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Skyrim rendered in text

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Re: Skyrim rendered in text

#51

I wonder how difficult it would be to adapt this game to read the text adventure out loud and allow visually impaired kids to play it. The author here has done tremendous work into the mechanics of a text-based game, and I think it would be a relatively small task to port it to an "audio-based" game. Every year I volunteer at as event at the University of North Carolina CS department called Maze Day. Students build g…

Author here. At one point I made a big pivot towards just text + options. Before, I had complicated systems for what I called Forms (basically, minigames).

Once you have only text + options, that's when you need to start thinking about player agency and repetitiveness. So I'm glad I did that because otherwise I'd have made a bad version of Sorcery! instead of what Vermin is today.

That said, it's always tempting to add more functionality and UI. For example, both beta testers and then players noted how hard it was to orient oneself in the game. This would be solved by a map (perhaps in a sidebar) but then this makes the game less accessible again.

Still pondering what the best way is.

Re: Skyrim rendered in text

#52
post #17

Earlier quoted context omitted.

> I haven't played computer games for so long, mostly because they are just all the same, 3D action and no substance If that's your opinion of them then I don't think you've investigated them much, and are just jumping to conclusions.

Get-off-my-lawn sentiment aside, it seems strange that the author doesn't even acknowledge the vast field of text-based games that already exist, and that predate the modern retro fascination with interactive fiction. I'd love to see how their mechanics compare to the ones he worked out for his game.

Author here. When referring to text adventures I didn't mean just the ones that came in the past few years, of course. When I say "text adventure" I mostly mean things like Zork and MUDs.

Re: Skyrim rendered in text

#53
Perhaps the next project can be rendering Medium.com as text, so I can read it on mobile. As it is, when I zoom in, random parts of the page expand on top of the text for what can only be lazy/incompetent web developer reasons since even the large font and loads of whitespace fetishists would have a hard time justifying that.

Re: Skyrim rendered in text

#54

Earlier quoted context omitted.

> because they are just all the same, 3D action and no substance What do you count as "substance"? Have you played The Witcher 3? Life is Strange? Until Dawn? They are games with heavy narrative where your choices impact the direction of the story (in Until Dawn, any and all of the 8 characters can die or survive, depending on your choices). Or games like Bloodborne or Dark Souls, which, at first glance, are just act…

>Or games like Bloodborne or Dark Souls, which, at first glance, are just action games, but when you look beneath the surface, they hide extremely rich and deep storylines (but its up to you to dig for it if you so wish) and incredible environmental storytelling In a similar vein, Overwatch, one of the biggest 3D action games at the moment, has gameplay that exists entirely as non-canon action segments borrowing char…

I'm slightly mistaken! There was a temporary 3-week event last November with a 4-player PvE story as Overwatch agents going on an actual mission. But other than that, gameplay has been all non-canon.

https://overwatch.gamepedia.com/Overwatch_Uprising

Should be another one this year, we'll see what they do with it.

Anyway, expanding on what I said in the previous comment, it's a neat narrative structure. Rather than "here's a game, go play the story" they've given us a game and then having released it are now telling more of the story out in bits and pieces. New map, new comic, new animated short, new character, new voice lines, anything like that related to the game is a chance to flesh out the world, its history, and where the conflict between Overwatch and Talon is headed.

I think my favorite part of it is the environmental storytelling. Every level has some significance to one or more of the characters (video from the previous comment takes place at Eichenvalde), and there are bits and pieces of lore scattered throughout. The name that we see being carved into the bar at the beginning of the video exists in-game at the start of the level (and has been there since launch). In the present-day, with the non-flashback portion of the short having now taken place, the Overwatch emblem that Reinhardt sets on the armrest now exists in-game at the same location.

On another level (Ecopoint Antarctica), you can see the cryo-chamber where all of Mei's colleagues went to sleep in the pods to wait out a storm, and then never woke up. There's an animated short telling that story as well.

What's remarkable about the game is how well it functions as "just an action game" with bright colors, fun characters, really great gameplay, and gorgeous level design. But if you want to look into it deeper, there's a pretty big world with some heavy stuff going on.

