Archive for the 'Adventure' Category


Myst V: Defending 3D

I’m well into the fourth subworld now. (The “ages” all have names, but I don’t know them. Esher only mentions them once.) This bit must be more graphically complex than the ones preceding it, because the framerate is getting choppy again. It’s nowhere near as bad as it was when I was using faulty hardware, but it’s bothersome enough that I’ve searched online for help again. In the process, I found reviews like this one and these. I had been avoiding reviews up to now, for fear of spoilers, but now that I’m almost done, there seemed less harm in reading them.

Having done so, I feel like I’m losing some cred by not hating Myst V. Sure, I’ve complained about the drawing interface, but that’s a fairly superficial matter. And yeah, it’s not Riven, but neither were Mysts 3 and 4.

Rasmussen, in contrast, objects at length and in detail to the fact that it’s done in a 3D engine at all. I have to disagree. The ability to move freely is a very big deal. It ends the frustration of limited views: countless times in Myst and Myst-likes, I’ve wanted to get a closer view of something, or look at it from a different angle, but been denied. More importantly, the traditional Myst-like interface makes navigation depend on noticing hotspots. Every time you enter a new area in such a game, you pretty much have to wave your mouse around to find all the places you’re allowed to step. Missing even one can effectively lock you out of crucial areas of the game (as happened to me in a couple of spots in Myst IV). This is not realistic and it is not good gameplay. There’s still a certain amount of hotspot-hunting in a 3D game — there are still things you have to click on to operate, after all. But the buttons on a machine tend to be more obvious than the exitable portions of a grassy wilderness.

I understand that a lot of Myst fans were apprehensive about the shift to 3D. It makes sense to be apprehensive when you think about other series that also decided to shift to 3D for their final episodes, such as Ultima and King’s Quest. But those games are mainly the result of the developers devoting so much effort to figuring out the new technology that they couldn’t devote adequate attention to the content. Thanks to RealMyst and Uru, Cyan already had their first experimental fumblings behind them.

Myst V: UI

myst5-slateMyst V does a couple of novel things with the user interface. For one thing, it gives you a choice of what UI you want to use. First-person adventure games have basically gone through three stages. First there’s the static view: the camera is fixed in place, and you click hotspots to move and turn. Then there’s panning views: you click hotspots to move, so there’s a finite set of nodes you can move between, but turning is continuous, controlled by the mouse in some way. Finally, there’s full continuous 3D movement, like in a first-person shooter — something not done often in adventures, but it has been done. Myst V supports all three modes.

One might reasonably ask why. “Classic” mode was, after all, originally a product of technological limitations. Myst is made of a bunch of still images stitched together. Myst V is not. So why pretend that it is? I suppose that some people just prefer to play that way. I generally prefer “Advanced” mode — full 3D movement — because the ability to look at things from arbitrary angles aids comprehension. (One of my biggest problems in Myst IV was finding movement hotspots in outdoor areas.) But in fact I have occasionally switched to “Classic” mode when in difficulty, because the hotspots can act as a sort of guide. If there’s someting important, there’s probably a spot you can click that makes you look straight at it.

It’s worth noting that, even in free-movement mode, you use the old-style interface to climb ladders. I don’t just mean that you click on the ladder to climb it, I mean that you click on the ladder twice: once to look at the ladder and automatically shift into “Classic” mode, and once to climb it. It seems unlikely that it would have been designed this way if the designers had been thinking primarily in terms of free movement.

The other major UI experiment is the drawing interface. Each of the four main sub-worlds features a slate that you use to give instructions to the Bahro. You do this by drawing shapes with the mouse. It’s a reminiscent of the “gestural” interfaces used in Black & White and early versions of Darwinia before the designers realized how difficult and annoying it was. It’s a bit different here, though, because you don’t have to (and in most cases can’t) draw the shapes in a single continuous stroke, which lessens the annoyance factor somewhat. But it’s tricky to draw with a mouse — especially if, like me, you normally use a trackball for games 1A Logitech Cordless Optical Trackman, for what it’s worth — not to be confused with the Logitech Cordless Trackman Wheel or other similarly-named products. It’s the best pointing device I’ve ever used, especially for first-person games like this one. My only complaint is that there’s nothing holding the ball in except gravity, so whenever you drop the device, the ball comes out and rolls under the couch.. And unlike in other programs you might use to draw pictures with a mouse, there’s no eraser tool and no “undo”. If you make a mistake, you have to wipe the whole slate and start over. I’ve tried hooking up a Wacom tablet 2 “Do you begin to understand the power of the Tablet? Surely it begins to pull you. Its strength grips you. Look around. Without the power of the Tablet, this would be left solely to your dreams.” — Esher, Wacom spokesman. for these bits, but it interacts strangely with the game, sending the cursor zooming into corners suddenly. This doesn’t happen with that tablet under other applications. But at least the game doesn’t ask you to draw shapes more than once. Once you’ve got a drawing that the Bahro understand, it’s automatically saved where you can retrieve it with a click.

