Showing posts with label interactive fiction. Show all posts
Showing posts with label interactive fiction. Show all posts

Friday, March 19, 2010

Heavy Rain and the future of Interactive Fiction


Photo by believekevin

Recently I've heard a lot of Buzz about a new console game called Heavy Rain. I've not played it personally, but I've read several reviews, I've watched the game be played, and I've done a fair amount of research on it. It's being called a new paradigm in gaming, and hailed as incredibly original. 

As I listened to all the hype that surrounded the game, I was met with something akin to Deja Vu: an intense sense of 'this-has-already-been-done-to-great-effect.'  Heavy Rain is billed as an "interactive Drama" one player I spoke with went so far as to say "It's like a movie, only you're the main character, you write the story." 


When I heard that, it clicked. These games aren't new and innovating, they are moving a time tested format (that dates back to the 1970s and Colossal Caves) known as interactive fiction from words to pictures. 

Interactive Fiction games are a small subset of the 'Text Adventure' style of games.There are hundreds upon hundreds of Text Adventure games that are not interactive fiction. These games often have a sparse setting, and a more sparse plot. They don't understand what you tell them, at all. They are frequently frustrating, and rarely fun. If your only exposure to Text Adventures was the 1980s Scott Adams style, please consider giving them another chance. 

There are, however, a large, perhaps equal, number of 'Text Adventure' games that are interactive fiction. These games are works of fiction in which the player assumes the role of the main character. He wanders through well crafted prose, marveling at the locations that the author has beautifully formed, conversing with the characters that inhabit this world of prose. The things the player says are understood, or at least mis-understood in a helpful (or amusing) way. 

If Heavy Rain is a movie, then a Text Adventure is a Novel, a Short Story (occasionally, a poem). They are rarely as easily accessible as they're screen counterparts, but they are often far more fulfilling and complex. 

As I said, Text Adventures have been written for as long as we have had computers. The first, Colossal Caves, (which became Dungen, which become Zork, which became the Zork trilogy that launched Infocom, who was acquired by Activision, who still makes good video games.) was written in the late 70s on a mainframe at MIT.

 I have a hard time calling Colossal Caves and games like it "interactive fiction."  It isn't the quality of the prose that prevents them from attaining this distinction. The prose is actually quite nice, with some highly detailed descriptions, and some incredible bits of humor. What limits these games to being 'text adventures' is that there isn't really any fiction with which one may interact. What plot is there is just an excuse to string together some puzzles, and explore a cave/dungeon. It's a fun game, but it's just a game. 

For my money, the first real work of interactive fiction was the game "The Hitchhiker's Guide to the Galaxy" published by Infocom in 1984. This is the first time that a Novelist collaborated with the programmer to create not just a game, but an entire world which a player might lose himself as the protagonist. (I know I've mentioned this game in several recent posts. But it's a good game. You should play it.) This was a story first and a game second, in much the same way as Heavy Rain. 

The Hitchhiker's guide to the Galaxy was one of many incredibly rich and plot driven works that Infocom published in it's heyday. No commercial works have been released since the late 80s (or the early 90s, depending on how far you stretch your definition of Text Adventure), but Text Adventures are not a lost art form, any more than the novel is. They are still being written, and written well. It's about as easy to pick up a text adventure game as it is to read a book, provided you're willing to take the time to do it properly. 

From the collapse of Infocom circa 1990 until very recently, text adventures haven't needed to be particularly friendly. The people who were playing them were, by and large, the same people that were producing them. This became a bit viscous cycle, as authors began to make their games less and less accessible to the novice user. Many of these are good games, but they lack the polish often found on the really stellar games and the better commercial titles. 

This all changed right around the year 2000 with a game called Photopia (click to play online.) Photopia is a non standard Text adventure. It's a game that can be enjoyed by someone who has never played a text adventure. It is not a simple game, though it is a straightforward one. You make choices that dramatically effect the outcome of the plot, but there isn't much problem solving involved. The prose is eloquent, the plot is stunning, and the game is fueled by emotion. 


As the written word goes, it falls closer to short story than it does to novel but, I for one, would not fault the game for that.

Since Photopia, other games have emerged, seeking to bridge the gap between interaction and story, and to really open up the idea of Interactive Fiction to a new audience. Games like 'The Dreamhold' and 'Curses' are highly recommended introductory games, that were specifically targeted at new players. 

I've just started playing Interactive fiction again recently, with all the hype around heavy rain, so expect to see a few more posts on the games I enjoy. 

Playing
All of the games I discussed here to day are written in the wonderful Inform programing language. 

On Windows systems they can be read with one of several programs:
  • Gargoyle - This is an installer. For people who like things to be simple, download this. Download a game, save it to a folder, double click on it, and it open.s 
  • FROTZ (see the link below.) . Frotz is a far older program, that is sadly, beginning to show its age. It is slightly more difficult to use than Gargoyle.
There isn't yet an iTunes like library system for Text Adventure games, but the community is working on it. When it launches, you'll hear about it here. 


