Make it juicy!

Often in IF design I think back to an old Gamasutra post on rapid game prototyping. (For a while I couldn’t find it again, having sort of sketchy memories of when it ran or what a good search term would be. But now I have, I thought it might interest other people as well.) I particularly like this bit:

“Juice” was our wet little term for constant and bountiful user feedback. A juicy game element will bounce and wiggle and squirt and make a little noise when you touch it. A juicy game feels alive and responds to everything you do — tons of cascading action and response for minimal user input. It makes the player feel powerful and in control of the world, and it coaches them through the rules of the game by constantly letting them know on a per-interaction basis how they are doing.

IF doesn’t do wiggles and squirts much, but it has its own kind of juice — fun and unique responses to as many commands as possible. And to judge by the success of Lost Pig and Suveh Nux on JayIsGames, I think this is part of what gives IF its appeal with newbies and people who aren’t hardcore IF fans.

Fatal Hearts

Fatal Hearts calls itself a “visual novel adventure”: a kind of relative of IF which involves huge amounts of character dialogue (largely uninteractive), interspersed with set choices (go to the mall, or do your homework?) and puzzles (such as Theseus-and-the-Minotaur-style maze escapes to see whether you get away from your pursuers). It belongs (as far as I can tell) to a tradition of Japanese adventure games and the sort of thing done in Ren’Py (though Fatal Hearts is not itself a Ren’Py game). Play This Thing! reviewed it a short time ago, and I’ve been curious since.

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Conventional reading for IF

Recently someone emailed me with the following question:

Going on the assumption that if you like to write, you must also like to read, I was wondering if you would be willing to share any books/short stories/writings — anything non-IF — that you really enjoyed or perhaps even inspired your style of story-telling.

I’ve had a pretty busy week and haven’t gotten around to answering, but I thought it might be an interesting one to throw out here, and see what other people think about IF-inspiring conventional writing.

So, a couple answers of my own:

  • Borges. His stories are often thought experiments about memory, narrative, or language, with implications that are evocative for interactive storytelling. For related but not identical reasons, Italo Calvino.
  • Donna Tartt’s The Secret History. Tartt has a special gift for choosing evocative details — little sights or sounds that capture a whole mood or carry a wealth of connotation.
  • Annie Dillard’s essays (not the fiction, which I’ve never been able to get through). Dillard writes deliciously musical prose, and describes landscape beautifully. The opening of An American Childhood remains one of my favorite passages of English prose.
  • John Crowley, mainly Little, Big, for the symbolic weight and metaphysical power it gives to simple objects; this was a non-trivial influence on Metamorphoses.
  • Plato’s Symposium. Often dry or archaic in translation, in Greek it is witty, sly, sweet, sad, sexy and beautiful; it describes vividly and presently people now millennia dead. The dialogue that is both intellectual and personal has great resonance with me.
  • Copenhagen, by Michael Frayn. Again: dialogue both intensely intellectual and intensely personal. And, I would also observe, dialogue that is not very naturalistic. I tend to write somewhat stylized dialogue for IF, and I think in this I’m influenced a bit by my diet of plays (both ancient and modern) and my sense that an interactive dialogue needs to be more compact than our rambling conversations in real life. (Not, I hasten to add, that I imagine myself on Frayn’s level, or anywhere near it. Copenhagen I consider one of the masterworks of the past century.)
  • Mote in God’s Eye. I just finished this a few weeks ago, so it’s not so much a longterm favorite as something I recently have been thinking about. What impressed me about this one was how intensely compelling I found it. Which got me thinking more about how to inspire and use the player’s curiosity as a motivating force to get him to keep playing.

Plot, scene by scene

When I plan plot-heavy IF, I think of it in terms of a sequence of scenes. This doesn’t mean that the gameplay needs to be rigidly linear: scenes can occur in varying orders, or there can be plot branches, or scenes that can be skipped depending on player action. But I nonetheless do the organization in terms of scenes. A scene has a definite beginning and a definite end. It usually has to take place in a specific area of the game map (which may mean that the player triggers it by entering that area [as in City of Secrets] or that I move the player myself when the scene is scheduled to start). Following some writing advice I got long ago, I try to make most of the scenes end with some kind of clear hook. At the end of the scene, the player should ideally have a new take on what is happening, or a new problem to solve, or a new question about what is going to happen next. Exciting the player’s curiosity about something is especially powerful in getting the player to keep playing.

But the conventional writing advice tends to be insufficient when it comes to the types of scene that IF supports. I find that in interactive fiction my scenes tend to come in several styles, identifiable by the sort of interaction I expect from the player.

In rough order of intensity, they are

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