Writing and Design

Steve Ince, freelance writer and game designer, posts thoughts and comments on these two meaningful aspects of his life.

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Name: Steve Ince

Tuesday, October 31, 2006

The Infamous Goat Puzzle

The first Broken Sword game, The Shadow of the Templars, was released ten years ago. So it was a little surprising to find that a thread appeared on the JA+ forums in which the poster asked how to get past the goat.

Looking at the puzzle with ten years of additional experience and hindsight, it's easy to see what it was that caused many players to regard it as such a stumbling block. the puzzle broke the partnership the game had established with the player. For the many players who worked out how to solve the puzzle this may not be obvious, so I'll explain what I mean.

The developer of any game creates a partnership with the player by establishing a set of rules and gameplay features with which the player can expect to work through the game, defeating enemies, solving puzzles, etc. When those rules are broken or added to without informing the player, the partnership is broken.

***SPOILER ALERT***

In the case of the goat puzzle, a feature was included that didn't appear before this point and wasn't even hinted at. The goat was tied up, but it's chain was long enough to prevent the player from reaching the entrance of an underground dig and butted George, the player character, each time it was tried. At the other side of the screen was an old piece of farming machinery, but the goat prevented the player from interacting with this by again butting George, who landed on his back each time.

Because of the nature of the gameplay up to this point, the natural conclusion the player would likely reach was to find an inventory object that would distract the goat in some way, but this wasn't the correct thing to do.

The actual solution involved trying to get to the dig entrance and George being butted by the goat. Then, as George stood up and the goat returned to its original position, the player had to click on the farming machinery. This caused George to jump up and run across to the machinery, move it a little and then wait for the goat to charge. The new position of the machinery caused the goat's chain to become entangled. This meant that George was able to move to the dig entrance quite freely.

The problem was that George had never run up to this point in the game and the player wouldn't necessarily make the connection that clicking on the machinery at a key moment would make this happen. This was also exacerbated by the fact that there had been no timing critical interactions of this nature prior to this point. The game had established a straightforward interface and gameplay style that suddenly was added to without making the player aware of the additions.

The gameplay consistency up to that point was one of the strengths of the game and the partnership between the game and the player was a strong one that suddenly broke.

In order to maintain the partnership in the best possible way throughout a game, a development team should put themselves into the mind of the player throughout development. The player doesn't have the in-depth knowledge of how the game was put together or the detailed design documents and the connections the developer makes are not there for the player.

Thursday, October 26, 2006

Nutso featured on Manifesto Games!

Mr. Smoozles Goes Nutso has been signed up by Manifesto Games and is the recommended game on the main page of their website. For those of you who wish to go straight to the Nutso page, you can do so here.

I must say that it's a great pleasure and an honour to be signed up by Manifesto. Not only are those guys fighting a great cause for the independent developer, they are doing so in a way that helps put a number of excellent titles into the hands of players. Even if my game is not to your taste, or you've already bought it, take a look at the site and the other games on offer. I'm sure that you'll find plenty that will appeal to your gaming appetite.

What I particularly admire about the Manifesto setup is the way that they are actively supporting the adventure genre in a very positive way. For those of us who are sick of the unoriginal bleatings of game reviewers writing about the "death" of the genre, this is a welcome development.

Wednesday, October 25, 2006

I think I've lost my way...

...with this blog, at least.

My original intention was to wax lyrical about things to do with writing and design and I seem to be just posting news and links to reviews and the like. Why I think this happened was that I got so caught up in the writing of my book and the development of my game that I really didn't have the time and not enough inclination to post anything in-depth. After all, much of what I wanted to say was being placed into the book and I got to the point where, even when it was finished, it was getting difficult to think of more to say.

But have I really dried up on things to write about on the subject of writing and design? If I have then it would be a pretty poor state of affairs when interactive narrative is at such an early stage in its life. I'm pretty sure that many of us have plenty to say and discuss on the subject.

What promted this blog entry is that I've been reading a number of writer and editor blogs. When you think how long people have been writing books, stories, plays, etc. and find that still people have new and refreshing things to write about the subject, there's clearly going to be much more to explore through this blog.

One thing I'm very wary of, though, is discussing work in progress except in very general terms. I'm a firm believer in the "less is more" philosophy and when a game is over-hyped (particularly with lots of screen shots) it can lose a lot of it's appeal when released. You've got to admire the game developers and publishers who tease us with only limited information about their games, which always seems to do a much better job of keeping my interest.

So, hopefully I'll start writing more substantial entries and return to my original aims.

Tuesday, October 24, 2006

Nutso - Game of the Month!


I turn my back for a short while (well, I went on holiday...) and nice things seem to happen. Not only does Mr. Smoozles Goes Nutso get a lovely review (see below), but it also gets awarded Game of the Month over at the excellent site, Game Tunnel. Not only did I have a great time in Italy, I return to find these wonderful things have happened. Pretty good in my book.

Another excellent review

Karla Munger, over at Just Adventure +, has written a fabulous review of Mr. Smoozles Goes Nutso. I love the way that she gets over the fun she had playing the game and how it was so much more than she expected, which is exactly what I wanted people to find.

