The Player's Bill of Rights - from a really good article

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Started by GrandmaDeb 4 posts View original ↗
  1. this plain text article was written a good while ago:


    http://www.ifarchive.org/if-archive/info/Craft.Of.Adventure.txt


    The whole article is fascinating, but the Players' Bill of Rights in section 3 is superb!


    Excerpt in spoiler:

    Spoiler
    3 Bill of Player's Rights


    ==========================


    In an early version of Zork, it was possible to be killed by


    the collapse of an unstable room. Due to carelessness with


    scheduling such a collapse, 50,000 pounds of rock might fall on


    your head during a stroll down a forest path. Meteors, no doubt.


    -- P. David Lebling


    W. H. Auden once observed that poetry makes nothing happen. Adventure games


    are far more futile: it must never be forgotten that they intentionally


    annoy the player most of the time. There's a fine line between a challenge


    and a nuisance: the designer has to think, first and foremost, like a


    player (not an author, and certainly not a programmer). With that in mind,


    I hold the following rights to be self-evident:


    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. On the subject of which:


    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, but should


    not need explaining after the event. (The game was Level 9's `Dungeon',


    in which pride comes before a fall. Conversely, the hint in the


    moving-rocks plain problem in `Spellbreaker' is a masterpiece.)


    3. To be able to win without experience of past lives


    This rule is very hard to abide by. Here are three examples:


    (i) There is a nuclear bomb buried under some anonymous


    floor somewhere, which must be disarmed. The player knows


    where to dig because, last time around, it blew up there.


    (ii) There is a rocket-launcher with a panel of buttons, which looks


    as if it needs to be correctly programmed. But the player


    can misfire the rocket easily by tampering with the controls


    before finding the manual.


    (iii) (This from `The Lurking Horror'.) Something needs to be cooked


    for the right length of time. The only way to find the right


    time is by trial and error, but each game allows only one trial.


    On the other hand, common sense suggests a reasonable answer.


    Of these (i) is clearly unfair, most players would agree (ii) is fair enough


    and (iii), as tends to happen with real cases, is border-line. In principle,


    then, a good player should be able to play the entire game out without doing


    anything illogical, and deserves likewise:


    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 Japanese paper 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.


    In other words, an irrevocable act is only fair if the player is given due


    warning that it would be irrevocable.


    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 dull places. If you have a junction at which after five turns an elf


    turns up bearing a magic ring, a player may well never spend five


    consecutive turns there and will miss what you intended to be easy. (`Zork


    III' is very much a case in point.) If you intend the player to stay


    somewhere for a while, put something intriguing there.


    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, a boat in the middle of a desert. Or, for example,


    a four-discs tower of Hanoi puzzle might entertain. But not an eight-discs


    one. And the two most hackneyed puzzles - only being able to carry four


    items, and fumbling with a rucksack, or having to keep finding new light


    sources - can wear a player's patience down very quickly.


    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, unless I missed something obvious.) Consider


    how many ways a player can, for instance, ask to take a coat off:


    remove coat / take coat off / take off coat / disrobe coat


    doff coat/�shed coat


    (I was sceptical when play-testers asked me to add "don" and "doff" to my


    game `Curses', but enjoyed a certain moment of triumph when my mother tried


    it during her first game.) Nouns also need...


    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. For instance, in `Trinity' there is a charming statue of a


    carefree little boy playing a set of pan pipes. This can be called the


    "charming" or "peter" "statue" "sculpture" "pan" "boy" "pipe" or


    "pipes". Objects often have more than 10 nouns attached.


    Perhaps a remark on a sad subject might be intruded here. The Japanese


    woman near the start of `Trinity' can be called "yellow" and "Jap", for


    instance, terms with a grisly resonance. In the play-testing of `Curses',


    it was pointed out to me that the line "Let's just call a spade a spade"


    (an innocent joke about a garden spade) meant something quite different to


    extreme right-wing politicians in southern America; in the end, I kept


    the line, but it's never seemed quite as funny since.


    10. To have a decent parser


    (If only this went without saying.) At the very least the parser should


    provide for taking and dropping multiple objects.


    Since only the Bible stops at ten commandments, here are seven more, though


    these seem to me to be matters of opinion:


    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. This is particularly dangerous for adventure game adaptations of


    books (and most players would agree that the Melbourne House adventures


    based on `The Lord of the Rings' suffered from this).


    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.


    (Also, you're only making work for yourself, in that games with random


    elements are much harder to test and debug, though that shouldn't in an ideal


    world be an issue.)


    A particular danger occurs with low-probability events, one or a


    combination of which might destroy the player's chances. For instance, in


    the earliest edition of `Adventureland', the bees have an 8% chance of


    suffocation each turn carried in the bottle: one needs to carry them for 10


    or 11 turns, which gives the bees only a 40% chance of surviving to their


    destination.


    There is much to be said for varying messages which occur very often (such


    as, "You consult your spell book.") in a fairly random way, for variety's


    own sake.


    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 if and only if you are carrying a


    spear, for instance, ought to indicate somehow that this is why you're


    allowed past. (The most extreme example must be the notorious Bank of


    Zork, of which I've never even understood other people's explanations.)


    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


    frustrating 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 be clued: 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.


    An object is not a red herring merely because it has no game function: a


    useless newspaper could quite fairly be found in a library. But not a


    kaleidoscope.


    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


    Kensington Gardens in `Trinity' is only just funny enough, I think.)


    Moral objections, though, are fair. For instance, if you are staying in


    your best friend's house, where there is a diamond in a display case,


    smashing the case and taking the diamond would be physically easy but quite


    out of character. Mr Spock can certainly be disallowed from shooting


    Captain Kirk in the back.


    16. Not to need to be American


    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. (Since these words were first written, several people have


    politely pointed out to me that my own `Curses' is, shall we say, slightly


    English. But then, like any good dictator, I prefer drafting constitutions


    to abiding by them.)


    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.
    Heh, heh, "pride comes before a fall..." heh, heh. Excellent.
  2. Well my games are RPG games with story, sure the characters go to adventure but that article is referring to the genre known as "adventure."


    Point 16 is just silly, you should understand English well if you want to play the games that are made for the English understanding players.


    Edit: Oh, it makes more sense to me now, it was referring to text based adventure games.
  3. Well, CLord, the point is that you should write your story so that your audience will understand.


    For example, the "pride before a fall" example works for some audiences, and is an excellent "hint" example.


    But for hints like that one to work, you need common understanding. Football - is it soccer or not? Do white flowers mean death? Culture and communication were the point. I think it is all worth considering.


    And FWIW, the old text based adventure game "Collossal Cave Adventure" was fantastic! =]
  4. Clord said:
    Point 16 is just silly, you should understand English well if you want to play the games that are made for the English understanding players.
    What he's saying is that you shouldn't have to be aware of American culture to understand the game, which is completely valid if you're making a game in English that will be played by non-Americans.