The Lojban MOO

Link: http://www.lojban.org/tiki/The Lojban MOO
Lojban is a constructed language. I won’t go into a bunch of details here, but some of its main tenets are removal of ambiguity and establishment of cultural neutrality, to the extent that those are possible. For various reasons, including the relative lack of speakers, a lack of a “nation” to grow around, and even just a lack of things to do with the language, Lojbanists made a MOO. Its main “hook” is that you can make it do tons of things, but that all of the “magic” must be worked out using grammatical Lojban (ordinary speech and in particular English isn’t censored or anything, it just isn’t magical). This incidentally has the advantage of being easier to code, as Lojban is probably quite a bit easier for a computer to parse than most languages. (If you’ve ever used one of those free translation sites, you get an idea of how poorly computers “understand” English.)

Getting back to the point, I haven’t played around in it yet (my Lojban is still not all that great), and I don’t think anyone in the class probably will, but as a concept I thought this was interesting. It’s admittedly not IF exactly, and yet in some ways it is; it is more like IF than it is like a “text-based RPG”, in my opinion, based on the descriptions I’ve seen.

What DOES Make a Good Text Adventure Game?

While browsing through a few different Google searches about Interactive Fiction, I stumbled upon an article that delves into answering a question which I have been wanting an answer to since I found out about this genre of gaming (which was when we began studying it in class). The article is actually entitled “What Makes a Good Text Adventure Game,” and a link can be found here if you care to read it.  Personally, I have always been drawn to the video games which I consider to be the “best” of their genre or type, and therefore I was very interested in an answer what a good “IF” game is (since I am only just figuring out what the games are period). The article discusses how a large vocabulary, as well as the ability to enter enough words into the game to make things specific are extremely important to making a good game. It also talks about how “good error handling” is very important, as the author notes (and I have even found from my little experience in IF games) it can be very difficult to know what is wrong with the words that I am entering without specific instruction as to what is wrong about them. The article also mentions some generic aspects of gaming that IF games should have such as a compelling story line to keep the player interested, as well as for the game to run at a fast rate so that the player does not become bored with it (although the author says this is almost outdated due to the pace that current games run). After reading the article, I have gained a much better perspective about IF games, and how they compare and contrasts to other genres we have studied in what makes them a “good” video game.

Reliving the classic games in a virtualized environment?

With Microsoft’s new Game Room for Xbox, they are bringing all the classic arcade games to a virtualized arcade environment for the Xbox, helping those who actually remember what playing games on stand-up arcade classics relive those memories.  Nostalgia aside, this looks like a really interesting way for new and old fans alike to appreciate these classic games in the mall-like arcades that they were first popularized in.  Not only that, Microsoft was able to emulate inserting coins and entering in codes on a virtual keypad, just as you would in an arcade.  It should definitely be an unique game to pick up when it launches on March 24th. As linked above, Engadget has an excellent quick walk-through video for those interested in seeing what the game looks like during gameplay.

Hitchhiker’s Guide to the Galaxy

I brought this game up in class on Tuesday and I thought I’d post some links here as well.  To get to the actual game just scroll way down and type the serial number (851108) into that text box and click Go.

http://www.douglasadams.com/creations/infocomjava.html

And if you, like I, are easily frustrated with this genre because of the seemingly limitless number of possible actions I’ll also provide you with this:

http://www.thecomputershow.com/computershow/walkthroughs/hitchhikersguidewalk.htm

So that’s the original version Douglas Adams & co. worked up, but here’s a newer version that incorporates a few minimalist graphics.  An interesting addition to the IF genre, in my opinion, that retains all the frustration of the simple text-based version and yet expands upon it by letting me visualize what it is I’m not understanding.

http://www.bbc.co.uk/radio4/hitchhikers/game_nolan.shtml

LAUREN PLAY GAME.

