Pippin takes a look at addictive adventure writing
MugScan
What makes a game so irresistable
and addictive that you must go back
to it time and time again?
Multi-user adventure games are text adventures and the comments I make throughout
this article apply just as much to single user
adventures as they do MUGs. Both involve
considerable interaction with the computer
and both have locations which give an atmosphere to the game as well as providing the
means of getting around from place to place.
Both have puzzles which must be solved to
advance in the game.
In previous Issues, I have reviewed some of
the Multi-user games that are on-line. There
are many other games that I have not yet
reviewed. But I think that it is worth pausing in this Issue to discuss what it is that
makes a great adventure game and what
should be avoided. Hopefully this article
will provide a guide to the new adventure
writer.
It goes without saying that one of the hallmarks of a quality game is the absence of
spelling and typographical errors. It is true
that many creators of adventure games are
fascinated with the technical aspects of presenting a game and tend to think that the
rooms will look after themselves. Often an
otherwise brilliant programming concept is
damned on its first showing, because it is
almost illiterate. With the advent of spelling
checkers with word processing packages,
there can be little excuse for poor spelling. It
looks so tacky.
Because the programmer is so involved with
the works of the game it is essential that he
find a literate soul who will take care of
every aspect of room writing. Perhaps the
best way of approaching this is to allow
friends to contribute but to have only one
appointed as editor with sole editorial
power. This is desirable for many reasons.
It establishes a single style to the game.
Allowing all rooms to be edited bv one person stamps a common literary style as well
as giving the whole land a coherence. Without this the rooms become disjointed and
bitty and soon lose any sense when the number of rooms grow in size. If your editor has
humour it wlll come through in the room
descriptions and the players will love it. The
same is true of puzzle setting. Whilst you
can't expect one person to invent every puzzle in the game they should follow a pattern
so that a good player can reason some puzzles through perhaps partly because he
recognises the author of the puzzle by the
way lt is presented. Recognising the author
obviously leads to 'knowing the way he
thinks', players love to solve problems with
a minimum of information but provided
with a strong intuitive clue. Using someone
with editorial powers will give your game a
polish it will otherwise lack.
What should and what should not be
included in a room description?
Mobiles (non-player characters) should be
used where a person or creature is required
to be at a location. For example, a blacksmith in his forge or an innkeeper in his inn.
Under no circumstances should this type of
persona be described in the room description, it must always be depicted by a mobile.
Remember that there may be times when,
quite reasonably, the innkeeper may not be
in the location. If an object of any kind is
mentioned in a room description it must be
provided as an examinable object in that
location. There can be nothing worse than
"there is a closed door to the west of you."
Examine door. "I see no door here."
Feelings should be kept out of room narrative entirely. Expressions like 'You feel that
you are being watched', is perhaps the corniest term used in adventure writing.
Personally I cringe every time I see this in the text.
Atmosphere and feeling can be provided in
so many ways that it is not necessary to
resort to creahng it with old hat like this.
Room description should be reserved for
inanimate objects that are present in the
room permanently and not transients that
may be there sometimes and not at others.
Room narrative should be just that. Describe
what can be seen. Don't start every room
with 'You are standing... etc'. or 'You are
looking...etc'. The tree in the quad will continue
to be there even when you are not gorping at it or climbing all over it.
Computer-like signs and messages should be
avoided except perhaps in Sci-fi games.
Talking to other players.
Interaction with other players is unique to
Multi-User games and is one of its most
attractive features therefore talking to other
players should be made available in a simple
way. Players should be able to shout, tell
say and say by name and abbreviation.
Some players prefer to sit on the sidelines of
an adventure and chat to others. Rooms can
be provided for them where fighting is not
allowed.
Features for on-line operators.
Most games now permit the operator to create rooms and objects and mobiles on-line
whilst the game is running. Some even
allow the creation of puzzles and spells on-line. This is a very desirable innovation as it
allows the MUG operator to respond at once
to player requests for changes and additions
to the game.
How many locations should be in a
land?
In conversation with other adventure writers
over the years, I find that most are agreed
that twenty rooms per player is the most
comfortable figure with a minimum of two
hundred rooms. Too few locations give the
game a claustrophobic feel. Too many rooms
mean that players will seldom meet and the
player interaction will be reduced. More
seriously the quality of the room descriptions declines. I am rarely impressed when a
new mug writer tells me that his game has
five thousand rooms. Nearly always this
means large aggregates of locations with the
same description, often with the same
spelling mistakes in each of them. Even
when very large numbers of rooms have
been well written I often wonder about the
purpose of these barren wastes. Because
they certainly don't rate well on the next
statistic.
How many puzzles should a game
have?
Too many puzzles will seriously hamper
movement in the game and make it like
walking through treacle. If you try and give
puzzles a ratio of one to six with rooms you
will find you have a balance which will give
players plenty of things to think on without
detracting from the action side of the game.
How many mobiles (non-playing
characters) should be in the game?
This is not an easy question because it
depends what the mobiles have been allocated to do. Some will be ferocious beasts
whose task will be to provide adventure and
danger for the hero on his quest. This kind
of mobile should be in a ratio of three
mobiles to each player where the scenario of
the game calls for a culling of players by
monsters. In this type of game a mmimum
of fifteen creatures makes it just uncomfortable enough. Monsters should be graded in
difficulty depending on the value of treasure
they are guarding. Certainly there should
not be more than one very powerful creature
in the game or your players will get fed up
with being killed and go play another more
sympathetic game.
What penalty should you exact when
a player 'dies'?
Firstly let us be frank about this one and say
that any claim to realism goes straight out of
the window when your hero is back on the
adventure minutes after being consumed by
a large ugly dragon. But this is excused
because you know this is a fantasy game and
you don't walk into too many dragons these
days. Most games deduct half the players
score if he dies and was the victim and
the whole score is lost lf he was the aggressor. Frankly I see no reason to change this
rule as it seems to work well in all the games
where I have seen it operating.
What is it that makes a great adventure game?
A great adventure should at times have you
sitting on the edge of your chair with excitement equal to any arcade style game. The
adventure should be presented in such a
way that you are not reminded that you are
not sitting in front of a computer. You are on
a great quest not manipulating a keyboard.
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