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Topics - Chris

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16
DestinyQuest Infinite / DestinyQuest Infinite: Act Two early access
« on: February 23, 2015, 01:19:50 PM »
As a thank you to early purchasers of DQI, we've given early access to Act Two to Inner Circle members and those who bought in our early access/soft launch phase. For those who have purchased Act Two, you'll keep this access permanently, before and after the Act Two launch; for those who haven't, well, play while you can :)

Act Two is not yet done - as such, there will be bugs. Email us and we'll add them to the fix queue, if they're not already there.
Enjoy!

Chris

17
DestinyQuest Infinite / Dev Diary: How we fix bugs (2015-2-6)
« on: February 05, 2015, 01:41:54 PM »
How do we fix bugs? Chris discusses in his post, going live Friday.

Got any questions about the development process? Ask us here!

18
Many problems may be a result of the HTML5 caching system. Luckily, there's an easy way to test whether this is the issue.

Home screen (menu):

Think your home screen isn't working? Try adding the following to your address:
http://adventurecow.com/stories/630/destinyquest-infinite/home =>
http://adventurecow.com/stories/630/destinyquest-infinite/home?appcache=0

If this fixes the problem, let us know! We'll know where to look to fix it.

Game player:

Think your game player isn't working? Try adding the following to your address:
http://adventurecow.com/stories/630/destinyquest-infinite/play-standalone?pid=777#titleAsSlug=table-of-contents&action=view =>
http://adventurecow.com/stories/630/destinyquest-infinite/play-standalone?pid=777&appcache=0#titleAsSlug=table-of-contents&action=view

WARNING: Your URL will be different (the number won't be 777).

If this fixes the problem, let us know! We'll know where to look to fix it.

19
DestinyQuest Infinite / Trouble purchasing DQI?
« on: November 21, 2014, 06:13:30 PM »
How do I know if my purchase is secure?

Adventure Cow uses Stripe to process our payments. This means that all payment information is encrypted. None of your credit card information is ever stored on our servers.

As a secondary layer of security, we encrypt all purchasing communications with adventurecow.com via SSL. You can make sure your communications are encrypted by looking to the top left of your address bar. If you are using a secure connection you should see a padlock, and the URL should start with "https://adventurecow.com". If you do not see the padlock or this address, email us.

Your address bar should look like one of these (depending on the type of browser you use):



What currencies do you support?

We currently support US dollars (USD) and Great Britain pounds (GBP). Regardless of your local currency, you should still be able to purchase DQI using either option. Your bank will translate the charge into the appropriate currency. Check your bank for details on fees - each bank is different.

Help! I still can't purchase DQI!

Email us at support@adventurecow.com and we'll help fix the problem. If you can find where you got stuck in this list of screenshots let us know.

20
DestinyQuest Infinite / What's your hero's name?
« on: November 14, 2014, 12:18:38 AM »
I'll start. Mine's Vorbis. It's named after the format of our sound files (MP3 would be a pretty odd hero name!) It's also apparently a character in Discworld, but I haven't read that.

21
DestinyQuest Infinite / Bug report - combat music stops after a LONG battle
« on: November 14, 2014, 12:09:04 AM »
Hey I just found a bug. I was in a really long fight with the dragon, and the music stopped after a while. What's up with that? I was using Firefox on Windows, can give you details if you need them.

22
DestinyQuest Infinite / Find a bug (or have other feedback)? Start Here!
« on: November 10, 2014, 07:36:16 PM »
So you've found a bug in DestinyQuest Infinite. What can you do?

1. The quick fix
Refresh the page - press reload or the F5 key on your keyboard. If that doesn't work, you can also try:

2. Did we already fix it?
You may have stumbled onto a bug we already know about. Check our list of upcoming fixes to see if we’re working on a fix for your issue.

3. Contact us
Are you still having trouble? Get in touch with us! This information will help us fix the bug faster:
  • What browser/OS/computer are you using? DQI currently works best on PC and Mac using Firefox and Chrome.
  • Address of the page you're on: You can copy this from the browser bar.
  • What screen are you seeing? Here is a slideshow of DQI screens. If you can find the name of the screenshot that describes where you got stuck that will be helpful.
  • Screenshot: Optional but very helpful! Here’s how to take one.

The best way to get a hold of us is through either this forum, or support@adventurecow.com. We check both regularly!



Having trouble figuring out how to play DQI?

Think the game is working, but not sure how it works?

This is the right place too! We want to make the game easier to play, but we haven't finished that job either. Contact us by email at support@adventurecow.com or using this forum!

23
DestinyQuest Infinite / FIXED: Don't play DQI on IE!...yet
« on: November 10, 2014, 05:05:05 PM »
Warning: There's apparently a weird bug in Internet Explorer causing the game to load the music...over and over again. We'll get to the bottom of it shortly but in the meantime please use Chrome or Firefox.

24
Technical Support / Clearing your HTML5 cache
« on: November 04, 2014, 08:46:58 PM »
You may be familiar with the cache, but Adventure Cow also uses a unique cache for offline (and soon to be offline) apps: the HTML5 cache.

Because we are constantly updating our story reader, you may need to empty this cache. Instructions:

Firefox:
Quote
The offline cache can be cleared for each site separately using the "Remove..." button in Tools -> Options -> Advanced -> Network -> Offline data.
https://developer.mozilla.org/en-US/docs/Web/HTML/Using_the_application_cache

Chrome:
Quote
Open the AppCache Internals page of Chrome (chrome://appcache-internals/) and delete your app. The complete local storage will be wiped for that app.
http://stackoverflow.com/questions/17960543/how-to-clear-application-cache-in-chrome-on-ipad

25
Sorry about the bait-y title. No, I'm not sorry. Well, I'm slightly apologetic.

Recently I read an article about one of the founders of GDC ("30 Years Later, One Man Is Still Trying To Fix Video Games"). It's mostly done as a bio/profile, but one section got me thinking about social mechanics in games:

Quote
The problem, according to Crawford, is that video games are, from the most expensive blockbuster shooting game to the humblest text adventure, fundamentally about spatial reasoning, not social reasoning.