For me, the most fascinating aspect of the Interactive Fiction games that we played for this class was the extreme diversity in what the games could accomplish simply through the use of text.  Lost Pig and Aisle are two dramatically different games.  The former is more typical of what we consider a ‘video game’ – it has a clear objective, a scoring system, and set dimensions and directions.  You direct a character (the simple-minded Grunk) on a quest to retrieve his lost pig.   Unlike in a visual video game where you could take the perspective of the character through literally seeing his/her viewpoint, in Interactive Fiction you receive a narration of the character’s thoughts. I really enjoyed this approach to the game, and I think it offered an opportunity for a unique sense of humor, especially in Lost Pig where we get to laugh at Grunk’s innocent and underdeveloped thought processes (he even refers to himself in the third person – “Grunk fall down deep hole!” and “Grunk see Pig”). However, even after this first impression of Interactive Fiction games, I was even more delighted with the game Aisle. I thought that Aisle really demonstrated how IF games push our definition of video games to the limit.  While there is no concrete objective or direction in the game (no way to ‘win’ or ‘lose’), you still get to control a character and determine the course of action.  The action that happens in Aisle works beautifully as an Interactive Fiction game, but I doubt whether it would work as a Playstation or Xbox game, or in any visual representation.  I thought this was the most important aspect of IF games in general — how the genre expands our notion of what video games are, and presents new opportunities for what video games can do.

Interesting..

Like some of my other classmates, I found the interactive fiction video games quite intriguing.  This is basically the first game I have played that makes the player visualize the game play.  I found it quite interesting that players all visualize a different game before them.

This kind of game was both fun, entertaining and frustrating for me.  Some of the actions I could take in the games were quite unexpected and difficult to discover. The unexpected violent actions, such as the ability to attack the woman with the Gnocchi, or the sauce cans, were especially eye-opening for me. Like other classmates, I was also somewhat perturbed by the lack of finality to the game.  I usually feel a sense of productivity and accomplishment when I finish a level of a game, win a certain amount of points, unlock hidden game aspects, or win the game entirely.

These senses of accomplishment are almost always the main focus and reason I play games.  The diegetic aspect of games was often the most intriging part of a game for me; the lack of a concrete ‘story’ in these games bothered me, as a multitude of endings were possible.

Multiplayer Interactive Fiction

I found the interactive fiction information very interesting and wanted to see if there was any game or article that was different to take it even a step further. I found this game called CircumReality

http://www.circumreality.com/index.html

It is a multiplayer interactive fiction game but has a visual screen. The player is still typing in things but they are not searching and exploring the setting, they are searching and exploring the other computer-generated characters. Their whole claim to fame seems to be that they are not “killing” computer-generated characters, but befriending them and exploring their personalities by doing and asking things.

I did not play the game but think that it seems like a very interesting experience. It is in so many words exploring a humans personality as a setting or a landscape and using this to explore the game.

Shopping for different endings…

I found this set of readings/videos/games to be extremely interesting. I thought the games were fun, and I had an especially enjoyable time playing Aisle. I found that this might be the kind of game Montfort talks about when he says that one should pause and think before labeling interactive fiction as a game. Aisle seemed to fit better into the ‘work’ category Montfort describes it rather than a game. What I assumed to be the point of the interface was to gain an understanding of the back-stories of each of the different characters you become in Aisle. I do not think the author had a particular end in mind. Montfort even says, “It would be bizarre for an interactor to claim to have won [Aisle]. Aisle reminded be a little bit of Storyteller, a game we played earlier in the semester. The point of storyteller was just to move things around in order to see different endings to the story. I think that is exactly what Aisle was trying to do.

I felt the same way after working with both ‘Storyteller’ and ‘Aisle’ – both amused but unfulfilled at the end of my session. I suppose I did feel productive, uncovering more and more endings, but in the end that was meaningless, because there was no way to tell if I had found them all (In Storyteller, the possibilities were so few this was possible, but not so in Aisle). It is impossible to even manifest my own ‘end’ or my own idea of ‘winning’ to the game. This was incredible frustrating, so much so that I could not rest until I had searched the Internet to find alternate endings that I might not have thought of. Even worse, I could not find an official walkthrough or list of possible endings. All I found was an ongoing list of endings with an invitation to add your own if one was missed.

So, I suppose I will reevaluate my claim that the point of Aisle was to uncover the different possible back-stories for your character. Perhaps this is the point of the game, although it seems debatable, because there is no way to tell whether you have discovered all the available pieces of information from the IF. If it is not the point, than I am at a loss.

