Before all that though, we went over the brief for the module and were reminded that we have until February 2014 to complete everything, thus we shouldn't worry too much.
* The work itself will need to be handed in as a blog with a written evaluation and artefact. The artefact in this case can be submitted in a number of ways. For example, as a book, playable game or other format. In short, similar to my employee's folder for last term's module 'Creative Writing' where my story was set in a gas station.
* The overall story should be no less than 4000 words and can be in the style of a text adventure game or a choose-your-own adventure (CYOA) book. We can make our work more than 4000 words if we wish, but we must make sure the piece is worth reading for that bit longer, and that the added words are relevant to the overall piece.
* Considering I have already had experience creating my own CYOA book in the past, and actually have fancied creating another for quite a while, I may well choose to write my final piece in this genre. Therefore, I should look back at my last CYOA book (Gold Lord) and see what worked and what didn't in order to improve my next book.
* The final piece doesn't need to be completed, if we wish to we can leave it on a cliffhanger. However, we still need to include the thought process on how the whole story would have planned out had the whole thing been written.
* Whatever interactive story we write we must include choices. If we only include a few choices then they must be significant, otherwise they wont impact on the player and the player won't feel as involved in the overall experience.
The choices we include must also be fair and treat the player in the same way. Therefore, I should look online as to how I can make my choices fair and not just cheap deaths e.g. how do I make the choices provided to the player seem fair and reasonable in order to match what the player would do and/or fail at.
* Since they are interactive stories we can, if we wish, include voice acting. This obviously made my face light up and it's an option worth considering.
* We were also provided with some resources we could use to help with our work.
- The website http://brasslantern.org/ is meant to be a great resource for information on text adventures.
- http://textadventures.co.uk/quest is another useful site which I should look at since it allows its users to create their own text adventure games. Thus it may be a resource I wish to use if I go for this option.
* We were then given the following tasks to complete that day. You can see my progress underneath each one.
Task 1:
We are first to play two existing text adventure games and get as far as we can without using a guide. Only after doing so can we use one in order to get as far as we can, thus finding out how such a interactive narrative is written and how the stories and characters pan out.
Obviously we need to play critically and think how, not only the narrative plays out, but also about the mechanics and dynamics.
Results:
Thy Dungeonman:
Deciding to play a text adventure game I have never played before, I went with 'Thy Dungeonman' which gave no context and dumped me straight into the game. It took me a minute to figure out which commands the game recongised as it didn't let me 'examine' objects.
The game itself was also meant to be a parody of text adventure games therefore, when I tried to 'take flask' it said that it was bolted to the wall which was bolted to the rest of the dungeon and the castle itself.
Overall the game was funny, but had problems for me personally. For example, you could only read your current text, thus if you wanted the previous one you had to type in 'help'. Whereas I have played in the past other games that kept all the text on the screen, sometimes even allowing you to scroll back through it.
Also, it may have just been me, but I found the game to be unplayable if I went to Dennis straight away as it would stop me from being able to return to my last location. This occurred every time I tried to play the game. However, if I went South and took the trinket and then to Dennis and gave him it I won the game straight away. Thus making it deliberately a short game that was not meant to be taken seriously.
Also, it may have just been me, but I found the game to be unplayable if I went to Dennis straight away as it would stop me from being able to return to my last location. This occurred every time I tried to play the game. However, if I went South and took the trinket and then to Dennis and gave him it I won the game straight away. Thus making it deliberately a short game that was not meant to be taken seriously.
http://www.homestarrunner.com/dungeonman.html
Pirate Adventure:
I then tried 'Pirate Adventure' which shared some similarities to 'Thy Dungeonman'. For example, it included humour. However, unlike 'Thy Dungeonman' it actually kept previous text on screen and therefore I was able to play the game slightly more easily.
The only problem I had was trying to move around the environment as I couldn't. Thus eventually I was forced to ask the game for 'Help' and was told that I should 'Climb Stairs'. This was a command that I would have never of thought typing, therefore I was annoyed, but at least I got to continue playing the game.
