up with no overall geography at all. Much more believable is something like: Snowy Mountainside \ Carved Tunnel | Oriental Room --- Jade Passage --- Fire Dragon (Buddha) (bonsai tree) Room | Blossom Room The geography should also extend to a larger scale: the mountainside should run across the map in both directions. If there is a stream passing through a given location, what happens to it? And so on. Maps of real mountain ranges and real cave systems, invariably more convoluted and narrow than in fiction, can be quite helpful when trying to work this out. A vexed question is just how much land occupies a single location. Usually a location represents a 'room', perhaps ten yards across at the most. Really large underground chambers - the legendary "Hall of Mists" in Adventure, the barge chamber in 'Infidel' - are usually implemented with several locations, something like: Ballroom NW --------- Ballroom NE | \ / | | Dance Floor | | / \ | Ballroom SW --------- Ballroom SE This does give some impression of space but it can also waste locations in a quite dull way, unless there are genuinely different things at some of the corners: a bust of George III, perhaps, a harpsichord. On the other hand, in some stretches, drawing the map leaves one with the same frustration as the set-designer for a Wagnerian opera: everything is set outdoors, indistinct and without edges. Sometimes an entire meadow, or valley, might be one single location, but then its description will have to be written carefully to make this clear. In designing a map, it adds to the interest to make a few connections in the rarer compass directions (NE, NW, SE, SW) to prevent the player from a feeling that the game has a square grid. There should also be a few (possibly long) loops which can be walked around, to prevent endless retracing of steps and to avoid the appearance of a bus service map, half a dozen lines with only one exchange. If the map is very large, or if a good deal of moving to-and-fro is called for, there should be some rapid means of getting across it, such as the magic words in 'Adventure', or the cubes in 'Spellbreaker'. This can be a puzzle in itself - one that players do not have to solve, but will reward them if they do. --- Looking Back at the Shape --- A useful exercise, towards the end of the design stage, is to draw out a tree (or more accurately a lattice) of all the puzzles in a game. At the top is a node representing the start of the game, and then lower nodes represent solved puzzles. An arrow is drawn between two puzzles if one has to be solved before the other can be. For instance, a simple portion might look like: Start / \ Find key Enter garage \ / Start car | Motorway This is useful because it checks that the game is soluble (for example, if the ignition key had been kept in a phone box on the motorway, it wouldn't have been) and also because it shows the overall structure of the game. Ask: -- Do large parts of the game depend on one difficult puzzle? -- How many steps does a typical problem need? -- How wide is the game at any given time? Bottlenecks should be avoided unless they are reasonably guessable: otherwise many players will simply get no further. Unless, of course, they are intended for exactly that, to divide an area of the game into 'earlier' and 'later'. Just as some puzzles should have more than one solution, some objects should have more than one purpose. In bad old games, players automatically threw away everything as soon as they'd used them. In better designed games, obviously useful things (like the crowbar and the gloves in 'Lurking Horror') should be hung on to by the player throughout. A final word on shape: one of the most annoying things for players is to find, at the extreme end of the game (in the master game, perhaps) that a few otherwise useless objects ought to have been brought along, but that it is now too late. The player should not be thinking that the reason for being stuck on the master game is that something very obscure should have been done 500 turns before. @~To be concluded next issue - o -