"All-in-all, I think Mr. Smoozles is a delightful game, and I thoroughly enjoyed playing it. Its fanciful story held my interest, its puzzles were fair without being simplistic, and its humor left me feeling light-hearted. I most definitely recommend it to gamers of all ages!"

Thursday, October 12, 2006

Praise for my Game Writing Book

“It's a substantial, informative, entertaining, and, in many ways, enlightening read. I'm particularly impressed by how you manage to cover all aspects of game production - and the writer's role in the process - in great depth and with great insight, but without losing yourself (and the readers) in microscopic detail.” – Martin Ganteföhr, Game Designer and Writer

I must admit to being very nervous about the whole idea of people reading my book, but when someone like Martin, for whom I have great respect, comes out with the above, completely unsolicited, it does my heart good.

Wednesday, October 11, 2006

Oh dear

Having just recovered from a major computer meltdown, things will be a little while picking up again as I have a deadline to meet by the end of the week. There is unlikely to be any Mr. Smoozles comic strip updates for at least a couple of weeks I'm afraid.

I really could have done without this hassle right at this time. :(

Monday, October 09, 2006

Another Game Review of Nutso

The adventure gaming site GameBoomers has written a review of my game, Mr. Smoozles Goes Nutso. Overall it is a very positive review and I'm pleased with the way it describes the game and picks up on the various aspects of gameplay, story, dialogue, and so forth.

Sunday, October 08, 2006

New Interview

Earlier this week I was asked to do an interview with Gordon Aplin of the Quandary gaming site, which was most enjoyable. If we'd had the time available to us we could probably have covered a lot more ground than we did. For the full interview, please check the site here.

Thursday, October 05, 2006

Order My Book, Writing for Video Games


My book, Writing for Video Games, is now available to order from Amazon. Although this is the link for Amazon UK, a search on most Amazon sites, or other book sites come to that, should turn up the right link.

The Amazon price is a really good one, too and represents great value for money for an insight into how the writer's role fits into the game development process.

Wednesday, October 04, 2006

Totally Nutso Game Giveaway

Juniper Games, in conjunction with top adventure site, GameBoomers, is pleased to announce that five copies of the PC game “Mr. Smoozles Goes Nutso” will be made available in a fabulous giveaway.

Players wishing to be entered for the draw should head over to the GameBoomers site and check out the forums for details. Specific details can be found here.

For those who wish to check out the game first, head on over to the 720 Games website download the game and play the demo levels.

The giveaway runs from Wednesday 4th October to Sunday 8th October inclusive. Winners will be announced on Monday 9th October at the GameBoomers forums.

Recent press coverage had the following to say:

Mr. Smoozles Goes Nutso is really something a bit different. It's also a lot of fun.” - Gordon Aplin, Quandary review, 4/5

Mr. Smoozles Goes Nutso is a genuinely lighthearted, entertaining arcade-adventure brimming with personality and easy to play without being a walkover.” - Kim Wild, Adventure Gamers feature article.

“... we'll wager no publisher will come close to bettering our favourite game name of the year: Mr. Smoozles Goes Nutso.” - MCV magazine, UK

About Juniper Games

Juniper Games was founded by Steve Ince, formerly of Revolution Software where, among many other things, he was writer and lead designer on the acclaimed game, “Broken Sword – The Sleeping Dragon”.

Juniper Games has a number of projects in the pipeline, including “Mekapods” and “Juniper Crescent – The Sapphire Claw” and is committed to creating fun, character driven games.

“Mr. Smoozles Goes Nutso” is the first game to be released by Juniper Games.

About GameBoomers:
Welcome to Adventure! GAMEBOOMERS provides you with in-depth PC and computer games information. Adventure Game and DarkSide walkthroughs, news and reviews. Interviews, Independent Developers info, original puzzles, and links to hundreds of free games. Plus the friendliest Discussion, Gameplay and Technical Help forums on the web.

Tuesday, October 03, 2006

I'm an Author!

I just received an advance copy of my book, Writing for Vidoe Games. Although I put six months of work into the book, corrected proofs and have seen it for pre-order on Amazzon, holding it in my hands has really brought home the fact that I've written a book. :-D

Monday, October 02, 2006

GameTrove Charts

I just received an e-mail newsletter from GameTrove

This Month's 10 Best Rated Games
1. DevastationZone Troopers
2. Bullet Candy
3. Mr. Smoozles Goes Nutso
4. Impulse
5. Boxed In
6. Magic Pearls
7. INTERCONNECTAz
8. Shlongg
9. Stratavon
10. Feyna's Quest


This Month's 10 Most Popular Games
1. Impulse
2. Fruit Fall
3. Bullet Candy
4. Mr. Smoozles Goes Nutso
5. Boxed In
6. Feyna's Quest
7. Ka-Plink!
8. Atomaze
9. SubSystem
10. DevastationZone Troopers

While it's not going to set the world alight, it's always good for morale to see these things. :)