It does seem striking that most games are based on spatial reasoning. Without space, StarCraft is basically rock-paper-scissors. Without space, Civilization and other games turn into giant spreadsheets. Without space, Chess and Go, some of the oldest games that are still popular, are gone.

This dependence on space makes games with a social story seem almost infeasible (imagining how to make a gamebook interesting without space is something I struggle with).

Alongside that, there's the difficulty of social mechanics. I spent some time thinking about this and I realized that it's almost impossible, given our current technology, to make a single player game with meaningful social mechanics. That's a far-reaching claim; here's how I came to it.

In most games, we combine a numerical element (this weapon does X damage, this farmer produces X crops) with a spatial element (I can build a fence here, I can move troops here). Space naturally makes some of the gameplay interesting (I can hide behind this wall and not take damage, I can put these two farms together to make them more efficient but I need to make room to expand later), and the numbers generally add on top of each other to make things interesting as well.

The cool part about space and numbers is that they create opportunities for emergent behavior - stuff that grows out of the original mechanics. In Civilization II, your troops were safer if they were stationed on a mountain (their strength numbers were higher). Combine that with a narrow inlet with just a mountain, and suddenly the spatial mechanics and numerical mechanics create a higher-level concept - a choke point (you could arguably call this a dynamic if we're talking MDA).

This emergent behavior makes a game's possibilities multiply. There are only 64 spaces on a chess board, and only 6 types of pieces, but combining the spatial rules and the numerical rules (logical in this case - how pieces capture each other and get promoted), you have a game with billions of possibilities. If you imagine the game as a tree of possibilities, a game with space and number combined grows very quickly - that enables emergent behavior.


Even tic-tac-toe has a lot of possibilities.

Here's the problem. In Choose Your Own Adventure style gamebooks, you have to write every branch of this tree yourself. No matter how many branches you can make, you'll never be able to keep up with a system with the slightest bit of emergence.


Someone had to write a page for every one of those branches, and that still would be smaller than 4x4 tic-tac-toe.

Social mechanics are not at the generative, emergent stage; they're mostly at the branch stage. When I interact with characters in a game, usually it involves a branch that someone had to write, script, and record by hand (think any of the Bioware RPGs, any RPG character dialog tree, or any Twine conversation, visual novel, etc.) Games that have genuine social models are rare and often super simplified (think of the Sims, or the idea of foreign civilizations "liking" or "disliking" you in any Civ game).

Emergent behavior is what makes games interesting. Instead of flowing down a tree that's only interesting once, you're putting elements together in new ways. You're generating freeze-shatter combos in an RPG, or holding choke points in a strategy game, or building a pit to fill with lava.

In a game with a tree, the question you ask is "What paths did the designers make the best/most interesting?"; you're guessing what they had in mind.
In a game with emergence, the question you ask is "How can I combine these elements in a cool way?" You're inventing.

This is the great difficulty with social games - we don't have good ways of modeling social behavior - and honestly, I don't know if there's a good answer to it, at least in the single player realm. Thoughts?

26
General Discussion / Yay! Spam! (Read if you're having trouble registering)
« on: November 27, 2013, 08:40:56 PM »
I recently had to clean out over 300 autoregistered accounts. Spam is one of those unfortunate parts of life (someone should make a game about it...) but I'll just make a note here:

If you have trouble registering, you can email me at anything at adventurecow.com.

 :)

28
I've played some XCOM recently, and I was excited to see that its capacity for emergent, gameplay-driven storytelling was not lost on its creators:

Quote
With XCOM: Enemy Unknown, the development team saw the game as a platform for players to create their own stories -- they wanted to encourage an internal narrative to unfold each time they play.

[...]
Games like The Elder Scrolls series also support emergent narratives; DeAngelis remembers a moment in his experience of The Elder Scrolls III: Morrowind that affected him so profoundly he wrote about it in grad school: Short on cash, he was looting a regal armoire when he realized he wasn't alone in the room. He had to make quick work of the resident, but managed not to alert any guards.

"As I took his items, I discovered that he was a well-known aristocrat in the town," he describes. "I changed costumes and slowly made my way to the overworld, praying I could escape before anyone noticed. I was a dozen yards from the exit, when a guard made a beeline for me, sword still sheathed. He confronted me and whispered 'I've got my eye on you'... then he walked away."

Guards used random lines on players all the time in Morrowind. "In fact, they probably said that particular line to me before for no particular reason other than to sound dutiful, but because of the mini-narrative I was weaving in my head, that line of dialogue, at that exact moment, had an enormous impact on my experience," DeAngelis recalls.

http://www.gamasutra.com/view/news/178600/

Games naturally lend themselves to certain stories - stories of adventure, overcoming overwhelming odds, escaping by the skin of your teeth. My question is two-fold:

  • Can we - should we - get this kind of narrative in text-driven games? It rarely appears in most gamebooks and text adventures, because the story is so defined by the author's text.
  • How can we build a game that tells a story that's not traditional to a game?

29
Noticeably, interactive text doesn't have many of these problems. One good quote:

Quote
And emotion is carried fairly effectively through movement, too, which is why Bioware Face - the name I have for two characters standing stock still, facing each other, maintaining eye contact and making occasional gestures that are completely unrelated to what they're saying - seems so wooden and jarring.

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Games Showcase / Latest News
« on: September 07, 2013, 08:03:02 PM »
The October 2013 Adventure Cow newsletter is live, here. Comments welcome!

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