Writing in IF

When I played the three IF games for the first time I was struck by the differences in the games’ writing styles. The first game, Aisle, differs from the other two because it contains live dialogue. I don’t know if Bronze contains any live dialogue because I didn’t get that far, but the dialogue I encountered was mostly flashbacks to the time when “you,” I’m guessing you are Belle, lived there before. Aisle contains detailed descriptions of your surroundings, from the “bright plastic bags full of pale skin-tone shapes” to the specific names of foods you encounter. This descriptive style differs greatly from the writing in Shade. In Shade, the writer often dismisses items and repeats nondescript phrases: When you command the “work” to “examine floor,” the response is always “it’s a bit dusty.” Shade‘s lack of description, i found, was helpful in deciding which elements were important to the game. Aisle, however, was a bit more abstract and seemingly artistic. The author, it seemed, was trying to make a point about the power of IF in creating such dramatic imagery for the IF genre.

Bronze, as most probably discovered, was the most complex of the three games we played. There were complex descriptions, many rooms to explore and many tasks to complete that often required the acquisition of items from other rooms. Bronze is obviously designed for longer gameplay than Shade, which contains fewer descriptions and no dialogue. It is interesting, however, to consider the complex descriptions and dramatic thought and dialogue featured in the very short Aisle. I don’t know if the writer was trying to be funny or thought-provoking in his creation of the game but it was interesting to compare it to the other games.

Posted in First Readers | 1 Comment

Goal and meaning of IF game Shade

Warning – spoiler for the game Shade

In the work by Nick Montfort Toward a Theory of Interactive Fiction he says that “Many IF works have a goal that is explicitly presented or that becomes clear during interaction.” The game Shade as far as I can tell is one of the exceptions to the general IF rule. Shade does not have a clear goal nor does a goal become clear during interaction as far as I can tell. At the end it says:

>…
Nothing left to do. Time passes.
The sun crawls higher.
*** SHADE ***

This to me means that I have completed everything that I was supposed to. I have read this work of interactive fiction from beginning to end. But the goal or object of the game is left in the dark. At first I thought the object of the game was to get the shade over the window in your house open! As far as I could tell, the game was a navigation of the thoughts of a delirious person who had gone on a “desert festival” mentioned in the in-game travel guide and was now a lost hiker.  I repeatedly got the sense that the character I controlled was recalling his past of just before he got on the plane. I think in his thoughts he was confused and started to think it was reality. Halfway through I think his mind started to slip further and further as more and more sand starts to show up. Instead of figuring things out when sand is all around him and waking up to realize the situation (of his impending doom) he is still confused and does not grasp reality. I know this because when you turn off the stereo towards the end it sounds off one final report about hikers still missing, and the character says that it is “old news.” Does this mean he had a radio with him? or it was it just more confusion in his thoughts? Either way, he never snaps out of it and I assume he is lost for good, delirious in his thoughts and dying of thirst in the desert. That is my interpretation to this IF.

One thing that puzzled me greatly was the ‘figure’ at the end. I could not figure out who this ‘figure’ represented.Was this his shadow? a shade of himself? This part of the story truly puzzled me and if anyone can shed some light on it I would be grateful. This is the second to last response from my command input from the IF:

<examine book
The tiny figure crawls out from under the sands. It’s dead.

“You win,” it says. “Okay, my turn again.”

This made little sense to me. I would like to know what some of your thoughts are, my classmates, on the story and ending of “Shade.” What do you think happened? How do you interpret this part of the story?

On a final note, I think the game was well done and is a good representative of the capacity of IF games. My original thoughts was that all IF games would be adventures where the hero has to find objects and solve puzzles. In “shade,” the world you are in seems normal but progressively becomes stranger and stranger as weird things start happening. Are you in reality or a dream state? Does walking through a mirror to complete a puzzle mean anything? Let me know your thoughts!

Posted in First Readers | 1 Comment

Newcomer to IF games…

I have never played an interactive fiction game before. Interactive games require the player to think out their actions before actually acting them out. The game will also tell the player that they cannot complete a certain action or that completing an action will have no effect. Games that are not considered interactive fiction allow the player to act without thinking. Much of the action in those games comes from basic instinct. Interactive fiction games (or works) require a lot of strategy from the player. Each different answer I use with the story in the game Aisle provides a different scenario to follow. There are many options to type in and it forces the player to become more creative. Being new to interactive fiction, I find these games interesting but I feel like they could get tedious and/or boring after a while. There are only so many scenarios one person can come up with, so the player comes to a creative roadblock after a while. After reading the description of interactive fiction games with instructions on how to play, the most common commands, etc., I was able to play more effectively. I don’t know about other people, but I tend to skip the instructions part of the game and find out for myself how to play. That is easy to do in games like Super Mario Brothers but I think it is almost impossible to play these games without reading the instructions.

