LAST CHANGE

2000-12-16

TOPIC

NAME

        design - 

DESCRIPTION

  [Ellery: The text below was adapted by me for TubMud. Don't feel
  irritated by the occasional references to it and my having a
  different character name there. Also, don't worry about the
  patronizing mood I employ in the notes every now and then -
  this text is meant to enforce a mud policy on TubMud, it's only
  a source of ideas here on Nanny.]

  [Macbeth: This is taken from the manual of a compiler for INFOCOM-like
  games. And while muds are different from text adventures, they have
  still enough in common to use similar design criteria for them. Besides,
  it is a very good text.]

 ---------------------------------------------------------------------------
 1. A Bill of Player's Rights
 ---------------------------------------------------------------------------
 
 
   Perhaps the most important point about designing a game is to think as a
 player and not a designer.  I think the least a player deserves is:
 
     1.  Not to be killed without warning
 
   At its most basic level, this means that a room with three exits, two of
 which lead to instant death and the third to treasure, is unreasonable
 without some hint.  Mention of which brings us to:
 
     2.  Not to be given horribly unclear hints
  
   Many years ago, I played a game in which going north from a cave led to a
 lethal pit.  The hint was: there was a pride of lions carved above the
 doorway.  Good hints can be skilfully hidden, or very brief (I think, for
 example, the hint in the moving-rocks plain problem in "Spellbreaker" is a
 masterpiece) but should not need explaining even after the event.
 
   A more sophisticated version of (1) leads us to:
 
     3.  To be able to win without experience of past lives
 
   Suppose, for instance, there is a nuclear bomb buried under some anonymous
 floor somewhere, which must be disarmed.  It is unreasonable to expect a
 player to dig up this floor purely because in previous games, the bomb blew
 up there.  To take a more concrete example, in "The Lurking Horror" there is
 something which needs cooking for the right length of time.  As far as I can
 tell, the only way to find out the right time is by trial and error.  But
 you only get one trial per game.  In principle a good player should be able
 to play the entire game out without doing anything illogical.  In similar
 vein:
 
     4.  To be able to win without knowledge of future events
 
   For example, the game opens near a shop.  You have one coin and can buy a
 lamp, a magic carpet or a periscope.  Five minutes later you are transported
 away without warning to a submarine, whereupon you need a periscope.  If you
 bought the carpet, bad luck.
 
     5.  Not to have the game closed off without warning
 
   Closed off meaning that it would become impossible to proceed at some
 later date.  If there is a papier-mache wall which you can walk through at
 the very beginning of the game, it is extremely annoying to find that a
 puzzle at the very end requires it to still be intact, because every one of
 your saved games will be useless.  Similarly it is quite common to have a
 room which can only be visited once per game.  If there are two different
 things to be accomplished there, this should be hinted at.
 
     6.  Not to need to do unlikely things
 
   For example, a game which depends on asking a policeman about something he
 could not reasonably know about.  (Less extremely, the problem of the
 hacker's keys in "The Lurking Horror".)  Another unlikely thing is waiting
 in uninteresting places.  If you have a junction such that after five turns
 an elf turns up and gives you a magic ring, a player may well never spend
 five turns there and never solve what you intended to be straightforward. 
 On the other hand, if you were to put something which demanded investigation
 in the junction, it might be fair enough.  ("Zork III" is especially poor in
 this respect.)
 
     7.  Not to need to do boring things for the sake of it
 
   In the bad old days many games would make life difficult by putting
 objects needed to solve a problem miles away from where the problem was,
 despite all logic - say, putting a boat in the middle of a desert.  Or, for
 example, it might be fun to have a four-discs tower of Hanoi puzzle in a
 game.  But not an eight-discs one.
 
 [Macbeth: This applies to mazes as well. However, they are somewhat different.
   See the section on mazes below for more information.]
 
     8.  Not to have to type exactly the right verb
 
   For instance, looking inside a box finds nothing, but searching it does. 
 Or consider the following dialogue (amazingly, from "Sorcerer"):
 
     >unlock journal
     (with the small key)
     No spell would help with that!
 
     >open journal
     (with the small key)
     The journal springs open.
 
 This is so misleading as to constitute a bug.  But it's an easy design fault
 to fall into.  (Similarly, the wording needed to use the brick in Zork II
 strikes me as quite unfair.  Or perhaps I missed something obvious.)
 
