| Elder Gods Shrine | |
| ------------------------------ | |
| presents | |
| Adventurist's Guide Through Textual Adventures | |
| Part I | |
| Written by Vladimir Krstulja aka Chthon | |
| ----------------- | |
| Table of Contents: | |
| + Intro | |
| + What is a Textual Adventure | |
| + How to Play Textual Adventures | |
| + How to Adventure Well | |
| + The Problem of Mazes | |
| + Final Word | |
| ------------------------------------------------------------------------------- | |
| Intro | |
| ------------- | |
| Hello adventurers! The Elder Gods Shrine came out with another beautiful | |
| text file on textual adventures. This time, this excellent piece of sick | |
| minds craftwork, is not for the coders but players. To be precise, for newbies | |
| who never played a textual adventure before! | |
| But this file can also greatly help all the experienced adventurers to | |
| review their adventuring methods, as well as programmers to see what should | |
| the players expect. | |
| What is a Textual Adventure | |
| ----------------------------------- | |
| More referenced as Interactive Fiction (IF), a Textual Adventure is a computer | |
| game, played through text commands and descriptions. The player gets his | |
| status and enviroment described on screen, and, given a promtp, tells the | |
| computer what to do. Why do these games exist even today, with Quake, Doom and | |
| another pile of 3D full realistic games? First, textual adventures are very | |
| old, and are usually played by fanatics who began with these games on | |
| Spectrums, Commodores and other excuses for a computer. On the other hand, | |
| textual adventures provide more realism if the player has enough imagination. | |
| In Doom, or Quake, for example, players get realistic enviroment, sounds, | |
| high adrenaline, etc..., yes, but need lots of computer equipment for that. | |
| But textual adventures do not need piles of different computer cards for sound, | |
| graphics; fast processors; much memory...Quite opposite: textual adventures | |
| need only a computer, disc or floppy drive, monitor (monochrome is quite enough) | |
| and the keyboard! And, of course, a player to play! ;) | |
| But what are the advantages of such games? First, no need for expensive | |
| equipment. Second, all the equipment it uses actually is the player's brain. | |
| The brain is one huge graphic/sound/smell/touch/emotion card! I believe smell, | |
| touch and emotion cards are not yet invented, are they? Reading descriptions | |
| on the screen, player derives a picture in his head, of his surroundings in the | |
| game, including vision, sounds, smells, emotions, touch! | |
| A bit of psychology: When playing 3D games, even full realistic, players cannot | |
| develop the sense for temperature, emotions, smells, nor full sense for sounds. | |
| He cannot actually FEEL the wind blowing in there. Why? Because his eyes focus | |
| on the monitor, brain focuses on his fingers to react - therefore the brain is | |
| too busy to imagine REAL feelings, and player sees physical image on the screen | |
| not his mental, derived by descriptions. | |
| Textual adventures provide all of this mentioned. | |
| But of course, a textual adventure HAS to be good, to provide such pleasure! | |
| You won't feel anything if the computer says "Ok. You dropped the glass. It is | |
| broken". | |
| But you will, if he describes "As you drop the glass, it falls down to the | |
| ground, and shatters in milions of pieces." - you will automaticly imagine | |
| the sound of broken glass, and "see" the glass actually falling down! I don't | |
| need to prove this. You just did imagine all of this just by reading this small | |
| example. See? | |
| How to Play Textual Adventures | |
| -------------------------------------- | |
| First, of course, you need a textual adventure. My advise is to go to | |
| ftp.gmd.de/if-archive. You will find there lots of textual adventures of | |
| all kinds and genres. If this site exists no more while you read this, then | |
| just try to find words TEXTUAL ADVENTURE on Yahoo!, or whichever search system | |
| there is. Somebody sure will have some info about this games. Afterall, where | |
| did you get this file from? | |
| There are many different methods of playing textual adventures. Actually, these | |
| methods depend on a game itself. Some textual adventures (commercial ones, for | |
| example) offer you to input a whole English sentence, like | |
| GET THE SWORD AND KILL THE BLOODY MONSTER | |
| Of course, you don't HAVE to type the whole sentence. GET SWORD AND KILL | |
| MONSTER should do the job. The point is, these games ALLOW you to input full | |
| sentences. I, for example, love to input full sentences. To cut the confusion, | |
| you can also write GET SWORD, and in the next turn type KILL MONSTER. | |
| Did I just mention turns? Yes. Textual adventures are not played realtime. | |
| (Except MUDs, but that is another story now...) | |
| The time passes only if you input an understandable sentence and press >enter<. | |
| Here is an example: | |
| ...you are stunned and frightened. The stone block above you will fall | |
| at any second now! You should escape fast! | |
| >run est | |
| I don't understand the word 'est'. | |
| >run east | |
| As you hurriedly run to the east, the stone block falls down and shatters. | |
| You are... | |
| As you can see the time did not pass when player entered RUN EST. This is very | |
| suitable to avoid unnecessary deaths and frustrations if you mistype. I haven't | |
| yet found a game that doesn't support this. | |
| Of course, not all of the textual adventure games support full sentences. | |
| Non-commercial IF games are usually of this type. Many games understand only | |
| verb-noun sentences, with no articles and adjectives...It all depends on | |
| the programmer and his skills. All the adventures that I wrote or tried to | |
| write, understood full sentence. I think, and that is my personal oppinion, | |
