Thursday, November 9, 2017

Gamebook Mechanics: Meaningful Choices

In my last post on Gamebook Theory, I covered the basic structure of any game (input - test of performance - feedback) and compared the mechanics of gamebooks to the ones in the genre of video games, ultimately arriving to the conclusion that choices are the only possible active gamebook input method. The rest of the input such as rolling dice, keeping track of stats, skillchecks or even flipping pages, I insist to move to the passive mechanics category, because they don't provide means for measuring skills or performance and therefore they don't allow the player to influence the outcome of the adventure one way or another (except if you believe that you are very skilled at rolling and re-rolling dice or keeping track of previous paragraphs, just in case you decide to change your decisions later, but I call all that cheating).

Please, don't take the controls out of the reader's hands
All that being said, we can summarize that choices are in fact the single most important game mechanic in the genre of gamebook adventures. The writer may have a great story to tell, but without meaningful choices in the course of the adventure, the book is not a gamebook, it is just a book with multiple endings. Of course, the exact opposite, bunch of choices without any story, is just as bad, because the player isn't provided enough information through narrative to be able to make a good educated guess about the possible outcomes of the decisions he is going to make during the game. Just like everything else in life, the goal here is to achieve good balance between narrative and choices.

I remember reading an article on writing gamebooks some time ago, which was listing the struggles new authors in the genre run into. To my surprise, I found out that most of them were having the problem of coming up with too many possible choices (up to 10 per paragraph) their readers had to pick from. Honestly, I've always had the opposite problem. It's always been difficult for me to create many enough choices, because I want every single one of them to result in meaningful consequences and therefore to provide a positive or negative impact over the course of the adventure.

See, the choices we can make in real life situations are practically unlimited. When standing in front of a door, a person could choose to knock on it and wait for response, they could choose to open the door and storm in, they could also choose to turn around and leave (especially if this is the office of the boss and the intention was to ask for a payraise), or they could even decide to start jumping in one spot (it sure doesn't make any sense, but it is still an option anyway). Of course, in a gamebook adventure, the last option wouldn't even be presented to the player as it is meaningless, because it, first, doesn't make any sense, and second, it doesn't change the course of the game in any way. I tend to believe that the option to 'turn around and leave' should also not be available to the player, because he's already made the decision to go to the office of the boss and the only question is 'in what fashion does he want to go in'. Even if a writer prefers to provide many choices with the intention to create the illusion of freedom, consider all the additional work he has to do in order to provide all the paragraphs for each outcome of those meaningless choices. That is a huge waste of time and writing space - a luxury most game designers are forced to stay away from. It is also worth mentioning that making a choice, which is changing the immediate narrative path without affecting knowledge, stats or the final outcome of the adventure one way or another is not a gamebook mechanic. What I am trying to point out is that choices which are ultimately neither good or bad create an interactive novel, not a game. If there is no way to fail, the experience is still there, but there is no gameplay.


The decisions people make, in real life or during a game, situations like the one in the example above, are not related to the door itself. They would rely on previously gained knowledge and the expected outcome of each available choice. The action must depend on the possible consequences of opening that door (getting a raise or being yelled at, or fired even) and the statistical possibilities of the given outcomes (I doubt you would ask the boss for more money if your chance of getting the raise is only slim to none, while the possibility of being fired is much greater).

It is of extreme importance that the game designer provides enough information and presents multiple clues ahead of time, so the choices his players make are the product of strong logic and calculated risk, not the result of blind guessing. Then and only then, the final outcome depends on the performance and the input from the gamer instead of being the aftermath of pure luck. For an example, if the player finds himself facing a door or multiple doors, never mentioned before, there is no way for him to make an educated decision, weighting in advance the possible consequences of his actions. There is nothing meaningful in such situation.


The main problem with meaningful choices, all authors run into, is the balance between not providing enough information (which door choice) and providing too much information (cake or death choice). Here is an example of [which door choice]: "You are standing in front of three doors. Only one of them will lead you to success. The other two lead to certain death. Choose one!"; And here is an example of [cake or death choice]: "You are standing in front of two doors. There is a Deadly Demon hiding behind the left one. Behind the right door you would find gold and glory. Choose one!"