     9.  To be allowed reasonable synonyms
 
   In the same room in "Sorcerer" is a "woven wall hanging" which can instead
 be called "tapestry" (though not "curtain").  This is not a luxury, it's an
 essential.
 
     10.  To have a decent parser
 
   This goes without saying.  At the very least it should provide for taking
 and dropping multiple objects.
 
 [Macbeth: Unfortunately, the parser is the weakest spot of every LPmud so
   far. There isn't much you can do about it. I'm currently thinking about
   a way of making better parsing easier.]
 
   The last few are more a matter of taste, but I believe in them:
 
     11.  To have reasonable freedom of action
 
   Being locked up in a long sequence of prisons, with only brief escapes
 between them, is not all that entertaining.  After a while the player begins
 to feel that the designer has tied him to a chair in order to shout the plot
 at him.
 
 [Macbeth: Likewise for MUDs. Too often quest designers choose the easy way
   out by making a room teleport-proof and blocking all exits until the
   victim has been told the entire story.]
 
     12.  Not to depend much on luck
 
   Small chance variations add to the fun, but only small ones.  The thief in
 "Zork I" seems to me to be just about right in this respect, and similarly
 the spinning room in "Zork II".  But a ten-ton weight which fell down and
 killed you at a certain point in half of all games is just annoying.
 
     13.  To be able to understand a problem once it is solved
 
   This may sound odd, but many problems are solved by accident or trial and
 error.  A guard-post which can be passed only if you are carrying a spear,
 for instance, ought to have some indication that this is why you're allowed
 past.  (The most extreme example must be the notorious Bank of Zork.)
 
     14.  Not to be given too many red herrings
 
   A few red herrings make a game more interesting.  A very nice feature of
 "Zork I", "II" and "III" is that they each contain red herrings explained in
 the others (in one case, explained in "Sorcerer").  But difficult puzzles
 tend to be solved last, and the main technique players use is to look at
 their maps and see what's left that they don't understand.  This is
 frustrated when there are many insoluble puzzles and useless objects.  So
 you can expect players to lose interest if you aren't careful.  My personal
 view is that red herrings ought to have some clue provided (even only much
 later): for instance, if there is a useless coconut near the beginning, then
 perhaps much later an absent-minded botanist could be found who wandered
 about dropping them.  The coconut should at least have some rationale.
 
   The very worst game I've played for red herrings is "Sorcerer", which by
 my reckoning has 10.
 
     15.  To have a good reason why something is impossible
 
   Unless it's also funny, a very contrived reason why something is
 impossible just irritates.  (The reason one can't walk on the grass in
 "Trinity" is only just funny enough, I think.)
 
     16.  Not to need to be American to understand hints
 
   The diamond maze in "Zork II" being a case in point.  Similarly, it's
 polite to allow the player to type English or American spellings or idiom. 
 For instance "Trinity" endears itself to English players in that the soccer
 ball can be called "football" - soccer is a word almost never used in
 England.
 
 [Macbeth: I cannot stress this point enough. Currently, nine out of ten
   players who play TubMud are native German speakers and not used to the
   intricacies of the English language.]
 
     17.  To know how the game is getting on
 
   In other words, when the end is approaching, or how the plot is
 developing.  Once upon a time, score was the only measure of this, but
 hopefully not any more.
 
 
 ---------------------------------------------------------------------------
 2. What makes a good game?
 ---------------------------------------------------------------------------
 
 
 1.  The Plot
 
 The days of games which consisted of wandering around doing unrelated things
 to get treasures, are long passed: the original Adventure was fun, and so
 was Zork, but two such games are enough.  There should be some overall task
 to be achieved, and it ought to be apparent to the player in advance.
 
 This isn't to say that it should be apparent at once.  Instead, one can
 begin with just an atmosphere or mood.  But if so, there must be a
 consistent style throughout and this isn't easy to keep up.  "The Lurking
 Horror" is an excellent example of a successful genre style; so is "Leather
 Goddesses of Phobos".
 
 At its most basic, this means there should be no electric drills lying about
 in a medieval-style fantasy.  The original Adventure was very clean in this
 respect, whereas Zork was less so: I think this is why Adventure remains the
 better game even though virtually everything in Zork was individually
 better.
 
 If the chosen genre isn't fresh and relatively new, then the game had better
 be very good.
 