I ended up getting as far as teleporting to the sandy beach where the game decided to no longer give clear hints on what I should do and how to travel East.
The only problem I had was trying to move around the environment as I couldn't. Thus eventually I was forced to ask the game for 'Help' and was told that I should 'Climb Stairs'. This was a command that I would have never of thought typing, therefore I was annoyed, but at least I got to continue playing the game.
I ended up getting as far as teleporting to the sandy beach where the game decided to no longer give clear hints on what I should do and how to travel East.
http://www.ifiction.org/games/playz.php?cat=44&game=39&mode=html
Task 2:
Once I have played some games I need to write how the game engages the player within the narrative. How linear / non linear is it and whether or not it is fair or not?
Results:
With 'Thy Dungeonman' it gave me clear routes I could take, such as North and South and therefore gave me the freedom to navigate at ease. However, it didn't provide clear descriptions or even an objective, therefore despite its freedom of choice and personal narrative e.g. decide for yourself why you are the hero and what you are doing in the dungeon, at times it punished you for doing rational things, such as when climbing a rope it would wrap itself around you and kill you instantly.
Whereas, 'Pirate Adventure' provided me with all my previous inputs which was useful, it complicated commands. It took me a good fifteen minutes to figure out all I needed to do was type 'help' in order to be provided with hints on the words I should type, as was the case with the stairs as mentioned before.
From what I played of the game it seemed linear, as all I was doing was going forward and not being able to return to the start (my flat).
I would have liked to have continued playing the game as it was getting interesting, but it just wouldn't let me go anywhere despite what I felt to be clear commands e.g. 'Go East'. Thus I felt some what cheated by the game stopping my progress.
Task 3:
We finally needed to map a reasonable section of the games, analysing the narrative form, such as character types, plot types and narrative structures.
The map itself is almost like a giant mind map connecting all the locations and
obstacles within the game. We are meant to do this for our own projects
as well and therefore this task was worth doing.
Results:
As I was unable to get far in my chosen games, you will find my maps to be less detailed than others unfortunately.
'Thy Dungeonman' map:
As you can see this text adventure is very non-linear.
'Pirate Adventure' map:
Whereas this text adventure is very linear.
Conclusion:
* Overall, today's session was a lot of fun and I got very excited throughout the description of the project as the lecturer brought up many of my favourite examples of the type of interative narrative we were looking at e.g. 'Monkey Island' and 'Broken Sword'.
From playing the two examples of text adventure games today, I have decided to write a CYOA book as that way I will be able to control the narrative more easily, provide the player with more information and relevance to the story and whereas, I will be giving the player fewer choices than a text adventure game (as I can't possibly include everything they may wish to do), I will make sure that the choices available are more impressive, impactful and descriptive. Thus making the player feel as if they really are the hero in the story.
* From a previous CYOA book I read as a child, I remember having a choice at the start of the game in which I had to pick one of three objects before setting off on my journey. Thus I may try to include this feature in my game, so as to give the player a choice at the beginning which will effect the rest of it, thus providing re-playability.
This will be especially useful if I also decide to include multiple paths, though this will depend on my progress and whether or not other module assignments get in the way.
Harvard Referencing:
- Brass Lantern (Unknown) Brass Lantern. Available at: http://brasslantern.org/ (Accessed: 21/10/2013).
- Text Adventures Ltd (2014) Quest - Write text adventure games and interactive stories. Available at: http://textadventures.co.uk/quest (Accessed: 21/10/2013).
- Unknown (Unknown) Thy Dungeonman! [Game] Available at: http://www.homestarrunner.com/dungeonman.html (Accessed: 21/10/2013).
- Unknown (Unknown) Pirate Adventure / Pirate's Cove. [Game] Available at: http://www.ifiction.org/games/playz.php?cat=44&game=39&mode=html (Accessed: 21/10/2013).




















