GAME DESIGN AT THE DRAWING BOARD - part 2 By C.E. Forman Concluded from issue 80 Transcript Anyone familiar with Infocom will likely understand what I mean by a transcript. Basically, it's an example of what the game will look like when it's being played. Transcripts include not only what the game will print on the screen, but also the player's commands that cause the various responses. I only write a transcript when I'm having trouble getting the story started, or if I need to visualize how a complex puzzle should work. Like object and item specs, anything you write into a transcript will mean less time spent coding later. Puzzle Structure Chart This is my own personal favorite design tool, but unfortunately it's also the most difficult for me to describe in words. A puzzle structure chart is much like a hierarchy diagram which lists the necessary puzzles in an adventure game, from beginning to end, and indicates what must be done before each puzzle can be solved. Confused? Maybe it'll become clearer if you look at the example provided. This is the complete puzzle structure chart for Infocom's "Enchanter" (and just in case you overlooked the first warning, the following diagram contains some really big-time spoilers): *** See the map in the screenshots section - Sue Okay, let's start at the top of the chart and work downwards. At the start of "Enchanter," there are really only three significant tasks for the player to accomplish--opening the oven to find the bread, filling the jug with water, and getting the REZROV spell. The three separate paths leading off from "START" reflect this. Note also that only one of these paths, finding the REZROV spell, really opens the doorway to further adventure. Eating and drinking are merely necessary to keep the player alive long enough to reach the end. So the game starts out almost purely linear, requiring players to find the spell, use it to enter the castle, and use the FROTZ spell to create a light, before anything else can be accomplished. Once the player gets past these first few minor obstacles, however, the scope of the puzzles reaches its widest point. The game is now quite non-linear, with seven distinct paths that players are able to follow. As an example, let's assume that the player's first task is to open the jewelled egg and obtain the shredded ZIFMIA scroll inside. Let us assume that the player then proceeds to cast the REZROV spell on the castle's rusted north gate in order to gain access to the forest beyond, where the scroll inscribed with the KREBF spell is located. The player now has the KREBF spell and the shredded ZIFMIA scroll itself, both of which are necessary in order for the shredded scroll to be fixed. So the two initially separate paths merge into one, and the KREBF spell can now be used to obtain the ZIFMIA spell, which in turn can be used to summon the wandering adventurer. In a puzzle structure chart of this nature, when a path splits into two or more separate pathways, this indicates that there is more than one puzzle for the player to solve at that particular point in the game. When two (or more) paths merge into one, however, it indicates that both paths must be completely traversed before the player can continue. You couldn't obtain the ZIFMIA spell without the KREBF spell, nor could you get ZIFMIA if you didn't have the shredded scroll on which it is written in the first place. The puzzles leading up to the acquisition of both items must be solved before the two items can be used together to solve a third puzzle. And what about optional puzzles, and puzzles with more than one solution? Well, to keep the above example less cluttered, I didn't include the CLEESH spell, since it isn't essential to victory. I did make a note that it could be used in place of VAXUM when confronting the shape in the endgame. The discovery of the CLEESH spell could have been inserted on a separate path branching off of the path in which the player enters the forest and finds the KREBF scroll, and later tied into the endgame. With a puzzle structure chart, however, neither of these are absolutely necessary. A puzzle structure chart allows the designer to explore a game's linearity, to determine if it's too rigid or too vast and overwhelming. It lets a designer see if changes in the arrangement of the game's puzzles need to be made, and if so, where. Puzzle structure charts also eliminate circular logic in puzzles, that is, puzzle A needing an item that can only be obtained by solving puzzle B, which in turn can only be solved with an item from puzzle A. If such a situation exists, it will reveal itself in a puzzle structure chart. The last important step involves deciding which techniques to use in combination with each other. It's really up to your own personal preference. I prefer puzzle structure charts, combined with a concise scoring list, when I'm designing on paper. As the game begins to take shape, I like to sit down and type out specifications for objects, items, and characters. And, of course, a good map is always put to use. - o -