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Timed Events that Vary According to Location
In the traditional sandbox-environment Interactive Ficton game, there are often puzzles to be solved through the discovery and manipulation of objects found in different locations in the game space. Keys to open locks. Code-breaking devices. Hidden treasures to placate or weapons to defeat enemies. In the Historical Williamsburg Living Narrative, the game play is somewhat different, primarily because the narrative is based on factual and well-documented events involving known historical figures. Entering locked rooms or discovering hidden passages, for example, isn’t as effective a way to advance the story, since the point of the game is to retell a story where the outcome is predetermined. To some degree, the player is more an observer rather than actual agent of change. That’s quite all right though, with interactivity being served by giving the player the ability to experience the story from different perspectives of time and place.
The narrative, then, is the main driver of game play, and in order to experience the game, the player needs to be in certain places at certain times. Unfortunately, it is the sandbox environment that challenges narrative integrity. For example, imagine that the player needs to overhear a conversation between two characters at a particular time and in a particular place. What happens if the player is in an entirely different location far removed when the conversation takes place? Here we see the need to provide latitude for the time and place for the occurence of events. Fortunately, creating a flexible framework to ensure exposure to relevant events is fairly straightforward.
The method is to determine a zone rather than particular location in which narrative drivers may occur, and then the actual event may occur after a particular time rather than exactly at that time. Finally, once the event has taken place, there needs to be a way for the game to track that so the event does not continue to trigger. The following code shows a way to handle this in Inform 7.
Here we see that the event is triggered if the time is after 5:08 PM (and not exactly at), as long as the variable placeevent has not been incremented from its initial value of 0. Once these criteria are met, the actual event occurs differently across six different locations. Finally, when the event takes place in one of two locations with the player there to witness it, the placeevent variable is changed.
This framework allows us to set up event conditions throughout the game (both in time and space), with enough latitude to ensure that the player experiences everything necessary to understand the game. The Historical Williamsburg Living Narrative is built on this foundation.
Latest Playable Release – HWLN12
This report recently went out to all of the game Backers on Kickstarter. The actual download location is available only to the Backers.
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Greetings, Backers!
I new version is available for download at [URL HIDDEN]. Included in the .zip archive is a map of the locations.
A quick word about the map: where you see the location names highlighted in blue, the blue portions indicate a shortcut in the game navigation system (meant for speedier play testing only). For example, on the map is the “Military Encampment” location with the word “Military” in blue. When you are playing the game, type “xmilitary” at the cursor and you will be immediately taken to the Military Encampment. This will work for any of the locations in blue.
A big “thank you” goes to backer Vivianne D. for her work on the navigation code in Inform 7. Now when you type “dir” at the cursor, the game will display all possible directions (unless specifically hidden) based on room relative location definitions. Previously, I had been hand coding all those directions.
Otherwise, changes in this version are not major. Cleaned up more descriptions, added some detail, etc. Feel free to play it and let me know what you find.
In an upcoming release I will be publishing a guide that provides a listing of the possible commands.
Hap
Other Historical Communities and Locations
While historical Williamsburg (as managed by the Colonial Williamsburg Foundation) has been my focus, there are other historical communities, sites, and museums that are definitely worth visiting. A few that I want to mention here are
- Deerfield, Massachussetts – an authentic 18th-century New England village in the Connecticut River Valley of Massachusetts
- Gettysburg, Pennsylvania – site of one of the most famous battles of the American Civil War
- Monticello – Thomas Jefferson’s home and plantation in Charlottesville, Virginia
- Mount Vernon – The Virginia home to the first President of the United States, George Washington
- Winterthur, Delaware – a rich museum of American decorative arts that reflects both early America and the life of the du Pont family
The Game Begins: First Screens
Progress on the Historical Williamsburg Living Narrative continues. Three plot-level releases are planned: a walk-through version focused on the Williamsburg physical layout, an exploratory version including interaction and discovery with historical characters, and narrative version that is constructed around the removal of the gunpowder supply from the magazine.
