Hadean Lands: How Failure Works

I was making no progress on this game all day, and was all set to make a post about being stuck, when I had a sudden breakthrough involving an alteration to a ritual. This was a ritual that clearly needed an alteration — it did the exact opposite of what I needed. But there wasn’t an obvious substitution of ingredient or incantation that would invert it, even after I tried a quite a few possibilities. Ultimately, I realized that a promising substitution could be made at an earlier point in the process, in the ritual that created one of the ingredients for the ritual I wanted to change. This was pretty satisfying, once it was all over. Oh, sure, during the process of futilely trying things out, it seemed like I was desperately grasping at straws. But in the light of eventual success, it seems more like the sort of tinkering and experimentation that’s entirely appropriate for an alchemist.

Seriously, when I think about it, this is a really good choice of role for an adventure game of this type. It makes sense of a lot of the sort of adventure-game activity that that you just have to pretend not to notice in most games. If a detective spends most of his investigation driving back and forth through the same six locations, re-asking people the same trivial questions, and visiting places to just scrutinize the furniture and then leave without having learned anything, it seems wrong. But this kind of repeated failure is part of the alchemist archetype, as is the unshakable faith that there is a solution, if only you can find it.

When you perform a ritual, you can generally tell when it’s going wrong. Each step produces a visible effect. If you’re doing it right, components dissolve, liquids clarify or change color, powders cling to substrates, mysterious inscriptions appear on the surfaces of things. Effects are vivid and definite. Whereas rituals done ineffectively, with the wrong components or with the wrong environmental influences, produce weak effects: the glyphs lack definition, the powders fall off and blow away, the liquids congeal into oily sludge. Even the incantations have alternate descriptions that let you know that they’re not generating the intended influences on the operation. This means there’s a bit of excitement when you do an experimental ritual correctly after repeated failure and see each step along the way happening the way it should.

Anyway, I’m pleased that experimentation of this sort is becoming a large part of the game again. In my first post, I talked about how it tutorializes the possibility of altering recipes, but after you’ve done that in the game’s first puzzle, you can go for a very long time without doing it again. For a while, I was thinking that it was a fluke, never to be repeated, and that, contrary to my initial impression, the rest of the rituals in the game were going to consist of simply following directions, the challenge being made by directions that are unclear or incomplete, requiring you to seek additional information elsewhere. And there’s certainly a great deal of that still going on, and that alone can produce a significant “Aha!” factor, when you realize that the “passive sealing” referenced in one ritual is defined in another, or that you actually do have multiple items capable of exerting a fiery influence. But there’s a whole extra level of “Aha!” when you’re not just performing the rituals handed to you, but proactively thinking of what rituals you need but don’t have. It engages with their content in an entirely different way, turns it from “What does alchemy want from me?” to “What do I want from alchemy?”

Hadean Lands: Dragons

The premise of Hadean Lands, the pretext for its puzzles, is one of adventure games’ oldest, pioneered by the likes of Planetfall. You could call it the Systems Repair story. You find yourself in a spaceship, or a space station, or a remote high-tech laboratory, or a submarine, or some other such enclosed and mechanical environment. The machines that support this artificial environment have gone catastrophically wrong, and for some reason you’re the only one around to repair and reactivate it all. The main thing that separates HL from the bulk of these stories is that it’s more up-front about all the technology being made-up.

It takes a good long time to get to the point of even contemplating repairing stuff in HL, though. I’ve spent most of my time in the game so far just trying to unlock various doors and cabinets, in order to gain access to more stuff to unlock doors and cabinets with. (I recently discovered that the game even has a special command, “doors”, to keep track of the doors and cabinets you haven’t opened yet.) But ultimate goals start asserting themselves once you finally stand in front of one of the ship’s Dragons.

The text of the game makes mention of Dragons in several places before you actually get to see one, letting the player assume that the word is literal, that there are actual scaly beasts harnessed to the ship’s systems. But, as the player character’s inner voice keeps reminding us, this is not a fantasy world, this is a world of Modern Alchemical Science. “Dragon” is just a term of art for a kind of complicated alchemical pattern, like a self-animating mandala. The ship has four of them. I know where they all are, but I’ve seen only one of them. It’s visibly wrong, anemic, virtually inactive. I have no idea how to make it right. So I guess I’ll keep on opening doors and cabinets until I do.