Posted in First Readers | 4 Comments

Interactive Confusion

Before reading Nick Montfort’s article, I watched his video explaining Interactive Fiction. I thought it was fascinating- the idea of having a machine smart enough to recognize text rather than pre-programmed controls was very interesting to me. It seemed to me that Interactive Fiction “works” (Montfort doesn’t like to call them games because they have no goal, keep no score, etc.”) are much more intellectually stimulating than normal video games. Instead of just thinking about our diegetic character’s next move and performing the small motions that correspond to it with a video game controller, we have to think about our diegetic character’s next move and how to correctly phrase that movement in words. I think if they could take this concept and put it into a game for children, it would help them learn to put actions into words and help with spelling and grammar. It could actually be educational.

The concept of IF sounded simple to me, until I actually tried to do it. The computer didn’t recognize almost anything I typed in and I had to go back to the tutorial on multiple occasions in all the games. However, when I got it right, I was shocked with how the computer followed my storyline. It molded my next steps in the game and kept a riveting storyline going, no matter what I typed in. It was cool to have control over what was coming next and not just have to follow the pre-determined path of the game’s creator. You could play any game hundreds of times and have completely different storylines each time.

I think the concept of interactive fiction in gaming is fascinating and innovative. As frustrated as I was, I enjoyed playing the games and creating my own stories.

Posted in First Readers | 1 Comment

XKCD anyone?

http://xkcd.com/873/

I thought this was a funny perspective on first person shooter games.

Posted in Links | 1 Comment

IF “Works” as Stories, Narratives, Games

Note: this includes mild “spoilers” to the games on the syllabus, so if you haven’t played them yet or don’t want hints, wait to read my post! 🙂

 

Montfort does a wonderful job of laying out the surprising number of intricacies in interactive fiction. I found both his video and his “Toward a Theory of Interactive Fiction” work to be very helpful, especially for those of us lacking in knowledge of IF. He explains how the world of IF has been mostly neglected academically, which I found surprising. He also noted that most narratologists don’t consider IF works narratives. This got me thinking about the reading we did earlier in the semester–Aarseth, Eskelinen, and Koster–about narratives, stories and games.

 

Aarseth said that games and stories have distinct artistic potentials. Koster thought that stories could be part of games but that games needn’t necessarily be classified as stories. Eskelinen said that games “are seen as interactive narratives” and “procedural stories.” With that in mind, look at what Montfort says about IF works. They are not necessarily games, even though they “present a world which is pleasant to explore, but which has no quest or intrigue. There may be no final reply that is a ‘winning’ one, perhaps no final reply at all. Because of this it makes more sense in theoretical discussion to refer to a work of IF.”

 

Montfort also says that scholars of narratives don’t consider IF works narratives because they lack a time sequence. I understand this, because depending on what you input, you may get a different response, one that does not always work sequentially. He also says scholars don’t consider IF works a story because it doesn’t include the “what” of a narrative–what is considered an “ordinary story.”
This got my head spinning. Interactive fiction, a text-based, interactive world, isn’t even considered a story. Not to mention that in some instances, it can’t even be considered a game. So where’s the hope for any other game to be considered a story?

 

I’ve been thinking about this for a day or so now and still haven’t come up with an answer. IF works are simulations of worlds. They include interactors (us) and characters (simulated people), inputs, outputs–many of the elements of a typical game. Many of them even have an explicitly stated final reply that constitutes winning or losing. So why aren’t we exploring these works as games?

 

I played through the three games and found them all interesting in their own right. Aisle was neat, because it presented an initial situation that changed depending on the input. Bronze was probably the most complex, offering 55 rooms and an incredibly complex story (yes, I’m going to call it a story). When I arrived at the treasure room, I came upon a locked cage that had objects I was pretty sure I needed in it. So, I typed “open cage.” It told me I didn’t have the key to open it. Then, I typed “find key.” It responded: “The current problem cannot be fully dealt with until you have addressed another issue; further exploration is called for.” I thought this was really interesting–and now, once I finish this post, I’m going to go find the key.

 

P.S. For Bronze, keep an eye on the black bar at the top of the screen. It provides a really good compass and a note of how many rooms you’ve explored. I can see how maps/writing out directions would be really, really helpful in this. I kept typing directions over and over, not remembering where I’d been before or needed to go!

Posted in Uncategorized | 3 Comments

A lack of evolution in First Person Shooters?

At the beginning of the week we read Galloway’s chapter on the origin of the subject POV in film, and how games had their own divergent use of the subjective POV with the creation of First Person Shooters. There were a number of films that Galloway talked about that used the subjective POV in creative new ways. These films used the subjective POV to create alienation with a character, to create suspense, and to limit the audience’s perspective. There wasn’t much to say about video games. There is often a 3D space, you shoot things, the gun is visible, players control the movements of the avatar, and you aim by centering something on the screen. These were all features present in quake, but I can’t think of any significant features that make a modern FPS game much different. The list of ‘major’ innovations seems almost silly (and I may have some of the original innovators wrong). Halo had the idea of only allowing players to carry two guns. Call of Duty had quickly recharging health with blood smearing the screen when a player got close to death. Portal has you shooting something other then bullets.

