Yes! that's the question... The grossest level would be a LeisureSuit
Larry kind of environment where you had to figure how to make yourself
attractive to the availables who represented ( -to-you) the highest
'mating score'... Your competitors could be computer-controlled players
making similar choices.
A step up in realism, you have to deal with paradoxes like: the harder
you try, the less attractive you appear!
And one hopes it will be possible to create worlds where *being yourself*
wins you points, and 'attractiveness' has more to do with one's humanity
than her skindeep surface features...
jb
[describes common game plot]
>There are certainly some imaginative ways that this plot can be expressed,
>(Scott Adams' The Count is a good example) but this seems to be the only
>plot that I can remember actual games being based on.
The mystery games from Infocom have a different feel to them - Deadline,
Witness, Suspect. And Amy Briggs's Plundered Hearts is IMO a good example
of an IF romance (as well as being the first game I've seen written from
an exclusively female perspective, if an intentionally stereotyped one).
The Star Saga almost-trilogy has a very well-developed plot, also (which
necessarily involves the sacrifice of a certain amount of free will).
--
Marc Sira |
t...@micor.ocunix.on.ca | "Your god drinks...p-p-peach nectar!"
aa...@freenet.carleton.ca '
Answer: You don't. Really, the main reason that "Romantic" fiction works is
that the hero has a reason to love the girl. It's really hard to do that
in int fiction, esp since you're often the main character. If you can
figure out how to make the player love the girl, it might work. Otherwise...
*** "Death comes to those who wait"
** \\
** \\
** \\
** \\
** \\
* \\
\\
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~
THE GRIM REAPER
(SCY...@U.WASHINGTON.EDU)
Surely, if he _looses_ her in 2), he should _bind_ her in 1)?
Actually, the standard plot where she turns into a loose
woman usually ends with somebody weeping over her grave.
Tim
The goal of the game might be to fall in love with the *right* person
and live happily ever after.
> fall in love with Carmen
You can't do that! You're in love with Sarah Jane!
> forget Sarah
With an effort, you manage to forget Sarah Jane.
> fall in love with Carmen
You fall madly in love with Carmen. Her raven black hair reminds you of
moon lit nights. Her red lips remind you of the most perfect rose. Her
dark brown eyes remind you of Sarah Jane. (It's not that easy to forget
Sarah Jane.)
You get the idea.
James
> Is there any common way to make sure certain experiences have happened?
> I was thinking about the 'romantic fiction' idea. You need to have 'fallen
> in love' before you can kiss someone, etc.
> From a programming point of view, I was thinking of having some invisible
> objects that were carried in the inventory, so that once they have an
> experience, then the object is no longer in the inventory, and so they can
> go on to the next 'episode' of the story.
> Has anyone else done stuff like this ?
I have been doing a lot of work on emotion modeling, as a part of a few IF
writing projects currently in progress.
While you could use a scheme like the one you mention (that is, carrying
invisible objects which indicate an "in love" state), I think you will find it
easier to make a new model for emotions. Using the "inventory" model to track
emotion/personality state is bound to get cumbersome soon.
I would advise you to start by mapping out all the emotion states and ranges
you wish to model, then design a data representation that will support that
robustly. Note that you need multi-dimensional representation: John may love
Mary, but Mary does not necessarily love John. You may want to allow for
various magnitutes of state, too, rather than boolean values.
You can check these with boolean functions, of course. If she is about to
be kissed, Mary (a non-player character) may call a routine asking "Do I
have enough affinity for John to allow him to kiss me?" That is a boolean
check, but the assessment of that boolean state may be based on a complex
check of emotion-state variables.
This is outlined in my papers on IF design and implementation. As noted in
the FAQ file, send email to d...@cup.hp.com with the Subject: Papers.
>Theory:
>
>I think it is possible to do more than either of these attempts, perhaps with
>invisible objects that represent plot goals, with the traditional 'keep you
>from doing something' approach to various encounters - treating certain kinds
>of encounters as rooms - but not actually being visible as rooms.
