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Messages - Chris

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46
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.

47
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!

48
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.

49
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

50
Coding is hard work! A weekend project gets you a weekend's worth of work. Grass, the core engine for DestinyQuest Infinite, took years, so don't let it get you down that it takes a while.

How's your coding? Would you be interested in helping us take the project open source?

51
General Discussion / Re: Suggestions for YT series features
« on: October 09, 2014, 11:24:37 AM »
Hey Villain, well for me the big cow in the room is DestinyQuest Infinite, since it's our very first gamebook (!) and we're publishing it in just a few weeks (!).

The big cow in that room is that it's not public, so you don't have access to it.

But the big cow in that room is that since I built it I, um, can get around those particular restrictions. It'd be cool to do a read and maybe a podcast style chat about game design afterwards. Thoughts? You can email me at chris @ this .com if you want to work on details.

Also, I didn't know you had a VM read series. Very cool.

52
Twine / Re: Input from player
« on: June 27, 2014, 11:09:08 AM »

53
Games Showcase / Re: List of Free Playable Online Stories & Gamebooks
« on: June 26, 2014, 07:54:33 PM »
Thanks Frankie!

54
Quote
But let's put this elephant in the room into the corner, at least for the moment. Can systems do a better job of storytelling than crafted content? Historically, no, and while we certainly shouldn't use that as evidence that there's no point trying, it's hard to see how any technology short of a magic futuristic AI will be able to beat the problems they demonstrate. The first of those is that any story, any setting, any characters, and any mechanic gets old fast, as indeed seen by Levine's own BioShock. The first presented us with one of gaming's most imaginative, best realised locations, only to have fans yawn at the idea of returning to it for BioShock 2.

There are certainly systemic games that can keep people's interest in the long run, but at most they sprinkle bits of lore and a premise into their worlds and focus on being a stage for stories rather than actually trying to tell one. When they try, we get MadLibs, with the resulting stories passing muster because either everyone is meant to be impressed by too the technological achievement to spot the lack of fun - Skyrim's Radiant AI for instance, or the older AI-driven adventure Sentient - or the effect is entirely reliant on the atmosphere. Spy games Sid Meier's Covert Action and Floor 13 spring to mind as short-lived successes. Once the 'I am a ruthless secret agent' vibe fades though, everything is quickly laid bare. As humans or human-like infiltrators from the planet Zorgoth as the case may be, we're fantastically good at spotting patterns and figuring ways to use and abuse them, even at the cost of our own fun.

http://www.eurogamer.net/articles/2014-02-23-down-the-replay-rabbit-hole

55
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?

56
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.

 :)

57
General Discussion / Re: IF Lit Mag Musings
« on: November 18, 2013, 01:17:49 PM »
In the game community I've often heard a mirror image of that - the debate over whether video games should be considered art, Roger Ebert et al.

It seems that gradually the discussion has shifted from "ought video games to be regarded as art by the critical community?" to "will video games ever have their own critical infrastructure - articles discussing games from an artistic perspective?" That's kind of badly worded, but the idea in that that appeals to me is: that games can be criticized as games, rather than as if they were some branch of some other medium. It would be suboptimal for a film critic to review all the cutscenes in video games - it would be cool, but also missing out on an essential dimension - that which makes the game a game, rather than a movie with some buttons in it.

While the community of literary critics could discuss interactive fiction more, perhaps what we need to study interactive fiction with a thoughtful eye is a new batch of people - authors, writers in the IF community who spend time discussing interactive fiction as its own medium. I think a number of authors - Emily Short and Andrew Plotkin being among the most well-known - have spent quite a bit of time talking about their craft, but I agree that we could expand that. We could use a literary IF journal - I've been thinking of starting one for a while.

I don't think there's anything that stops a web comic from being fine literature! Though, I'm not sure we have one yet.

@dacharya64: Have you ever read Brainy Gamer? If you haven't yet, you might like it.

59
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?

60
I should mention that we've had to do this to build DestinyQuest using some Twine components. I'm not sure I've mentioned that in this forum though!

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