My fuller analysis of Emerald City Confidential is now up.
Month: March 2009
Interactive Dioramas
A couple of months ago this possible IF exchange popped into my head:
> EXAMINE CLOTHES
They’re… well, I suppose that depends. Are you male or female? >> FYou’re wearing …
The original context was that I was imagining a piece of historical IF with a meticulously-rendered environment; and part of the point would be to call the player’s attention to the ways in which, in that environment and culture, a person’s surroundings would be affected by gender, social status, and other features. So it would be better to collect protagonist data during the game (to highlight where and how it matters) rather than all at once at the beginning (leaving the effects obscure afterward).
It wouldn’t be too hard to code, I don’t think: you’d probably want to start with placeholder objects, like “generic clothing”, and then swap in the specific objects as soon as the player tried to interact with the placeholder.
I doubt I’ll have time or occasion to use this idea in the near future, so I just thought I’d throw it out there, along with a question: are there other interactive styles or approaches that would be especially useful for educational interactive non-fiction (as distinct from conventional IF)? (Another possibility that comes to mind would be footnoted IN-F, with source references appearing in a separate pane whenever the player encountered something.)
It makes me happy
that IFDB has a tag for wacky uncle games.
Types of Action and Types of Agency
I’ve been thinking again about actions and how they’re expressed, and how the communication of an action relates to player agency.
Let’s say, for now, that agency is the player’s ability to affect the world and story, and it depends, in turn, on whether the player can form a reasonable guess about the results of an action before taking that action. If the player cannot guess or does not care where the action will lead, there is no agency; the player is providing the energy for forward motion but is not meaningfully steering the work.
The thing is, different kinds of actions are themselves susceptible to different degrees of agency. We’ve been moving slowly (and with varying degrees of success) away from having all IF commands be of the sort appropriate to physical action.
Hypothesis
If we consider the types of agency involved in different kinds of action in the real world, we will be able to come up with better ways for the player to command non-physical actions.