Friday, May 26, 2017

Want to write a gamebook? Then here's a reading list.

Whassup! Here is the fruits of my labours on a little project I was working on. I wanted to collect a definitive  list of gamebook analysis that anyone who wants to write a gamebook has to read. So far, I have come up with the following blog posts and links to give you a good grounding in the art and science of gamebook writing. Enjoy!

EDIT: The links weren't working because I had pasted hyperlinks in from a Word document (!?) but I have re-inserted the links so they should all work now.

Grey Wiz

http://blog.mysteriouspath.com/2013/03/the-problem-with-gamebooks-trilogy-part.html

http://blog.mysteriouspath.com/2013/03/the-problem-with-gamebooks-trilogy-part_15.html

http://blog.mysteriouspath.com/2013/04/the-problem-with-gamebooks-trilogy-part.html

http://blog.mysteriouspath.com/2013/04/the-problem-with-gambooks-trilogy-part-4.html

http://blog.mysteriouspath.com/2013/06/the-problem-with-gamebooks-trilogy-part.html

http://blog.mysteriouspath.com/2013/07/fixing-gamebooks-6-dont-break-story.html
Andrew Drage 

http://www.thebrewin.com/blog/entry/the-brewin-guide-to-writing-better-gamebooks

Ashton Saylor 

http://www.ashtonsaylor.com/2012/08/game-design-principles.html

Sam Kabo Ashwell

https://heterogenoustasks.wordpress.com/2014/09/22/a-bestiary-of-player-agency/

https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/

Jake Care 

http://jakecaregamebooks.blogspot.co.uk/2012/07/classifying-and-rating-linearity.html

Paul Gresty

http://fabledlands.blogspot.co.uk/2016/07/gamebook-design-finding-workarounds-for.html
Dave Morris

http://fabledlands.blogspot.co.uk/2016/04/gamebooks-value-of-doing-it-with.html

http://fabledlands.blogspot.co.uk/2015/02/hot-and-cold-about-interactive.html
http://fabledlands.blogspot.co.uk/2013/05/how-do-we-make-gamebooks-pleasure-to.html

http://fabledlands.blogspot.co.uk/2013/05/do-gamebooks-need-text.html

http://fabledlands.blogspot.co.uk/2013/04/do-gamebooks-need-dice.html

http://fabledlands.blogspot.co.uk/2010/05/gamebooks-where-youre-not-hero.html

http://fabledlands.blogspot.co.uk/2013/04/does-interactive-fiction-need-randomness.html

http://fabledlands.blogspot.co.uk/2012/05/how-many-endings-does-gamebook-need.html

http://fabledlands.blogspot.co.uk/2012/05/does-interactivity- have-downside.html

Richard S. Hetley

http://fabledlands.blogspot.co.uk/2013/09/guest-post-richard-s-hetley-on-way-of.html

Jon Green

http://jonathangreenauthor.blogspot.co.uk/2012/03/how-to- write-adventure- gamebook-part-1.html

http://jonathangreenauthor.blogspot.co.uk/2012/03/how-to-write-adventure-gamebook-part-2.html

http://jonathangreenauthor.blogspot.co.uk/2012/03/how-to-write-adventure-gamebook-part-3.html

http://jonathangreenauthor.blogspot.co.uk/2012/03/how-to-write-adventure-gamebook-part-4.html

Heather Albano from Choice of Games 

https://www.choiceofgames.com/2010/04/sailors-are-not-dragons/

Adam Strong-Morse from Choice of Games

https://www.choiceofgames.com/2010/05/dont-start-at-the-beginning/

Dan Fubilich from Choice of Games

https://www.choiceofgames.com/2011/03/five-tactics-for-designing-games-while-depressed/

https://www.choiceofgames.com/2011/07/by-the-numbers-how-to-write-a-long-interactive-novel-that-doesnt-suck/

https://www.choiceofgames.com/2011/07/7-rules- for-designing- great-stats/

https://www.choiceofgames.com/2011/12/4-common-mistakes-in-interactive-novels/

Emily Short

https://emshort.blog/2016/04/12/beyond-branching-quality-based-and-salience-based-narrative-structures/

Peter Agapov 

Just about anything on his blog. It's all so in depth.