The answer to the problem above is called applying some "fog of war". The game designer must hide the possible consequences and "only have the roughest outline spelled out", but should also leave enough clues buried in the text, so the reader is given the opportunity to apply his skills of observation, paying close attention, critical thinking, risk management, memorizing important details, educated guessing, weighting possibilities and drawing logical conclusions.

When the "fog of war" is applied appropriately, the choice becomes a "Logical Conclusion Choice".



My favorite example of a Logical Conclusion Choice is one, which I found more than 20 years ago in the fantasy style epic hero gamebook "The Master of Darkness" published in Bulgaria by George M George (a nickname of George Mindizov). My protagonist found himself in the middle of a wide open field. There were mountains with carved in caves standing proud far to the west and there was a dark, almost completely black, thunderstorm front approaching very fast from the east. The choice was between running for the mountains, so the hero could take shelter in a cave or hiding from the rain under a tree with thick crown, which was standing alone nearby. My logic was to avoid getting soaking wet and possibly ill from the cold rain while fleeing to the cave, so I decided to wait out for the storm to pass under the tree. I learned a very valuable lesson: Lightnings hit the tallest objects around and very unfortunately for my protagonist, that was the same tree I sent him to. Needless to say, that was a gravely mistake and it resulted in the instant death of the hero (see, no self-respecting author will make their reader lose 50 points of health when hit by a lightning - this is a total annihilation event) and while I was upset about the mistake I just made and the punishment I was forced to suffer, I felt that it was fair, justified and completely deserved. The immediate danger of being hit by a lightning wasn't even mentioned in the text at all, but I should have deciphered the 'fog of war' hint in the word 'thunder' before the word 'storm'. The instant death punishment was very logical under the existing circumstances.

Annihilate your player only if he makes a gravely mistake

Please keep in mind that not every single choice in a gamebook should be a Logical Conclusion Choice, because that would make the readers feel like they are taking a test in school instead of enjoying a good compelling story of a great adventure, but there must be a good number of Logical Conclusion Choices present throughout the book, so the player is kept in full control of the final outcome and ultimate victory.

Remember, the author should never take away from his readers the satisfaction of feeling that success is direct result of good performance, not random guessing and pure luck.

This is all for today, but I promise to give you a very detailed guide of how to create Logical Conclusion Choices step by step in my next blogpost here on LloydOfGamebook. Until then, as Stuart likes to say, 'Happy Gamebooking!'

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"

Wednesday, September 20, 2017

Shady Brook: Twin Peaks like Visual Text Adventure


Welcome to Twin Peaks
I still remember the Twin Peaks series from back when I was a teenager and all the fear I felt after watching each episode of this horror mystery drama. I was quite surprised and excited when I found out that Showtime started a new season of this TV series in the spring of 2017. To be quite honest, I don't remember most of the old show, but I recall that it took place in a small town where almost every resident had some kind of strange secret. Add some supernatural phenomenons such as a killer demon, who moves from the body of one citizen to another as he pleases, and an FBI agent, who is trying to investigate a murder of a young girl up there in the mountains and you would get the basic idea of what the show was about.

About 18 months ago I read a post on facebook by one of my friends announcing the release of a "Twin Peaks like game" that takes place in a small, peaceful country town where everything seems idyllic until some mysterious deaths start occurring. Being a follower of the TV show, I was naturally interested in playing the game. Add the fact that I live in Chicago now and I miss the small community feel of my hometown very much, I just couldn't wait for the game to come out on the market.

Welcome to Shady Brook
When I purchased Shady Brook for the very affordable price of $3.99, I was immediately teleported to a quiet small community and quickly met with the very few residents there. I was fascinated with the depth of the characters and the fact that I was able to start relating to them on the spot. I quickly developed favorites and I was hoping to make some friends while exploring the map, but strange things started happening and soon I realized that it was better to keep to myself until the mystery was unfolded. However, my curiosity was already triggered and I felt that I had to investigate and get to the bottom of a master plan as evil as it gets.