On a side note, I love the idea of Interactive Fiction. A person’s game experience can be completely different from interactor to interactor – depending on how they visualize their atmosphere. Although the author seems to paint a picture of one’s surrounding, much is still left to the imagination, making a lighthearted and goofy game to one person a dark and gloomy game to another. It’s genius how these game developer’s can utilize aspects from outside the game to affect the game experience. This also makes me wonder where that type of action would be categorized in Galloway’s four different types of gameplay….

Textual Adventure Games

When Professor Sample first mentioned “textual adventure games” I immediately thought of the Choose-Your-Own-Adventure series that I loved back in middle school. In the Choose-Your-Own-Adventure books you are given the perspective of the main character and every page presents you with a decision; based on your choice you flip to another page in the book and follow this progression until your character either dies or completes the story-line. Within each thin novel there are countless ways to arrive at a variety of conclusions.

After playing a couple of computer-based interactive fiction games (“Aisle” and “Lost Pig”), it seems like these are Choose-Your-Own-Adventure books taken to the next level. Instead of being restricted to a couple of options per page, the player is free to look around, ask questions, or interact with objects within the game world. This brings a whole new dimension of interactivity with the narrative of the game.

Both book-based and computer-based textual adventure games force the player to use their imagination to form the game world. From black text on a white background, the player can (with some help from the game designer) explore a cave, stand in a grocery store aisle, or help a troll find a lost pig. It seems plausible that modern graphic-game designers rely too heavily on flashy graphics with weak story-lines and thus remove the player’s ability to form a mental game-world of his or her own creation. I find this very sad as the creation of a mental game-world was always one of my favorite parts of reading the Choose-Your-Own-Adventure series.

Does Drug Wars fit into the category of IF?

So I was thinking back on whether I had played any mostly test based games, because I have not played Adventure or any of the others Montford mentions.  I remembered playing Dope Wars on my older brother’s calculator back in the day.  I am assuming most people have played this game or a re-make of it on Facebook but I was intrigued to see if it could fit into Montfort’s IF definitions.  Montfort says, “text can also be considered semiotically to be any set of signifiers; thus IF works (and perhaps other works as well) that contain graphics, sound, or video can be accommodated in this way.”  In Drug Wars you don’t type in commands but click on what you want via promts that come from situations or ‘narratives’ that are generated from the game.  I am not sure that typing in commands is a requirement to be considered a work in IF, but in Drug Wars you have to click on your responses and navigate throughout the simuated world.  The above quote, leads me to beleive that yes Drug Wars can be included in the IF category.  I could not find any videos from the old calculator version of Drug Wars but I found one played on Wii that can be found here. It does have alot of graphics etc but ink the principle behind it can land this game in the category of IF.  What do you all think?

“Oooo, That’s Pretty.”

The topic of flow has brought a few things to my attention.  After reading Kristine’s blog post and looking into the psychological definitions of flow, I realized how applicable the visually appealing graph she noted was to my experiences. 

We discussed the ‘flow’ one finds in some sporting activities, including bobsledding and gymnastic snowboarding, but I realized that some sporting flows may actually be more accurately positioned in the ‘Relaxation’ section.  In personal experience, swimming has often been a relaxing activity.  During more challenging practices, I could no longer classify the activity as relaxing exactly, and I was most likely experiencing flow.  When I lacked the skills necessary in some extremely difficult sets, my flow and relaxation were broken and anxiety set in.

This graph also seems quite relevant to the way we learn and complete educational assignments.   Assignments and readings that are quite easy may cause students to react with apathy, boredom, and maybe even relaxation.  More challenging assignments can put students into a flow, if that student possesses the correct skills.  If that student lacks the skills necessary, or at least doesn’t believe he possesses the proper skills, homework can create a great amount of anxiety.

Unfortunately, I don’t usually experience flow when I play videogames.  I now understand that it may be a result of a shortage of skills.

The music of a computer game subculture

Though I regrettably missed Tuesday’s class, I found little difficulty in thinking of ways that music associated with my favorite game has impacted me and my tastes.  For those of you who don’t know, I love Starcraft.  I especially love professional Starcraft, which has a vibrant and lucrative circuit in South Korea.  It’s often hard for Americans to visualize a screaming crowd of thousands of people who have gathered to watch nerds play an RTS made in 1998, but trust me, it happens.  Not only does it happen, but it is televised, and as a television production professional Starcraft has its own high-budget intros and segues.  The musical accompaniments to these bits are often adoloscent pop rock with the occasional scream (Saosin, Red Jumpsuit Apparatus, etc.) or various other pop songs, such as “My Life Would Suck Without You.”  Even Nightwish (God forbid) isn’t completely unheard of.  Either way they are almost always American pop songs, and always remixed to some degree.  The end result is that I inevitably develop sentimental attachments to music that ranges from “not my taste” to “straight awful.”  You know you love a game when it makes you get goosebumps every time you hear the right Kelly Clarkson song.  I dare you to watch these clips and not feel pumped for Starcraft afterward.