I'm going a bit fanboy here, but if you're into shooters definitely check this one out.

Re: Skyrim rendered in text

#55
post #7

How old is the author I wonder? Did he not play Wizardry or any other similar game back in the 80s/90s, which implemented exactly this kind of gameplay? Wizardry 7 had so much - good quality - text in it (probably enough to fill a book) that it significantly accelerated my English learning at the time as a non-native English speaker. And the fighting system was very similar to what the author arrived at in the end. I…

Author here. I played Wizardry games in the 1990s. How is the combat system in Wizardry similar to what I'm arriving at with the "fractal stories" concept?

I actually brought up a Wizardry 7 gameplay video just to make sure I'm not remembering it wrong, and here's the text:

JOE CASTS ENERGY BLAST RAVEN HIT! RAVEN DIES!

Not what I'm going for at all. This looks more like the "Try #5" (D&D-style actions).

If what you mean is that Wizardry had great writing (not in combat, but elsewhere), I'm not disputing that. But Wizardry was a videogame. I'm trying to build a text game.

Re: Skyrim rendered in text

#56
How important do you think illustrations are to this kind of text game? I would think omitting illustrations would free up a lot more time for expanding and improving the prose.

Re: Skyrim rendered in text

#57
post #55
post #7

How old is the author I wonder? Did he not play Wizardry or any other similar game back in the 80s/90s, which implemented exactly this kind of gameplay? Wizardry 7 had so much - good quality - text in it (probably enough to fill a book) that it significantly accelerated my English learning at the time as a non-native English speaker. And the fighting system was very similar to what the author arrived at in the end. I…

Author here. I played Wizardry games in the 1990s. How is the combat system in Wizardry similar to what I'm arriving at with the "fractal stories" concept? I actually brought up a Wizardry 7 gameplay video just to make sure I'm not remembering it wrong, and here's the text: JOE CASTS ENERGY BLAST RAVEN HIT! RAVEN DIES! Not what I'm going for at all. This looks more like the "Try #5" (D&D-style actions). If what you m…

Once I grokked where you were going with this article, my first thought was the awesome King of Dragon Pass [1]. Technically it looks very simple; I'm not sure whether it was implemented as a webpage, but it definitely could be. Where it succeeds better than any other RPG I've ever encountered is in forcing you to roleplay as a bronze age tribal chieftain, because "act according to the worldview and ethics of a 21st-century westerner" just isn't on the menu. The Gloranthan heroquest elements (where your characters try to LARP mythological stories as a form of ritual magic) are wonderfully out there.

Curious whether you've played it, and if so, how close it comes to the sort of thing you're aiming for.

[1] http://store.steampowered.com/app/352220/King_of_Dragon_Pass...

Re: Skyrim rendered in text

#58

I wonder how difficult it would be to adapt this game to read the text adventure out loud and allow visually impaired kids to play it. The author here has done tremendous work into the mechanics of a text-based game, and I think it would be a relatively small task to port it to an "audio-based" game. Every year I volunteer at as event at the University of North Carolina CS department called Maze Day. Students build g…

Blind dev here and I played through it. Might need a touch up here and there but it's moderately accessible as-is. Text-based games are great for VI people.

If you have a few minutes please try my very early prototype text game at lab.brlewis.com and let me know if you see similar touch ups needed there.

Re: Skyrim rendered in text

#59
post #34

There are still several hundred once prominent MMOs called MUDs that came about in the 1980s and are all text based. They deal with these sorts of problems in very diverse and creative ways. If you've never played one, I might suggest Duris, Land of Bloodlust. It's old-school, beautiful, huge world and incredibly delicate, strategic and fun combat. It's a race wars, so RvR style full player killing and full player lo…

>makes modern MMOs look like Fisher Price editions.

From the point of view of the MMORPGs the MUDs don't look or sound much like anything. Literally.

Re: Skyrim rendered in text

#60

Perhaps the next project can be rendering Medium.com as text, so I can read it on mobile. As it is, when I zoom in, random parts of the page expand on top of the text for what can only be lazy/incompetent web developer reasons since even the large font and loads of whitespace fetishists would have a hard time justifying that.

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