 Plot begins with the opening message, rather the way an episode of Star Trek
 begins before the credits come up.  It ought to be striking and concise (not
 an effort to sit through, like the title page of "Beyond Zork").  By and
 large Infocom were good at this.  A fine example is the overture to
 "Trinity" (by Brian Moriarty):
 
   Sharp words between the superpowers. Tanks in East Berlin. And now,
   reports the BBC, rumors of a satellite blackout. It's enough to spoil your
   continental breakfast.
 
   But the world will have to wait. This is the last day of your $599 London
   Getaway Package, and you're determined to soak up as much of that
   authentic English ambience as you can. So you've left the tour bus behind,
   ditched the camera and escaped to Hyde Park for a contemplative stroll
   through the Kensington Gardens.
 
 Already you know: who you are (an unadventurous American tourist, of no
 significance in the world); exactly where you are (Kensington Gardens, Hyde
 Park, London, England); and what is going on (World War III is about to
 break out).  Notice the careful details: mention of the BBC, of continental
 breakfasts, of the camera and the tour bus.  More subtly, "Trinity" is a
 game which starts as a kind of escapism from a disastrous world out of
 control: notice the way the first paragraph is in tense, blunt,
 headline-like sentences, whereas the second is much more relaxed.  So a lot
 has been achieved by these two opening paragraphs.
 
 The most common plots boil down to saving the world, by exploring until
 eventually you vanquish something ("Lurking Horror" again, for instance) or
 collecting some number of objects hidden in awkward places ("Leather
 Goddesses" again, say).  The latter can get very hackneyed (got to find the
 nine magic spoons of Zenda to reunite the Kingdom...), so much so that it
 becomes a bit of a joke ("Hollywood Hijinx") but still it isn't a bad idea,
 because it enables many different problems to be open at once.
 
 Most games have a prologue, a middle game and an end game, which are usually
 quite closed off from each other.  Usually once one of these phases has been
 left, it cannot be returned to.
 
 [Macbeth: Well, you haven't much of a choice where the genre is concerned,
   TubMud having wizrule #8 and a generic fantasy setting. All the more reason
   to invest some amount of thinking in the plot.]
 
 2.  The Prologue
 
 In establishing an atmosphere, the prologue gives a good head start.  In the
 original mainframe Adventure, this was the above-ground landscape; the fact
 that it was there gave a much greater sense of claustrophobia and depth to
 the underground bulk of the game.
 
 Sometimes a dream-sequence is used (for instance, in "Lurking Horror"), or
 sometimes simply a more mundane region of game (for instance, the
 guild-house in "Sorcerer").  It should not be too large or too hard.
 
 As well as establishing the mood of the game, and giving out some background
 information, the prologue has to attract a player enough to make him carry
 on playing.  It's worth imagining that the player is only toying with the
 game at this stage, and isn't drawing a map or being at all careful.  If the
 prologue is big, the player will quickly get lost and give up.  If it is too
 hard, then many players simply won't reach the middle game.
 
 Perhaps eight to ten rooms is the largest a prologue ought to be, and even
 then it should have a simple (easily remembered) map layout.
 
 [Macbeth: In TubMud, there should also be a more or less obvious point where
   to start. In addition, you may try to write a quest with several possible
   starting points. Or one, where two players have to start at different
   locations.]
 
 3.  The Middle Game
 
 A useful exercise is to draw out a tree (or more accurately a lattice) of
 all the puzzles in a game.  At the top is a node representing the start of
 the game, and then lower nodes represent solved puzzles.  An arrow is drawn
 between two puzzles if one has to be solved before the other can be.  For
 instance, a simple portion might look like:
 
                                Start
                               /     \
                              /       \
                       Find key     Find car
                              \        |
                               \       |
                                Start car
                                    |
                                    |
                              Reach motorway
 
 This is useful because it checks that the game is soluble (for example, if
 the ignition key had been kept in a phone box on the motorway, it wouldn't
 have been) but also because it shows the overall structure of the game.
 The questions to ask are:
 
   How much is visible at once?
   Do large parts of the game depend on one difficult puzzle?
   How many steps does a typical problem need?
 
 Some games, such as the original Adventure, are very wide: there are thirty or
 so puzzles, all easily available, none leading to each other.  Others, such as
 "Spellbreaker", are very narrow: a long sequence of puzzles, each of which
 leads only to a chance to solve the next.
 