Friday, May 19, 2017

Coils of Hate - cutting the Gordian Knot

Hello all - this is about the free reboot of Coils of Hate that I have created with Mark Smith's permission. It contains all the best bits of the original with more added on. And it's freeeee!

In case you don't know, Coils of Hate was the 3rd Virtual Reality Adventure, written in 1993 by Mark Smith. It was set in the city of Godorno, a fantasy analogue of rennaisance Venice. You are a member of the Judain religion, a group persecuted by the overlord of the city. One day, you are forced to flee Godorno. However, eventually you return (if you don't it's game over) and find that Hate itself has become a physical form and is bent on destroying the city.

As Dave Morris writes, the book had a really strong atmosphere, but it also needed the flowcharts sorted out. They were a tangled knot which lacked logic at times. Of course, someone could have tried to unravel the knot to make it easier or, like the Gordian Knot, someone could have just cut it. That was my approach. Instead of making sense of what was given, I went through the books, took all the stuff I thought I should keep, added my own threads to link these pieces together and retied it to make the creation I have to offer you (for free!).

Ironically, I had to remove the bit where you get the codeword Gordian, however. As Per Jorner points out in his review, it is quite unrealistic to be carrying around a huge chain used to link together a bunch of prisoners.

I will be writing more about Coils of Hate and how I wrote the reboot in the future. For now, enjoy the new version (for FREEEEE!).

Wednesday, May 17, 2017

Mechanics of GAMEbooks (input - test of performance - feedback)

Before diving into gamebook mechanics, it’s worth recalling the two most basic elements of any game: input and feedback. The player performs an action—tilting a joystick, hitting a button, or moving a pawn—and that action is the input. In return, the game provides positive or negative feedback (the character moves, a sound plays, or some other cue appears) that tells the player whether they are succeeding or failing.

Here is the basic structure of any game: INPUT - PERFORMANCE TEST (test of the input) - FEEDBACK

In my previous post, I mentioned that one of the most disturbing articles about gamebooks I've seen so far is the one named narrative is not a game mechanic. Based on this theory, many people conclude that games and story don't mix, and they wrongly assume it's impossible to write a book that is also a game.

But consider again the core elements of game design. When executed well, narrative acts as a direct form of feedback, informing players whether they are succeeding or failing. Raph Koster argues that "games can and do exist without narrative". He is absolutely right. They do, but... Remember the old arcade and LCD games where everything was essentially the same during the whole game? It was a big loop. The only difference after progressing further was that speed increased in every consecutive level. "How many enemies can you eliminate before you lose" was the common design principle back then. Feedback existed even in those games. There was a lot of negative feedback (lose a life or lose the game). But sadly, positive feedback was very limited and the ultimate success (getting up to the highest score possible) was nearly impossible to achieve. My personal opinion is that having some storyline and narrative such as "You just left the Old Village on your way to the Ancient Forest. You can see the mountains standing proud out there beyond the tall trees and you are now a step closer to finding and killing the Dark Wizard, who has been terrorizing your people for centuries... You won the battle against the Dark Wizard and you are successful in your mission to free your people from evil! Everybody in the Old Village will live happily ever after"? Sure, a good narrative limits the replayability of the game as nobody wants to read the same paragraphs multiple times, but how many times do you want to replay the same scenario in the countless levels of a jump and run or a shooting game that doesn't have any narrative? We, the human beings, like diversity and we love having a final goal to reach, and the answer to those challenges in the art of making games lies in providing the player with an interesting storyline that includes diversified encounters and a clearly defined ultimate goal. Those vitally important needs were hardwired in our brains by mother nature through the evolution process of our species (you can read more about my views on that subject in my earlier post about psychology of games).