On BSD, Linux, and other *nix system, I suggest Gargoyle (sudo apt-get install gargoyle from ubuntu/debian) There are several other programs available, and they work to varying degrees, but Gargoyle remains my favorite. 

For Mac OS X users I suggest ZOOM , it supports the big three text adventure languages. The more esoteric games might require an additional interpretor, but good games for anything other than Inform or Tads are so rare that I wouldn't worry about it. 

iPhone users should do a quick iTunes search for Frotz. I think its a free download from the app store. 

Android users should look at Twisty and Hunky Punk. Neither is perfect, but both are good. 

Resources 
The Dreamhold- bundled with Frotz. Unzip- Drag the game file onto the file called Frotz. Drop it and play. Alternatively, install Gargoyle from the link above. It makes life a bit easier. 

Files
Lost Pig - Lost Pig is a very funny, well written, and challenging game. It is fair, has a good hint system, and has a much larger plot, and much richer characterization than it might initially appear. Expect a full review very soon. 

Sunday, March 14, 2010

Dining at Milliways, and other Interactive Fiction


photo by bre pettis Licenced CC non comercial 

It should come as no surprise to most of you that I am a long time fan of Text Adventure (or Interactive Fiction) games. I've played through hundreds of them, and was planning on doing an article detailing the best way to do that on an HP200 LX (Short answer, DOSFrotz and patience!). In light of the fact that my 200lx is now little more than a waterlogged mess, I bring you the Douglas Adams interactive fiction tribute.

In 2001, shortly after Mr. Douglas Adams took his leave from the planet earth, a competition of sorts was held to honor him. The original rules stated "Create your own tribute to Douglas Adams in no more than two hours. Sign the location below when you've finished the game." with a deadline of just a few days later. In true Adams style, the deadline was quickly extended to "when no more games come" which means the contest is technically still open.

Though technically most of these works are infringing copyright (something I point out only in order to highlight how ludicrous current laws are), they are among some of the most enjoyable text adventures I have ever played.


The two hour time limit means that some of the games lack polish. There are occasional 'Guess the verb' moments, times where you have figured out the action that is required of you, but fail to find the syntax. That being said, many of the games featured here are absolutely brilliant, and a fitting tribute to one of the authors that kept the genre alive with his wonderful Hitchhiker's Guide to the Galaxy game.

If you're new to IF or you'd like more information about playing Interactive Fiction, I suggest reading this, as the IFWIKI sums things up much more thoroughly than I would.

The Sofa At The End Of The Universe 

You are Dirk Gently. You have a SEP Field Generator (Somebody Else's Problem.) There is a sofa wedged in your stairwell.

Witty prose, fantastic puzzle, evokes memories of the man himself.

A Night at Milliways

You're about to go to Milliways, and you've got a table with a view.

Less polished than the last, but just as enjoyable. For those that aren't veteran interactive fiction gurus, the proper syntax for asking someone for something is ASK person ABOUT thing.

This game made me cry a little bit.

Catharsis- it's not a word I get to use often. This game was cathartic.

The Death of two great Minds 

You're in the desert with Ford and Fenchurch. You find Marvin. He isn't doing well at all.

Not as difficult or as well written as the previous two, but still very enjoyable. Great concept, well executed.

How Many Roads Must a Man Walk Down?

You have arrived at the abode of Wonko the Sane.

Clever and thoughtful. At the same time, irreverent, silly, and heart-wrenchingly sappy.

Into that Good Night 

Turns out Mr. Adams wasn't the only one to pass on. You find yourself playing the roll of one Dirk Gently as he navigates the afterlife in order to finish his case.

Some of the best prose of the whole show. This game is very polished. (Although the first time through I was confused as all get out. if you get stuck, help is here) Of all the games of this competition, this one had the most enjoyable writing. It's a shame the game itself wasn't better. (There are really only two puzzles, and neither of them is particularly obvious.)

Deadline: or Being Douglas Adams

Not really a game, no puzzles, no goal. You are in a bathtub. A deadline approaches, and passes.

(I don't have a HUGO interpretor, the title of the game doesn't make it sound fun. I decided it wasn't worth the effort.)

You can find all of the games in a wonderful little zip file at this IF Archive Mirror.

As an added bonus, the original Hitchhiker's Guide to the Galaxy game: You can play it on Mr.Adams' website: http://www.douglasadams.com/creations/infocom.php (serial number is in the screenshot), or on the BBC HHGG page.The first requires Java, the second requires flash.

-or through a bit of HTML source code digging  download it directly- http://www.douglasadams.com/creations/hhgg.z3