I think you're basically talking about Zork, etc, with the objects, obstacles
and goals renamed. You can call "the key that unlocks the door to get the
gold", "the affection that unlocks the hearts to get the true love" - you're
still playing the same game.
Plundered Hearts was this sort of thing - the treasure was the romance itself,
although the game was more story-oriented and less freewill-oriented (the
usual tradeoff). I don't see anything fundamentally different in what you
suggest (so far, but I'm interested enough to keep reading :).
>This means you have to view 'movement' as within a two dimensional space rather
>than a one dimensional space as is currently provided by programs...
Hmm?
I think you'll have to define your dimensions before this will make sense to
me.
>Okay, this is one of the crucial ideas I have so far. The normal one
>dimensional space adventure games I have seen so far can be laid out as a map
>with circles representing places and lines representing doors or directions.
>
>Within the two dimensional system I'm envisioning, the first dimension would
>be this same physical map. The second dimension is one where the circles
>correspond to plot goals, and the lines correspond to actions that the
>player can do to 'move the plot' along. Of course, retracing your steps
> (going south after having gone north) in this second dimension means that
>you undo the effect of something you did do before. (Break up with someone
>after asking them to marry you?)
Ok...I think I see...interesting. You're saying the second dimension
represents a sort of collage of states that the player is certainly in
("status")? In a way, this is reinterpreting state variables to some
degree...hmm...an example that occurs to me is:
The player enters a room with a steak in it...if the character hasn't eaten
recently, she sees "a delicious steak" - if she has, merely "a steak". (The
same could apply to a love-starved character. ;)
Thus hunger is one dimension on the map.
_Journey_ may have had something like what you describe; you proceeded along
the plot dimension to the end, but you could be at a variety of ordinal
positions when you got there.
Or have I misinterpreted?
How does one write DECONSTRUCTIONIST I-F???
Ice()
Frankly, I don't see what would be the NPC equivalent of rooms and objects.
The nature of most objects is to do certain things when manipulated properly
- that is, to be predictable and simple. The nature of NPCs is to be
unpredictable and complex.
It seems to me that TADS (the only current adventure system I'm familiar
with) would be as good a starting point as any. You could easily keep
state information with the NPCs, you have a general-purpose programming
language to use, and the manual provides at least some advice on implementing
NPCs as state machines. Another possibility might be to swap NPC versions
in and out - say, have a Lisa class, with startLisa, scornedLisa, lovingLisa,
etc., as instantiations. This would do the same thing as the state approach,
but might be easier to work with. (Then again, I haven't tried it.)
>In a previous article, Whi...@Fwva.Saic.Com (David Whitten) says:
>>This means you have to view 'movement' as within a two dimensional space
>>rather than a one dimensional space as is currently provided by programs...
>>
>
>aa...@Freenet.carleton.ca (Marc Sira) writes:
>>Hmm?
>>I think you'll have to define your dimensions before this will make sense to
>>me.
>>
>
>[This may be a bad choice of terms, but I was thinking of the physical
> layout as one dimension and the plot layout as another. Therefore,
> in addition to moving in physical space, the player and NPCs would
> also be moving in plot space.]
Sounds like this might be a useful way of thinking. In TADS, I would
implement it as states represented by variable values (either global
variables or variables in the "me" object). It shouldn't be much harder
than implementing rooms from scratch, since the main difference is that
you wouldn't print descriptions but would have a lot of code in the NPC
objects. Of course, what you want will require a whole lot of NPC code
anyway.
DHT
>How does one write DECONSTRUCTIONIST I-F???
I was thinking of writing a text adventure with a non-linear plot, no
puzzles and no ending and calling it the first postmodern text
adventure, but decided that it probably wouldn't be worth the effort.