First, a tasteful clip of a bunch of nerds underwater set to Kelly Clarkson.

http://www.youtube.com/watch?v=1hEsuyHgtzI

Second, a rather creative comic-book-style intro set to some lovely Red Jumpsuit Apparatus.  After the intro you’ll get a great shot of the crowds I mentioned.  If you’re REALLY bold you’ll watch the whole game in all its amazingness.

http://www.youtube.com/watch?v=TlEtGZFuuBk

Once again my embeds don’t seem to work, so the links will have to suffice. On an ironic note, most professional Starcraft players turn the actual game music off while playing, as many feel it hurts their concentration (though there are a few notable exceptions).

Robot Unicorn Attack!

When I think of games and music, I think of emotions. I think of how I get invested in games due to the music. I think music is one of the easiest ways for people to connect. When I think of successful games I immediately think of the songs I associate with them, that may just be me, but I think a lot of other people do it as well.

I also feel like music adds to a game and can really make or break a game. One game that I’m sure would be “meh” on it’s own, but is amazing because of the music is Adult Swim’s Robot Unicorn Attack:

http://games.adultswim.com/robot-unicorn-attack-twitchy-online-game.html

Gamer or the Game

Music and sound effect in video games have evolved tremendously over the last few decades. This essay did an unbelievable job in explaining the importance of music in video games. I liked his idea of dissecting music to its chords to explain the effect. Music tends to act as a force of moving forward. It provides the aural sensation that adds to the intensity of the game. Imagine playing a basketball video game where there was no sound effect for the crowd or more importantly the “swish” noise. How lame would the game be? Music sets specific mood that allows the gamers to be in a flow where “self-consciousness disappears, perception of time is distorted and concentration becomes intense.” That is absolutely true. When different sections of a player’s brain is being stimulated simultaneously, in terms of motor skills with the fingers, activity of the auditory cortex, and visual cortex of the brain, the player will more than likely feel that they are in flow. In cartoons, and in video games, music and sound identify and distinguish one action from another. This way, gamers are more aware of what’s happening in the game as opposed to trying to figure out when a monster will appear around the corner. Music creates that suspenseful, serious, humorous or tranquil setting that keeps the game more engaging and provide an environment which requires the intense focus and the loss of the sense of real time. So this brings up my question about flow? What is flow? Is it the ability of game to stimulate the senses of a player to absorb them into the game or is the player’s ability and need to focus intensely and lose track of time to survive in the game. Basically, who is in charge of “flow?” The player or the game.

Background Music

I agree with many of my classmates that this article was one of the most informative and entertaining assignments we’ve had so far. I loved how Whalen incorporated the sound clips into his article- it really took the content one step further. I even found myself so interested in the material that I was jumping back and forth from youtube and Whalen’s piece, watching all the mickey mouse cartoons he talked about. In class a lot of students expressed how important they felt music was to the play of the game, and I would have to say I agree. I think that it contributes greatly to flow as well, which is something Whalen talked about. I just imagined myself playing a game with no music, just the sound of the player walking or performing actions, and realized how that would certainly discourage flow. Music is what ties it all together. Even some of the games that do not have a soundtrack playing at all times all some kind of background noise during gameplay- whether it be wind blowing or the sound of rain falling. The only type of game I can think of that does not have some kind of background noise would be a ‘horror’ game, and in that case, situations with no noise serve to tell the player that something scary/big/violent is going to happen soon. Whalen even talked about this in his article, about how certain sounds or the lack of sound can aid in a player feeling apprehension or nervousness about what is yet to come. In this case, the player pulls out of flow- because if you know something is up ahead, most of the time you take a step back in order to prepare for the upcoming encounter. You have to turn off cruise control and make more conscious decisions about your next move. And this all comes from the lack of background music- fascinating.