Wow… we're almost six months into 2010 and hardly any of us have produced a single game. Jadaco, Swamp, Guthan and Gan did well with a complete release each, but most of us seem to devote our time to engines.
Although we've all got an extremely busy summer ahead of us, I feel a few short games would re-spark our imagination and get productivity rolling again, so I suggest we do something simple for June's challenge of the month.
Interactive fiction, or "text adventures" are about as simple as you can get, but that doesn't mean they have to be boring or two-dimensional. The grandfather of all roleplaying games "Dungeons & Dragons" is almost entirely dialogue driven, yet remains one of the most engaging, enjoyable and replayable RPGs of all time, so why don't we examine some of its core gameplay aspects to improve the quality of our own games?
Here's a few observations:
- A large percent of the fun factor is provided by exploration.
This is something I tend to overlook myself. Merely being able to explore their surroundings is a rewarding task for players, so providing them with the ability to do so through choices is an important feature for any text adventure. What's behind that closed door? Where does that corridor lead?
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- Players enjoy reward for risk taking.
If a player takes on a room full of undead, braves a corridor of poisonous dart traps, leaps across a bottomless pit and sneaks past a sleeping dragon only to be rewarded with a chest full of copper coins, they'll never play again. Players want mysterious artefacts, powerful magic spells and enchanted equipment. Money and gemstones are affective motivators too, but
power is the reward most sought after.
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- A good campaign keeps the player guessing.
Which dialogue do you find more intriguing? "You find a Potion of Healing." or "You search the room high and low for anything of interest, but its contents appear to be junk. You're about to leave when a small glass bottle catches your eye upon a cluttered shelf. Taking it down and removing the cork, you discover a sweet smelling liquid inside. Pressing a drop to your lip, the cut on your mouth heals up and the taste is wonderful. Confident that what you've found is a Healing Potion you slip it into your pocket before leaving the room."
Telling the player exactly what a cluttered room contains or removing all doubt about a magical item's abilities spoils the fun. Describing an object or situation in detail and allowing the player to form their own conclusion about it adds an element of mystery to the game. What's that NPC
really thinking...
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This is perhaps the most obvious but most essential observation. Players don't like losing all of their hard earned equipment and starting again at level 1. As a rule, a player should only die if
A) They make successive mistakes (and by that, I mean "obvious" mistakes. Choosing the right corridor over the left is no justification to be eaten by Chimera!), or
B) They're unlucky. Bad dice rolls, high level random encounters etc. Remember, if the game isn't fun, people won't play it.
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So, keeping these guidelines in mind I'm gonna try to release a short text adventure. Anyone else up for the challenge?