Games Assignment 2
Due Tuesday, February 9 before class
This assignment has both response questions and a programming component -- be sure to do both!
Response questions for Photopia and Shade
- Photopia uses a
dialogue tree
system for conversation, which makes it obvious what the player can and can't do, but there is one puzzle in the game that plays off the fact that the player doesn't necessarily know everything she can do (hint: don't bother trying to map that maze!). Why do you think the choices were made explicit for conversation, but had to be discovered for the puzzle?
- In movies,
nonlinear
storytelling often refers to telling things out of order, but in games, nonlinear
means the player has a lot of choice over what happens next. Which definition(s) of nonlinear does Photopia satisfy? For each definition, propose an explanation for why the author chose to make the game linear or nonlinear in that way.
- Read Jeremy Douglass's article,
Enlightening Interactive Fiction: Andrew Plotkin's Shade,
from Second Person. You're not required to actually play Shade, because it's actually a bit ... frustrating. Name a way in which Shade sounds like it might be frustrating for a player, suggest why the author did it (or give Douglass's interpretation), and present an argument as to whether the author's artistic choice is justified.
Programming a text adventure in Inform
- Build a short text adventure in Inform with the following elements:
- An introduction that occurs when the game begins that makes it clear what the player's character wants.
- At least four connected locations, with descriptions. Anything in the room descriptions that you don't expect the player to interact with should be classified as
scenery
.
- At least two objects that belong to either a new kind that you have defined, or share a new either/or property that you have defined.
- At least one rule that refers to this new property or kind.
- At least one person, who has an opinion about at least four different things if asked, and at least one persuasion rule so that the player can ask them to do something.
- Descriptions on examination of every person and every object listed in the room contents.
- Two different endings.
- At least one rule that specifies what happens when the player tries to do something unproductive, like taking scenery or asking about something the person doesn't know about.
You may find it useful to sketch out a plan for your game on paper before starting.
- Zip your .inform file and e-mail it to kgold@wellesley.edu, along with a walkthrough that gives a list of the commands that lead to each ending.
Besides including the elements listed above, go through the following checklist before turning in your assignment, which will also be used for grading:
- Does the game compile? (Very important!)
- Is the player forbidden from taking things that shouldn't be takeable?
- Are the rooms really connected in the ways suggested by their descriptions?
- Conversely, is it clear in each room where the exits are?
- Are all the important objects described on examination?
- Does the solution to the game make sense, in such a way that a new player can get to an ending?
- Are there obvious typos in the game text?
- Do the walkthroughs work?
It might be a good idea to have someone playtest your game before submission.
Some relevant parts of the Inform Help Documentation that you might find useful for reference:
- 1.4 The Go Button
- 2.1-2.4, 2.15 (Rules and Syntax)
- 3.1 Descriptions
- 3.2 Rooms
- 3.5 Kinds
- 3.6 Either/or properties
- 4.6 New either/or properties
- 7.1-7.5 Action rules
- 7.6 Reading and talking
- 7.16 Repeated actions
- 9.1 When play begins
- 9.4 When play ends
- 11.5 If
- 11.8 Otherwise
- 12.3-12.4 Giving Instructions to Other People/Persuasion
- 13.4 To carry, to wear, to have
- 16.8 Understanding names
You can also consult this sample solution for examples of how to do various things, or try Jim Aikin's Inform Handbook for an alternate tutorial.
Have fun!