If I have to summarize, I'd say that for the purpose of reaching the final goal of the adventure, the actual form of the feedback in games doesn't matter all that much as long as the player is given a clear idea if his performance is satisfactory or not. The feedback could be in the form of a sound, movement of an object on the screen or simple description in the form of text narrative. That being said, the real difference in mechanics between gamebooks and all other games is found mainly in the input methods, so next I'd like to compare for you how overcoming an obstacle in video games drastically differs from overcoming the same obstacle in the genre of gamebook adventures and to do so, I am going to use as an example the all-time-favorite Super Mario game and more specifically, how to test the player's performance when jumping over a deep chasm.




Jumping over a chasm in Video Games

Here is the way artificial intelligence would test the gamer performance by checking his speed and coordination:

1. IF the jump button is hit too soon THEN Super Mario will fall into the chasm;

2. IF the jump button was hit too late (after Super Mario walked off the edge) THEN he is going to fall into the chasm;

3. Ideally, IF the jump button is hit at the correct time (between too soon and too late) THEN Super Mario will make it safely to the other side.

Leaping a chasm in a Gamebook Adventure

Unfortunately, we don't have the luxury of testing coordination and speed of the player in this genre. The only input method available to the author is the logic of the reader. Since it would be dumb to ask the gamer if and when he would like to jump, to make gamebook adventures dependent on the input, at this point, the designer must test the stats of the protagonist. The same stats that would have been built up earlier in the adventure through meaningful choices based on strong logic.

An example of such test looks like: If your strength stat is greater than 10, you successfully make the jump. Otherwise you fall down to your death.

A more complicated example would be: Add the number of your Stamina stat to your Strength skill. If the number is higher than 15, you make it to the other end and the adventure continues. If you fall short, your protagonist dies here.

It is also very common to integrate some randomness: Roll 2 dice and add your strength skill to the result. If the number is equal or greater than 20 then you succeed and your adventure continues. If the number is lower than 20, you fall down in the chasm and die.

Please note that skillchecks, dice rolls, flipping pages and so on, are not game mechanics. All of the above examples would be completely meaningless if the author failed to provide proper ways of increasing the protagonist stats earlier in the adventure. This is where the game part of a gamebook happens. For an example, there could have been an option to purchase a headband of strength earlier in the adventure or there could have been a paragraph where the reader had to choose between eating a good meal or picking up a fight at the tavern and the outcome turns out to be increased strength stat from eating the meal or loss of strength points due to the injuries suffered.


See, the input in Gamebooks happens in the form of choices and decisions. It is up to the author to make sure those choices and decisions are meaningful and that they are based on strong logic rather than random dice rolls and player's blind guessing due to lack of relevant information.

I believe that there are two forms of narrative feedback in gamebook adventures: instant and delayed. In the examples above, leaping over the chasm is a form of delayed feedback (the gamer performance up to this point would be considered satisfactory if the protagonist is successful in the jump). A form of instant feedback is the instructions to increase the character strength by 2 points after making the choice to eat the meal instead of picking a fight at the tavern.

As I already pointed out in my previous post, I am not claiming that Gamebooks represent the best of all game genres nor I am claiming that they are any better than video games. All I am saying is that due to the lack of other game mechanics, Gamebook Adventures provide the most diverse storyline and force the player to make the most meaningful choices, because they provoke critical thinking and force the gamer to assess different situations and then select the most rational action for the best possible outcome. I just wish that more of this kind of game mechanics, providing a lot of learning and personal improvement value to the player, would be implemented in video games. Just imagine how much more interesting and exciting an adventure like Diablo 2 would have been, if it was putting the gamer in situations that require certain meaningful and important choices altering the outcome of the story one way or another.

In the next post I will talk about the most important Gamebook Mechanic: Meaningful Choices.

Peter Agapov
Game Designer at AugmentedRealityAdventure.com
President and Chief Executive Officer of American Limo Naperville
Former Road Captain of Marine One at Operation "Welcome You Home"

Thursday, May 11, 2017

The great potential of Gamebook Adventures and what is wrong with them

Let me make it clear, I am not claiming that Gamebook Adventures is the best genre of them all nor I am saying that it has the greatest potential. I am simply stating that I have found Gamebooks to be teaching the most meaningful lessons of all the games I've played so far. This genre, probably for the lack of other game mechanics, puts the protagonist in many different situations and the player is given a few possible actions to choose from. Making such a choice evokes critical thinking, educated guessing and calculating risk.