The following two screenshots represent what the player will first encounter regardless of the version of the game being played. First is the pre-game opening screen that appears before the player provides any input. As you can see, it sets up a little bit of the story framework by providing some background on the player character and context on how he comes to be in Williamsburg.
The second screenshot depicts the description the player gets the second time this location is visited. (The first version of the description has some additional information and is displayed as soon as the player presses the Space bar at the intro screen.) As you can see, the command “see” was entered after the text description. The way the HWLN game is being implemented, graphic images will be provided at many locations; however, in order to display the images, the player must enter the “see” command at the prompt. The images themselves are based on my actual photography of Williamsburg.
Running on Glulxe
It’s quite easy to release Inform 7 games for the Glulxe interpreter, which in turn makes it easy to test. So that’s what I did to get this screen shot with the Capitol, and there’s a portion of descriptive text on the screen as well.
Existing Structure Location Maps
In the last entry, I discussed the challenges of producing logical text adventure maps based on real geography; in this case, the physical geography of the city of Williamsburg in the late 1700s. The good news is that the streets and main building locations have been preserved, which helps in map development. But the challenges of using a real place that needs to be reproduced in the context of an adventure game map are even more challenging when using exisitng building architecture. The constraints of walls, doors, hallways, rooms, and stairs along with their comparative physical location relationships don’t leave much room for “adventure navigation license.” The biggest challenge is in using the compass rose as a foundation for navigation, where you have 8 directions of movement from any particular point (north, northeast, east, southeast, etc.). Add “up” and “down” for a total of 10 basic commands that can be typed to specify movement. Consider the following diagram:
The player location can represent anywhere in physical space: a forest clearing, a small cave chamber, a grand ballroom. Adding the “up” and “down” directions provides a good deal of movement options including 3-dimensional flexibility, for a total of 10 choices for player movement from any given location in the game. However, particular real locations can be difficult to reproducing using the compass rose navigational framework without making overly compromising game navigation decisions. For example, suppose we’re dealing with a long hallway with many doors on both sides, like a hotel hallway:
We can see here that a single “location” representing the hallway is not a practical solution to get to the individual hotel rooms; there four north directional choices and four choices for going south. While creative programming can help (“enter room 101,” “enter room 103,” “enter room 105,” etc.), that approach tends to add to the command complexity for what should be one of the easier tasks in Interactive Fiction play: moving from one spot to another. A different approach might be to segment the hallway:
Using this approach, we see that using the compass rose commands are sufficient for us to navigate to any location on the map without any amiguity. But there’s a tradeoff in that getting from Hall Location 1 to the room in the far northeastern corner would take five steps in the game. The can be tediuos for the player, especially if there is not a particularly great amount of game content to be discovered in each of those Hallway locations.
It is this navigation design issue that is driving the development of the building interior set of game maps. Some creativity allows us to “bend” the compass rose directions to suit our needs, for example:
Here we have a location that could be a hallway, with accesssibility to three doors on the northern face of the hall and three doors on the southern face. We would need to address this layout in the text description of the location, something like, “You are in an east-west running corridor with six doors total on the northern and southern walls. North of you is a single door, and you likewise see doors on the northwest corner as well as the northeast corner of the corridor. The southern wall has the same arrangement of doors.”
As work progresses on developing the Williamsburg buildings’ intererior maps, it is this interpretation of the compass rose that allows us to achieve an acceptable level of architectural fidelity. The Governor’s Palace is easily one of the most complex structures being reproduced within the game, and it is also one of the key narrative locations. There are four floors to the Palace, and the maps are displayed below:
First Floor (source map here):
Second Floor (source maps here, here, here, and here):
Third Floor (source here):
Basement (source here):
This mapping structure gives a total of 44 separate player locations for the game, but remember that these 44 locations are at the single Governor’s Palace location on the overall physical map. There are still quite a few buildings to map (which means researching all the architectural plans from the Colonial Williamsburg Library. Lots of fun in the days ahead!