Recognizing shapes is one of those things that’s traditionally difficult for computers to do, so it’s unsurprising that the game can get it wrong. It’s generally good at rejecting things that aren’t quite right — frustratingly so at times, given the difficulty of drawing. But there was one occasion when I drew a shape completely wrong, and the game decided it was a close-enough match to a different shape, one that looked even less like what I had drawn to a human eye. There may be something going on where the game remembers the last shape you had the opportunity to see and is more lenient about matching it. Usually there’s a single order in which you can discover them, but this level was an exception. Later in the same level, I actually managed to skip a puzzle when the Bahro carried the slate to its final destination without being instructed to do so, perhaps as a result of another mistaken match. Whether these two mistakes are connected, I don’t know. I played through the level a second time, because I don’t like skipping puzzles accidentally, and didn’t hit any false positives that time.

References
1 A Logitech Cordless Optical Trackman, for what it’s worth — not to be confused with the Logitech Cordless Trackman Wheel or other similarly-named products. It’s the best pointing device I’ve ever used, especially for first-person games like this one. My only complaint is that there’s nothing holding the ball in except gravity, so whenever you drop the device, the ball comes out and rolls under the couch.
2 “Do you begin to understand the power of the Tablet? Surely it begins to pull you. Its strength grips you. Look around. Without the power of the Tablet, this would be left solely to your dreams.” — Esher, Wacom spokesman.

Myst V: Observatory

myst5-planetI had a marathon session this weekend, which is really the best way to play this sort of game. A significant fraction of that time was spent seriously stuck for the first time toward the end of the second major subworld. (You can complete them in any order, but there’s a specific order in which they become available.) This is a segment built around a fanciful astronomical observatory, designed in traditional D’ni fashion: isolated, empty, and built to an impractically large scale. You get that sort of thing when architects can just write buildings into existence without worrying about materials or labor. The D’ni were like game designers in that regard.

The puzzles in the observatory age are, appropriately, themed around spotting things at a distance, mainly through telescopes. Given all the time I spent looking around, it’s a good thing the game is as pretty as it is. It’s the first game in the Myst series proper to be completely rendered in 3D, at least if you don’t count RealMyst and Uru. (Although this game is more of a sequel to Uru than to Myst IV, so maybe it should count.) And it really gives the 3D engine a workout. One of the things that always bugged me about the original Myst was the ocean around the island: you could hear the waves lapping at the shore, but it was a still image. Myst V has surf. It has individual strands of waving grass. It has an eclipse at one point, which really took me by surprise. And that’s not even getting into the rendered human figures, with their gestures and their loose, flowing clothing. No doubt it’ll all look laughable in a few years, but for now, I’m suitably impressed. I guess this means I’m playing it at the right time.

Ultimately, though, I became unstuck not by gazing at the scenery, but by thinking about what had to happen next. The puzzles had given me access to a certain hard-to-reach place, but with no obvious reward. I had to think about why I was there. This sort of thing can be great, but I honestly don’t think the effect was deliberate on the part of the author in this case. It was just a matter of confusion caused by my having solved a puzzle earlier wthout, it turned out, quite understanding what I had done.

Myst V: Yeesha vs. Esher

myst5-esherSo, with my faulty video card replaced, I’ve finally got Myst V: End of Ages running at a reasonable framerate. I’ve explored enough of the hub to gain access to all four of the other “ages”, of which I’ve delved into two and completed one.

The story is basically about a struggle between Yeesha and Esher, with the player caught in the middle: for some unexplained reason, I’m the only one who can draw this legendary Tablet from its housing like Excalibur from the stone, and they both have ideas about what I should do with its great but unspecified power once I do so. As a Myst veteran, I know full well that when two people both want me on their side, I shouldn’t trust either of them. But it isn’t as symmetric as Sirrus and Achenar here. For one thing, Esher is actually trying to help me. He knows his way around the quest, having been on it himself at one point, and he comes by to talk more or less every time I’ve made a bit of progress. Yeesha only appeared at the beginning: her point of view is mainy represented through scattered journal entries (a device that’s surely passé by now). And in contrast to Yeesha’s vague and self-absorbed poeticalisms, Esher says practical things like “You will not be able to continue downward without providing fresh air to the tunnels.” Yeesha, at the end of her introductory spiel, actually had the gall to say “What you still don’t understand you have failed to hear or don’t need to know.” She’s actually blaming me for her inability to communicate clearly!