 A compromise is probably best.  Wide games are not very interesting, while
 narrow ones can in a way be easy: if only one puzzle is available at a time,
 the player will just concentrate on it, and will not be held up by trying to
 use objects which are provided for different puzzles.
 
 Bottlenecks should be avoided unless they are reasonably guessable:
 otherwise many players will simply get no further.
 
 Puzzles ought not to be simply a matter of typing in one well-chosen line. 
 One hallmark of a good game is not to get any points for picking up an
 easily-available key and unlocking a door with it.  This sort of low-level
 achievement - like wearing an overcoat found lying around, for instance -
 should not be enough.  A memorable puzzle will need several different ideas 
 to solve (the Babel fish dispenser in "Hitch-hikers", for instance).
 
 4.  Density
 
 Once upon a time, the sole measure of quality in advertisements for
 adventure games was the number of rooms.  Even quite small programs would
 have 200 rooms, which meant only minimal room descriptions and simple
 puzzles which were scattered thinly over the map.
 
 Nowadays a healthier principle has been adopted: that (barring a few
 junctions and corridors) there should be something out of the ordinary about
 every room.
 
 One reason for the quality of the "Infocom" games is that the version 3
 system has an absolute maximum of 255 objects, which needs to cover rooms,
 objects and many other things (eg, compass directions, or the spells in
 "Enchanter" et al).  Many "objects" are not portable anyway: walls,
 tapestries, thrones, control panels, coal-grinding machines and so on.
 
 As a rule of thumb, four objects to one room is about right: this means
 there will be, say, 50-60 rooms.  Of the remaining 200 objects, one can
 expect 15-20 to be used up by the game's administration (eg, a "darkness"
 room, 10 compass directions, a player and so on).  Another 50-75 or so
 objects will be portable but the largest number, at least 100, will be
 furniture.
 
 So an object limit can be a blessing as well as a curse: it forces the
 designer to make the game dense.  Rooms are too precious to be wasted.
 
 [Macbeth: Did I ever mention that I hated those (n+1)-rooms quests with
   nothing in them? Quantos's maze, albeit not an official quest, is
   probably the worst example.
   Moreover, you shouldn't make your quest too long. It probably will
   get too boring after some time.]
 
 5.  Rewards
 
 There are two kinds of reward which need to be given to a player in return
 for solving a puzzle.  One is obvious: that the game should advance a
 little.  But the player at the keyboard needs a reward as well, that the
 game should offer something new to look at.  In the old days, when a puzzle
 was solved, the player simply got a bar of gold and had one less puzzle to
 solve.
 
 [Macbeth: This is a bit more tricky in TubMud, with all our problems with
   quests handing out tons of gold and special items. You should think
   twice before handing out any material rewards. Some experience points
   would of course be a better idea. But be careful not to unbalance the
   game.]
 
 Much better is to offer the player some new rooms and objects to play
 with, as this is a real incentive.  If no new rooms are on offer, at least
 the "treasure" objects can be made interesting, like the spells in the
 "Enchanter" trilogy or the cubes in "Spellbreaker".
 
 6.  Mazes
 
 Almost every game contains a maze.  Nothing nowadays will ever equal the
 immortal
 
   You are in a maze of twisty little passages, all alike.
 
 But now we are all jaded.  A maze should offer some twist which hasn't been
 done before (the ones in "Enchanter" and "Sorcerer" being fine examples).
 
 The point is not to make it hard and boring.  The standard maze solution is
 to litter the rooms with objects in order to make the rooms distinguishable.
 It's easy enough to obstruct this, the thief in "Zork I" being about the
 wittiest way of doing so.  But that only makes a maze tediously difficult.
 
 Instead there should be an elegant quick solution: for instance a guide who
 needs to be bribed, or fluorescent arrows painted on the floor which can
 only be seen in darkness (plus a hint about darkness, of course).
 
 Above all, don't design a maze which appears to be a standard impossibly
 hard one: even if it isn't, a player may lose heart and give up rather than
 go to the trouble of mapping it.
 
 [Macbeth: YES. Maybe that's a personal quirk of mine, but I resent mapping
   mazes as part of a quest. This usually (though not always) means that
   the author was lacking the imagination to come up with something more
   original. But of course it is perfectly acceptable to send somebody
   on a wild-goose chase through a maze if he was too stupid to figure out
   an easier way.]
 