- Neil K. (n_k...@sfu.ca)
I wrote a brief text-adventure version of "Waiting for Godot" a while
ago, but never bother to upload it. Essentially, you wander around a
vast, empty plain, and nothing ever happens. Would anybody be interested
in seeing it? I would want to hold back the advencement of literature by
depriving the world of such a masterpiece, provided all you Philistines
felt qualified to understand it.
Sure. Please upload it. (No sarcasm intended).
This reminds me of an adventure - let's call it a *minimalist*
adventure - that a friend wrote for my PB-100 pocket calculator while
we were in high school; the following may not be the actual code, but
at least it's _very_ similar. Notice how the author skillfully pokes
fun at a common cliche of IF. :-)
10 PRINT "You are in a maze of passages all alike."
20 PRINT "Now what? "; : INPUT $
30 IF $="N" THEN 10
40 IF $="S" THEN 10
50 IF $="E" THEN 10
60 IF $="W" THEN 10
70 IF $<>"QUIT" ; PRINT "Eh?" : GOTO 20
80 END
(The code would of course have been even shorter if the PB-100 had
allowed composite conditionals (IF $="N" OR $="S"...)).
Has anybody ever written a smaller adventure? :-)
Magnus Olsson | \e+ /_
Department of Theoretical Physics | \ Z / q
University of Lund, Sweden | >----<
mag...@thep.lu.se, the...@selund.bitnet | / \===== g
PGP key available via finger or on request | /e- \q
Not wanting to, as you said, stunt the growth of literary IF, I've
decided to post source to my own implementation:
*-----------------------------------------------------------------------------*
/*
* Waiting for Godot (TM)
* Copyright (C) 1993 Acme Advenchurs (R)
* By Dave Baggett (concept by Jacob Weinstein)
*/
#include <std.t>
#include <adv.t>
startroom: room
sdesc = "An Empty Plain"
ldesc = "You are standing on what seems to be a and endless,
featureless plain. You can travel any direction."
noexit = startroom
;
*-----------------------------------------------------------------------------*
:)
Dave Baggett
__
d...@ai.mit.edu Natural Language Processing MIT AI Lab
ADVENTIONS: We make Kuul text adventures! Ask about Unnkulian 1, 2, 0, 1/2
PO Box 851 Columbia, MD 21044 USA / CIS: 76440,2671 / GEnie: ADVENTIONS
>There are certainly some imaginative ways that this plot can be expressed,
>(Scott Adams' The Count is a good example) but this seems to be the only
>plot that I can remember actual games being based on.
Amy Briggs wrote a romantic adventure, Infocom's _Plundered Hearts_ and
is on the Internet somewhere. I don't know if she reads USENET, but Liz
Cyr-Jones does (Hi, Liz!) and maybe she should convice Amy to post some
info about how she went about writing _PH_.
--
Greg Knauss (gr...@quotron.com) "Llamas, dammit! Llamas!"
>
>Has anybody ever written a smaller adventure? :-)
>
I wrote one for Applesoft BASIC (*years* ago) that printed some introductory
text, and then responded to any command with "You have died. Restart?".
Not too entertaining, but gameplay sure moves quick! :)
Not unpredictably, no one wanted to play Castle Suddendeath more than once.
Phil Torre | I want my,
pto...@u.washington.edu | I want my,
University of Washington | I want my PDP...
Incense now available in 60/40 tin/lead, with aromatic rosin core.
Actually, this is only marginally less complex than my version. Still,
I've received a few requests, so I'll post in sometime in the next few
days to Sumex-Aim (Mac version) and Wuarchive (IBM version). Who knows?
Maybe it will become as famous and popular as that great Mac game where
you try to get a camel through the eye of a needle.
It's already been done. I think the generic term for it is "Daytime TV
Drama".
Sure, some post-modern stuff is an exploration of the absurd, but
perhaps this isn't the stuff that is usable as I-F.
Could someone please proffer a nice working, extensible definition
of deconstructionism and then perhaps it might be possible to decide
if this is even a valid thing to talk about.
Perhaps I am wrong about it being something that could be done...
Ice()