As I mentioned above, the storyline is very immersive and it is very easy for the player to get sucked into it. As the story evolves, more clues are presented to the reader and it gets more and more interesting until the very end of the adventure. Just keep in mind that not every choice changes the final outcome. As a matter of fact, the decisions you make during the game alter the experience, but they don't affect the very core of the story and there is only one available ending. The only reason I mention all that is to avoid the feelings of guilt you will inevitably feel after making some difficult choices. Those bad things would have happened to some good people anyway, so just relax assured that you haven't done anything wrong and enjoy revealing the dark secret of this small country town by solving the very well designed logic puzzles.

I must add that the existence of a love triangle, which causes a whirlpool of feelings due to the decision to sacrifice one of two very important people, provides further depth and involves the player to a point where this game almost starts feeling real. I believe that this is probably the strongest design trick of the whole Shady Brook experience.


The only serious complaint I have about the game is that at the very end, the player is stuck in a 'Game Over' loop until he or she finds the right action and the exact moment to get to the very end of the adventure. Even though, as a fellow game designer, I have a hard time finding another way of looping the game sequence at that very moment to avoid the 'Game Over' message, but I still think that such approach must be avoided at all cost, especially in a game where the player associates with the protagonist to such extent.

On a positive note, I truly enjoyed deciphering some of the cryptogram puzzles in the game. Those definitely were my favorite, but there is plenty of other kinds of puzzles built into the game. Most of them are challenging, but not impossible and a player with just a little bit of experience and a lot of logical thinking would be able to solve all the puzzles without external help (such as a walkthrough). The story is extremely well written with some completely unexpected twists and turns. The music suits the virtual environment very well and the limited graphics are very pretty as well as perfectly balanced without taking the attention away from the storyline and text based engine of Shady Brook.

So, if you are a fan of gamebooks or adventure games, or even if you aren't, I strongly recommend playing this visual text adventure.

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"

Tuesday, August 1, 2017

New Tunnels and Trolls solo

Hello all! Long time no blog. Just a wuick one to say that I have finished a Tunnels and Trolls solo. In this one, you go on a great quest to make your own personalised magic weapon that grows with you. It works with Deluxe Tunnels and Trolls rules and can work for ANY level and ANY class.

And it is Pay What You Want.

You can get it here.

Enjoy!

Tuesday, June 6, 2017

Game Tale - kickstarter for gamebook aimed at children aged 3-9

Hello all! There's a new kickstarter in town. This one is called Game Tale, a beutifully illustrated children's gamebook aimed at 3-9 year olds. It looks absolutely delightful and you should definitely check it out and back it over on the kickstarter page.

https://www.kickstarter.com/projects/gametale/1779918119?token=0637a8cd

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 we start talking about Gamebook Mechanics, we should first recognize the very basic elements of any game. In theory, a video game (or any other game) consists of two major events: input and feedback. In simple words, the player takes any action such as tilt the joystick, hit a button or move the pawn in a board game, etc and we have an input. For every input, there should be positive or negative feedback such as moving the character on the screen, hearing a sound or something else that provides the player with a clue if he or she is doing well or not.

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

In my previous blogpost, I already mentioned that one of the most disturbing articles I've seen so far is the one named narrative is not a game mechanic by Raph Koster and based on his theory many people consider that games and story don't mix coming to the wrong conclusion that it is impossible to write a book which is also a good game.

Just take another look at the basic game elements! Narrative is a form of feedback, isn't it? I think that, not only narrative IS a game mechanic, it actually is the best form of feedback. Raph Koster argues that "games can and do exist without narrative". He is absolutely right, they do, but... Remember the old arcade games where the gameplay was always the same except the opponents speed increased in every consecutive level? Sure, that did make the game more challenging, but how much closer to the final goal did it make you feel and how much feeling of accomplishment did that design approach provide to the players? "Kill as many enemies as possible and move on to the next level" was the motto of all games back then and there was no ultimate goal for us 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"