 7.  Wrong guesses
 
 For some puzzles, a perfectly good alternative solution will occur to
 players.  It's good style to code two or more solutions to the same puzzle,
 if that doesn't upset the rest of the game.  But even if it does, at least
 a game should say something when a good guess is made.  (Trying to cross the
 volcano on the magic carpet in "Spellbreaker" is a case in point.)
 
 One reason why "Zork" held the player's attention so firmly (and why it took
 about ten times the code size, despite being slightly smaller than the
 original mainframe Adventure) was that it had a huge stock of usually funny
 responses to reasonable things which might be tried.
 
 My favourite funny response, which I can't resist reprinting here, is:
 
    You are falling towards the ground, wind whipping around you.
    >east
    Down seems more likely.                                  ["Spellbreaker"]
 
 (Though I also recommend trying to take the sea serpent in "Zork II".)  This
 is a good example because it's exactly the sort of boring rule (can't move
 from the midair position) which most designers usually want to code as fast
 as possible, and don't write with any imagination.
 
 Just as some puzzles should have more than one solution, some objects should
 have more than one purpose.  In bad old games, players automatically threw
 away everything as soon as they'd used them.  In better designed games,
 obviously useful things (like the crowbar and the gloves in "Lurking
 Horror") should be hung on to by the player throughout.
 
 8.  The Map
 
 To maintain an atmosphere throughout it's vital that the map should be
 continuous.  Adventure games used to have maps like
 
                             Glacier
                                |
                           Oriental Room  --  Fire Station
                            (megaphone)        (pot plant)
                                |
                            Cheese Room
 
 in which the rooms bore no relation to each other, so that the game had no
 overall geography at all, and objects were unrelated to the rooms they were
 in.  Much more believable is something like
 
                    Snowy Mountainside
                             \  
                          Carved Tunnel
                                |
                          Oriental Room  -- Jade Passage -- Fire Dragon
                             (buddha)       (bonsai tree)      Room
                                |
                          Blossom Room
 
 Try to have some large-scale geography too: the mountainside should extend
 across the map in both directions.  If there is a stream passing through a
 given location, what happens to it?  And so on.
 
 In designing a map, it adds to the interest to make a few connections in the
 rarer compass directions (NE, NW, SE, SW) to prevent the player from a
 feeling that the game has a square grid.  Also, it's nice to have a few
 (possibly long) loops which can be walked around, to prevent endless
 retracing of steps.
 
 If the map is very large, or if a good deal of to-and-froing is called for,
 there should be some rapid means of moving across it, such as the magic
 words in Adventure, or the cubes in "Spellbreaker".
 
 [Macbeth: This is VERY important in a MUD. Try to maintain consistency.]
 
 9.  The End Game
 
 Some end games are small ("Lurking Horror", or "Sorcerer" for instance),
 others large (the master game of the mainframe Adventure).  Nonetheless
 almost all games have one.
 
 End games serve two purposes.  Firstly they give the player a sense of being
 near to success, and can be used to culminate the plot, to reveal the game's
 secrets.  This is obvious enough.  But secondly they also serve to stop the
 final stage of the game from being too hard.
 
 As a designer, you don't usually want the last step to be too difficult; you
 want to give the player the satisfaction of finishing, as a reward for
 having got through the game.  (But of course you want to make him work for
 it.)  An end game helps, because it narrows the game, so that only a few
 rooms and objects are accessible.
 
 The most annoying thing is requiring the player to have brought a few
 otherwise useless objects with him.  The player should not be thinking that
 the reason for being stuck on the master game is that something very obscure
 should have been done 500 turns before.
 
 10.  And Finally...
 
 Finally, the winner gets some last message (which, like the opening message,
 should have something amusing in it and should not be too long).  That
 needn't quite be all, though.  In its final incarnations (alas, not the one
 included in Lost Treasures), "Zork I" offered winners access to the hints
 system at the RESTART, RESTORE or QUIT prompt.
 
 [Macbeth: Of course, this is quite different in TubMud. You'll have to
   arrange for a quest reward and guide the player back to a place which
   has a connection to the rest of the MUD. There may even be more than
   just a message - use your imagination. In general, a good quest doesn't
   even need to deal out a huge amount of rewards - playing it will have
   been enough of a reward.]