So, yeah, I’d be a lot more sympathetic towards Esher than towards Yeesha if it weren’t for the fact that he’s a jerk. He’s constantly badmouthing Yeesha in a sleazy effort to get me on his side. A lot of what he says is stuff I’ve said myself — complaints about her vagueness and self-importance — but it’s sleazy anyway. Plus he also seems to hate her for her ancestry more than for any other reason, being the great-granddaughter of the woman who destroyed D’ni. Also, he’s contemptuous of the Bahro, the beings I know from Uru as “the Least”. In Uru, there’s a whole plot about how the D’ni enslaved the Least for their inherent ability to “link”, to make the connection to other worlds, and there’s an epiphany moment when it’s made clear that the Least and the apelike creatures that lurk in dark places and make disquieting noises are, in fact, the same thing. Yeesha supports Bahro rights, but Esher thinks they’re primitive, unclean things and that the D’ni had the right idea. In fact, Esher seems to be generally gung-ho about restoring D’ni civilization without learning any lessons from what happened to it.

All of the above is heavy with referenes to Myst continuity, including things from the novels. I assume there’s disagreement on this, but I regard this as a weakness. The more we learn about D’ni history, the easier it is to mentally classify it as just another fantasy world instead of something strange and unique. This series may be ending at just the right time.

IFComp 2007: Overview and promise

So, the comp is well and truly over for the year. The results are up. Lost Pig took first place, followed by An Act of Murder and Lord Bellwater’s Secret, an unusually strong showing for mysteries this year. Last place was taken by Paul Allen Panks, surprising no one, with his sole surviving game: of the three he entered, two were disqualified for violating comp rules. And somewhere in the middle, Deadline Enchanter took the Golden Banana of Discord, the unofficial award for the game whose votes had the largest standard deviation. I take a personal interest in the Banana, because my own 2001 entry, The Gostak, holds the record for highest standard deviation ever. I rated Deadline Enchanter low myself, but it certainly deserves the banana, being hard to understand and breaking convention as it does. I would have been disappointed if the award had gone to its runner-up, Gathered in Darkness, which is relatively normal and seems to have gotten as high a standard deviation as it did simply by only being playable under Windows and thus getting fewer votes than most games.

On the whole, this year’s comp seems substandard to me. Perhaps I’m growing curmudgeonly and difficult to satisfy, but I gave out no tens and an awful lot of threes. I think I lowered my standards as I went along — a few of the earlier games on my list, including Lost Pig, definitely got rated lower than I would have rated them later. This is why it’s important to play the comp games in a random order: to even out effects like that.

If this year’s comp has an overall theme, it’s inadequate testing. Several games were so buggy that I cannot believe that they had been tested at all, and one was acknowledged by the author to be outright impossible to win. This is a shame, and I have to accept part of the blame for it. One of the differences between amateur and professional game development is that professional outfits can be reasonably expected to hire testers. Amateur games have to rely on volunteers, and the sad fact is that finding volunteers with enough IF experience to give your game a meaningful workout is hard, especially as the comp deadline draws near. In the past, there have been some online resources to help authors find testers, but I don’t know if they’re still being maintained.

Writing criticism is always a little arrogant. Creating is hard, finding fault is easy. So it’s particularly shameful that we who criticize fail to do what we can to find fault before release, when it’ll be helpful. So, rather than just gripe, I intend to do something about it. I intend to test some games, and do it thoroughly as I am able. At minimum, I want to be a tester for at least ten of next year’s comp entries, and also as many works not entered in the comp as I can manage. Next summer, I will actively pursue entrants and badger them to give me beta copies of their games. This is my promise, and I make it here in front of everybody so I won’t have any excuse for forgetting it.

IFComp 2007: Slap That Fish

And we come to the last game, a bit of nonsense by Peter Nepstad. Yes, that Peter Nepstad. Spoilers follow the break.
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IFComp 2007: My Mind’s Mishmash

A work by veteran author Robert Street. Spoilers follow the break.
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IFComp 2007: Ferrous ring

A sci-fi piece by Carma Ferris. Spoilers follow the break.
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IFComp 2007: Gathered in Darkness

Next we have a horror story written in Quest. Spoilers follow the break.
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IFComp 2007: Press [Escape] to Save

An experimental effort from first-time author Mark Jones. Spoilers follow the break.
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