I can’t tell if I am just forgetting some major changes in FPSs or if the genre has been relatively dry throughout its history. Or given the success of the genre maybe developers have decided to just not fix something that isn’t broken.

Posted in Uncategorized | Comments Off on A lack of evolution in First Person Shooters?

Survey on Casual Games

Please take this short anonymous survey on casual games.

Posted in Announcements | Comments Off on Survey on Casual Games

Future First Person Shooter

Someone on youtube decided to create a ‘Future First Person Shooter’- kind of shocking. However, these people don’t scream and there’s not nearly enough blood! Also- no health bar? For me this is way too unrealistic.watch?v=CyCyzB0CedM

Posted in Uncategorized | Comments Off on Future First Person Shooter

RE: Controversy in Video Games, Featuring Bulletstorm and Fox News

There is little to no evidence to suggest that violent video games contribute to violent behavior.  In fact, many studies are showing that playing violent video games allows for the player to vent their emotions in a safe environment.  We touched on this aspect of games in general before when we discussed games as being spaces separated from the real world, with their own rules.

In addition, statistics show a decrease in violent crime over the past few years, even as violent video games are on the rise.  While there is certainly not always causation where there is correlation, please try to defend your claim with additional solid logic before dismissing the game for it’s violent content.  By that notion, the Japanese movie Jisatsu Circle (English title: Suicide Club) should not have been made as characters explode into bloody torrents.  The mature viewer would note that this is rediculous, and minors are banned from viewing the movie in Japan.  Still, the movie is not simply a gore-fest, and houses a deep and thought-provoking narrative about the evils of the group mentality of the Japanese people and its potential pitfalls.  This narrative would not be possible without this element of extravagant violence.

Thus, violence can be used in a manner which enhances the work in a meaningful way.  Do not dismiss something simply because it is violent or because it is a game.  In the specific case of Bulletstorm, the game was created to be over the top.  The overt violence is supposed to be comical, as I have heard is the same for Kill Bill.  Also, the game is very arcady, meaning that it is about points and not kills.  It seems to me more of a mature-skinned pinball game than anything else.

It has already be noted, but I would like to reiterate that letting a 9 year old play this game is like taking a 9 year old to see an R-rated horror movie.  It’s just not within the realm of the sensible.

Also, and I sincerely this does not appear to be some form of ad hominem, but Fox news is not the most reliable and unbiased source of information.  For your viewing enjoyment, I will post a link to the Mass Effect “controversy” stirred up by Fox news and the ensuing (supposedly fair) debate.  It is clear that Fox attempted to stack the deck based on the ethos of the two people debating as a result of their occupations.  One, a female psychologist and novelist.  The other, a man from Spike TV.  However, please watch the video and see for yourself how it resolves.  http://www.youtube.com/watch?v=H0kdm7fg804

Not saying that anyone here agrees with Fox, just that they make me very frustrated.
I would also like to apologize for the length of this post but, as is evident, I feel quite strongly about this issue.  To summarize, I am not trying to claim that all violence is artistic, but that a work should not be dismissed purely based on violent content.

Posted in Respondents | Comments Off on RE: Controversy in Video Games, Featuring Bulletstorm and Fox News

Controversary in new first person shooter game

FOX News called out Bulletstorm as the “Worst Video Game in the World” due to the extreme amount of violence.

This game, Bulletstorm released on February 22, 2011, seems to be creating a lot of buzz in the first person shooter world.  As you can see by the youtube video, you gain points by shooting people in the “genitals” and then kicking their head off.  Doctors have said that the gore and profanity could seriously traumatize a child under the age of 9.  The game looks awesome 🙂

Posted in Links | 3 Comments

History of First Person Shooters

I was curious as to how first person shooter games came about, and how they became so popular, so I found this website that has five parts about the time history of first person shooter games. It’s not incredibly detailed, but it does touch on major games and the major software developers. Part one talks about the origins of the genre, and then each part after that takes a specific time frame and the developments made  during those years.

Posted in Links | 1 Comment

Side Scrolling Perspective

This video does the opposite of the video we watched in class. They put people into a side scrolling game via technology, and showed them from the side. It does not work nearly as well as it does in games.

Posted in Links | 2 Comments

The Tragedies of FPSD

Posted in Uncategorized | 4 Comments

Survey on First Person Shooters

Please take the following survey: http://polldaddy.com/s/4178EB7B7EE4303D

Posted in Announcements | Comments Off on Survey on First Person Shooters