Framed is an interactive comic game in which you move around the panels of the story, reordering events in order to change what happens in the story. It looks really attractive, too.
When I first heard of this game, I was hugely excited about it. There aren’t that many entries in the interactive comic space, and this seemed to offer a slightly different set of mechanics to go alongside Dan Benmergui’s (unfinished but, to judge by the demos, awesome) Storyteller or Troy Chin’s Forgetting or the somewhat over-difficult Strip ‘Em All.
When I actually played Framed, though, I had essentially the same reaction described at The Digital Reader:
While Framed is based on a clever dynamic, the actual game is repetitive to the point that I am bored… Rather than have the user solve puzzles with different goals and different solutions, the vast majority of the levels I played all had the same goal: avoid the cops. Other than setting things up so the protagonist can either bypass cops or sneak up behind cops and hit them over the head, there’s not much to this game.
I’m maybe a little less harsh than this — I did feel that Framed was worth playing, and I know that some people did enjoy the puzzles — but nonetheless, I was hoping for something that did new work in telling an interactive story, rather than just setting up a bunch of puzzle levels. In that area it fell short. All of the puzzles are about a similar problem — one set of characters escaping another — and the stakes don’t alter much either. This makes for boring story.
The problem occurs at the world model-to-plot interface. That’s a challenging area for parser IF, too — and indeed for any game in which the player cannot influence the plot directly, but has to change the world model in order to move forward. Choice-based games vary in this regard, but probably more of them are of the directly-influence-plot variety than of the indirect-influence variety.
Continue reading “Tightening the World-Plot Interface: or, Why I Am Obsessed With Conversation Models”