Finding the Dragon threw my plans for something of a loop. Basically all of the the rituals that I know but haven’t yet completed have a single prerequisite in common: Elemental Fire, which can be produced by a simple recipe involving phlogisticated gold, camphrost vapor, and a splint of burning blackwood (a fictional wood that burns at a very high temperature). Camphrost and blackwood are easy to acquire, but it took me a long time to find phlogisticated gold, due to mistakenly thinking that I didn’t have the item required to unlock a cabinet when I actually did. With that in hand, I finally had everything I needed to unlock the rest of the game — or so I thought, until I actually tried lighting the blackwood and discovered it to be stubbornly resistant, even when tossed in a kiln used for melting metals. Well, if it burns very hot, it probably needs a very hot flame to ignite it, right? And I figured that the hottest flames on the ship had to be the fiery breath of the ship’s powerful fire-breathing dragons. Well, no such luck.

Hadean Lands: Automated Actions

Just a quick post today. I keep on mentioning how Hadean Lands fills in intermediary steps for puzzles you’ve already solved, but I don’t think I’ve communicated just how extensively it does so. So, here’s a rather extreme example. It’s the output generated from the command “go to observatory”, executed immediately after a reset. In the iOS version, this can also be done by simply tapping the observatory on the in-game map. I’m putting it after the fold because it’s full of spoilers. But it’s also full of flavor, so you can use it to get a sense of the game’s sensibilities if you think you’re not going to play it.

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Hadean Lands: Setting and Transformation

If there’s one thing every sufficiently-large puzzle game needs, it’s an excuse. Some reason why walking around and doing stuff requires convoluted shenanigans. You’re sneaking around a high-security facility and would be observed if you took the obvious routes. You’re exploring a ruin, and a lot of the floors and staircases are collapsed and impassible. It’s all a test. There’s wild magic interfering with you. The whole world is stylized enough that you automatically don’t take it seriously.

In Hadean Lands, the primary excuse consists of fractures in time. Something has gone wrong and various bits of the “marcher” (alchemical spaceship) you’re on are frozen in time, with barely-visible barriers separating you from your trapped-mid-stride crewmates, or from glimpses of alien planets. Yes, planets, plural. Whatever befell the marcher has twisted space up enough that different fractures show plainly different worlds: a Hadean land here, grey and airless, a Thalassan land there, covered in toxic sea.

But then, there’s some indication that having access to multiple worlds at once is normal. One room has a dome full of windows, each showing a different sky. Apparently the marcher uses this to navigate. And then there’s the peculiar matter of the basement, which leads to a ledge on an underground chasm, which is deep enough that you can’t see the bottom. The chasm has a number of doors leading to parts of the marcher, which makes it seem like a permanent feature of the thing, not a by-product of the time-fracturing accident. And yet, it’s underground. Perhaps the marcher isn’t so much a ship as a building that generates portals? But it’s described in nautical terms otherwise.

So basically the setting keeps you a little unbalanced by combining disparate ideas, convincing you it’s one thing and then showing you that it’s another. Even the base concept of “alchemists on a spaceship” works into this. Even the mechanics, as described last post: inventory items that you later realize you don’t need to pick up, a reset button that preserves state. Alchemical transformations symbolized by transformations of understanding, and vice versa. I’ve found a scrap fragment referring to the creation of a homunculus, and I won’t be at all surprised if it turns out that this is what the player character was all along without knowing.

Hadean Lands: Knowledge Mechanics

I had a plan. I was going to do a series of posts about Hadean Lands in lieu of writing about the Comp this year. Hadean Lands seems like a likely Best Puzzles winner at the Xyzzy Awards, and an almost certain finalist, so if I wanted to do writeups of that category again (as I have done for the last two years), it would be good to get my thoughts about it down in advance. Once I had that done, I could move on to blogging other games, ideally before the Steam holiday sale.

The proximate cause of this plan’s failure was an extended crunch at work, but that’s been over for a while now. No, the reason the plan failed is that it was easily derailed. Having started the game, and put it aside, I found it daunting to return to. The amount of stuff you have to know about just seems to keep growing! Scrap paper is particularly deceptive. You’ll have an incomplete description of a useful ritual, and you’ll see a bit of scrap paper in a hard-to-reach place, and you’ll hope that it might contain the secrets you’re seeking, but when you finally solve the puzzle to reach it, it’ll more likely turn out to be instructions for a completely unrelated ritual — one that you don’t have any immediate need for, but which, by its mere presence, you now know that you’ll have to perform at some point. Sure, every ritual you can perform increases your powers, but until you have what you need to perform it, it’s just a looming obligation.