Meaningful choices haven't always been part of the Gamebook Adventures. Just take the arcade approach of the first Fighting Fantasy books for example! They are filled with "Which Door", "Cake or Death" and "Shell Game" choices (more on this terminology can be found in the blog about Gamebook Theory by Ashton Saylor) and the only way to get to a good ending in those books was to explore an adventure land that is full of countless instant death chapters and way too many fighting encounters (too much of the game was left to pure chance) until the ultimate path was eventually discovered through trial and error entirely.

Please, don't get me wrong! I have a lot of respect for the pioneers in the genre, the legendary writers Steve Jackson and Ian Livingstone. They laid down the basic foundation of something that captured the hearts of millions around the globe. Their gamebooks have been keeping the love for adventure alive in many generations now. All I am saying is that gamebooks have come a very long way since the dawn of the genre back in 1982 when "The Warlock of Firetop Mountain" was released in Great Britain. I believe that the ultimate example of how much gamebooks have improved since then, is the great work of Stuart Lloyd presented at the Windhammer Competition for Short Gamebook Fiction. This has eventually led to his mobile platform game Asuria Awakens developed by the computer and marketing geniuses Neil Rennison and Ben Britten at Tin Man Games, the parent company of GamebookAdventures.com (not to be confused with my current project Visual Gamebook Adventures).

So, what is wrong with Gamebooks? While I was doing my research on the genre, I ran across quite a few posts that discussed recurring problems found in old and new gamebooks. Some were even saying that those problems can't be fixed and we should leave our beloved genre in the past. Especially disturbing is the theory that narrative is not a game mechanic. If this is true (and it is true) how do we create a gamebook adventure that relies on testing the personal skills and qualities of the gamer, just like a real video game does? How do we engineer a gamebook adventure where a successful ending depends on quality of gameplay, not on pure chance?


This is what I have to say about it: There is absolutely nothing wrong with gamebooks and they don't need fixing. What needs fixing is the way we design those gamebook adventures. The problem lies with authors who want to write an adventure without spending the time to research and learn the basic mechanics that make gamebooks work. This is exactly what happened in Eastern Europe in the late 90s when the whole genre crashed and burned. It slowed down to a halt simply because there was too much junk on the market. The situation is similar with all the free mobile games available today. Too much junk out there. The consumers often get lost in an ocean of low-quality titles and end up disappointed with the questionable quality. The bottom line is that the game market suffers because people quickly lose interest after a few failed attempts to find something worth their time. Like that isn't enough of a problem, "free to play" games with in-app purchases are the worst possible thing that has ever happened to the gamer. Winning the game is now based on the amount of money you spend rather than the skills and qualities players learn and apply. These games are despicable money generating machines that focus on the economic aspect instead of rewarding the gamer for good performance. Put in other words, they are "free to play", but they are definitely not "free to win". I am very glad that this unfair to the reader monetizing system can't be integrated in the genre of Gamebook Adventures.

To summarize this post, I am going to say that narrative and gameplay mix just fine. But this is true only if we have the right author to mix them correctly. Take a good look at the amazing adventures written by Ashton Saylor and Stuart Lloyd. You'll see exactly what I mean. Both of them have excellent blogs on Gamebook Theory that I would strongly encourage you to read, especially if you are planning to write a short adventure or even a long gamebook. Their thoughts on how to start writing a gamebook adventure, how to approach the design process and what NOT to do are priceless. However, there isn't much out there on what to do and how to do it right. Because of that, I will focus on the subject of how to design your game in a way that gives your players full control over the final outcome, positive or negative. To do so, I will be using the foundation Ashton and Stuart have already built for us in their posts on Gamebook Theory.

Peter Agapov
Game Designer at AugmentedRealityAdventure.com
President and Chief Executive Officer of American Limo Naperville
Former Road Captain of Marine One at Operation "Welcome You Home"