Now, the author knows that he’s built a daunting game. This is largely the point of it: to give the players the experience of mastering a large and complex system. And to that end, the game gives the player quite a lot of help, keeping track of all the formulas and rituals you’ve discovered and letting you repeat them with minimal fuss, not troubling you with intermediary steps that can be taken care of automatically, even automatically unlocking doors that stand in the way of necessary ingredients and the like. Everything has to be done manually once, but no more. And if you accidentally destroy something crucial and get the game into an unwinnable state and haven’t saved in a long time? You still don’t have to repeat anything. At various places on the map there are dark voids, part of a general rupturing of time and space in the vicinity of your alchemical spaceship. Entering one of these voids resets the state of the game to the beginning, except for the player character’s accumulated knowledge, which is the one important thing. With the ability to automatically skip over the details, starting over is no chore.

Indeed, it will probably be essential. I’m still in the early stages, but I think I can see how this is going to go. The goals you’re trying to reach in this game — the rewards for solving puzzles — basically come in two sorts: materials and information, the stuff used in alchemical rituals and the instructions on how to use them. Sometimes a ritual will consume a thing, so it can only be performed once. And what if two rituals both require the same consumable ingredient? Well, if the ultimate reason you’re performing the ritual is to gain access to information, you can just reset afterward and keep the information. It effectively doesn’t cost anything at all.

This may sound like sequence-breaking. After all, if the only thing standing between you and your goals is information, a player who has that information can make the protagonist act on it without learning it, like skipping directly to Atrus in Myst. Well, the author has come up with a clever way around that: Formulas. These are the incantations used in rituals by means of commands like “recite the word of anaphylaxis”, and the point of them, beyond flavor, is that the player character has to actually learn the word of anaphylaxis first. This means that formulas act more like inventory items than information, but, unlike your material inventory, you get to keep them across resets.

Meanwhile, the material inventory becomes more like information. Contrary to ingrained adventure-game habit, picking up every item you find isn’t important, and can even be detrimental if you’re planning on walking through a fire or something. Knowing where you can find a thing is for most purposes as good as having it in your hand; at worst, you can go to its location and pick it up with just two commands, and if it’s part of a ritual you’ve performed once before, you don’t even need that. And when I say “knowing”, I am again talking about player-character knowledge rather than player knowledge. The PC knows where things are even if you forget — and, yes, retains that knowledge across resets.

Hadean Lands

Hadean Lands, a text adventure by renowned IF author Andrew Plotkin, was the first successful Kickstarter project I ever backed. He asked for a mere $8000, and got nearly four times that, which seemed like a lot of money for a Kickstarter back in 2010. And, just as he got four times what he asked, he took four times as long as he expected. The most anticipated text adventure in many years, it shipped just a few days ago, and I finally gave it a serious try this weekend.

Despite a multi-hour session, I feel like I’ve just barely started it. The whole thing is predicated on alchemical rituals that require combinations of ingredients under specific elemental or planetary influences established by symbols and incenses, and sequences of commands like “invoke lesser phlogistical saturation” or “recite the categorical imperative”. In other words, this isn’t your “select a spell from a list” system; magic takes work. Even just following instructions written out for you can require research to find out what those instructions mean. It reminds me a little of spellcasting by typing sequences of text from the manual in King’s Quest 3 and a little of the more involved schools of ritual magic in Ultima VIII (a game that I remember as essentially a series of demos for different magic systems), but with one big difference: it’s systematic. Rituals aren’t just arbitrary sequences of actions, they’re techniques that produce specific effects, and that can be tweaked to produce different effects if you understand the theory behind them. Just getting out of the first room requires making a reasonable substitution in the one recipe available to you at that point, tutorializing this variability.

And it keeps on tutorializing for a good while, introducing new aspects of alchemical practice one by one, mainly by means of blocked doors. Here’s one that’s rusted shut, here’s one that’s rusted even more so that your previous anti-rust ritual doesn’t cut it, one overgrown with mold, one that’s locked and the key tossed in a blazing furnace. I’ve reached the point where things open up a bit, where I have multiple unsolved puzzles in front of me and multiple recipes that I have no immediate use for. It’s still looking like alchemy is always the answer to every puzzle, though.

Fortunately, the game only expects you to perform each ritual once. Repeating a ritual is as simple as typing “make fungicide” or whatever, provided you have access to everything you need. I understand that macro-instructions of this sort become increasingly important as the game goes on. We’ll see how that goes in future posts.

Xyzzy Awards Best Puzzles Writeups

I wrote up some thoughts about the 2013 “Best Puzzles” Xyzzy Awards nominees at the Xyzzy Awards blog.

Actually, I did this last year as well, although I didn’t mention it here at the time.

IFComp 2013: Sam and Leo Go To The Bodega

The randomizer seems to be giving me all the Twine clustered at the beginning. Spoilers follow the break.
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IFComp 2013: Our Boys In Uniform

Spoilers follow the break.
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IFComp 2013: Bell Park, Youth Detective

Next up, the first of many Twine entries. Spoilers follow the break.
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