| that the game is complete and gives much more pleasure if the player can | |
| input the whole sentence. But due to programmer's laziness or lack of skills | |
| many games understand only verb-noun sentence. | |
| Beside this, textual adventures can have small, or large vocabulary. Most of | |
| the games include only few verbs and a little more nouns. I have to admit that | |
| I have found a great number of textual adventures with rather large vocabulary. | |
| Hereby I wish to greet the game SKULLDUGGERY by David Jewett (can be found on | |
| ftp.gmd.de /if-archive/games/pc/), for excellent sentence parser and rather | |
| large vocabulary, let alone the ANSI graphics included! The story is great | |
| also! Of course, my drug THE GUILD OF THIEVES, by Magnetic Scrolls, was | |
| something I would die for! (too bad it can't be found in stores today, but who | |
| knows...perhaps there is a pack left forsaken on a shelf in a library or | |
| computer shop). | |
| Good games are those that understand the EXAMINE verb. It usually allows the | |
| player to closely examine an object, giving more realism. | |
| Just to mention, there is no textual adventure without the LOOK verb! It is | |
| the mostly used and mostly familiar verb among the IF players. It gives the | |
| description of the room player is in, as well as sounds, smells... | |
| Ok. But how do you interact? As said above, you interact through your | |
| sentences. Your sentences can be described as commands which you give to | |
| computer. If the computer recognises your command, it will render your move and | |
| show the results on the screen. Well, this was some weird-terminology speech. | |
| ;). But that is what computer actually does. Whenever you type LOOK, the game | |
| will give you room description you are in. Of course, a 'room' in textual | |
| adventures is not only a room in a building. 'Room' is reffered to your | |
| current location described by LOOK command. Even this is a 'room': | |
| >look | |
| On the Sandy Beach | |
| You are a sandy beach. The river here flows quietly, and the green forest | |
| around calms you down. The birds chirp in their usual afternoon symphony, | |
| and a light breeze makes you feel like in a dream. However, this wonderfull | |
| idyll is broken by an old path that runs northwards, deeper into the forest. | |
| There is something unusual with the path, like it doesn't belong to this | |
| almost heaven-like surroundings. Perhaps this strange moaning you can hear | |
| from the north gives you the creeps about that path. The river continues from | |
| east to the west, along which some footsteps can be seen. | |
| Now, you can see this wonderful location by the river is also a 'room'. The | |
| descriptions usually tell where can you go. From this description, you can see | |
| that you are able to go north, east and west. Typing those directions will lead | |
| you that way. Almost all textual adventures understand 'n' instead 'north' and | |
| 's', 'w', 'e' instead 'south', 'west', 'east', respectively. | |
| Some games tell the exits beneath the description, sometimes not defining where | |
| do they lead. Like this: | |
| On a T Junction | |
| You are on a T junction. There is also a store here. | |
| The exits are north, south, east, west. | |
| This description does not tell WHERE the directions lead, although it can | |
| be derived from the given exits and knowing previous locations. Actually | |
| in this description paths lead east, south, and west, and the store is to the | |
| north. | |
| Except just moving around, you can also do some other various things, depending | |
| on the verbs the game understands. All the games understand the verbs like | |
| LOOK, GET, DROP, I or INVENTORY, N, S, E, W. This are kind of general verbs | |
| that each game must understand. I think no explanation is needed here, but for | |
| those who need some, here it is. | |
| Look gives description of the room. But LOOK AT will usually give the | |
| description of an object, ie. LOOK AT PAINTING. Some games also understand | |
| LOOK IN, LOOK UNDER, LOOK BELOW. This is optional. You can check if the game | |
| understands a verb, simply by typing it. If you get a message like | |
| 'I don't understand that verb', it means the game doesn't understand that | |
| verb. | |
| But you must be careful. For example, in the game The Guild of Thieves, if you | |
| try to move an object that cannot be moved in the game (was not ment to be | |
| moved) you will get the message 'It refuses to be moved'. Now, this doesn't | |
| mean that the object actually refuses, but the game is not programmed to move | |
| that object. Due to estetics, the game doesn't say 'You can't move it', but | |
| explains that in a humourous fashion. Imagine a table refusing to be moved! ;) | |
| Verb I or INVENTORY will describe you what do you currently carry. | |
| These are some common verbs each game has. Most of the games have some DOC or | |
| TXT file along, which describes what verbs does the game understand. Also, | |
| typing HELP or ? or INFO in the game, will give you some help. | |
| How to Adventure Well | |
| ----------------------------- | |
| There is no general criteria on who is a good adventurist. Each game has its | |
| own traps and tricks. But, there still are some minor guidelines every newbie | |
| adventurist should follow. | |
| Explore what you can, before you enter in a quest or problem solving. Don't | |
| go in the cellar or dungeon if you haven't yet fully explored the first or | |
| second floor. There might be a candle hiding somewhere. If you sense a room | |
| that might be tough or dangerouns, don't go before you have explored everything | |
| else: there might be a weapon hidden! | |
| Examine everything you can. If you see a painting, examine it. In the game | |
| The Guild of Thieves I examined a painting to find its contents crucial for | |
| my further progress! Actually, I wouldn't have been able to end the game if I | |
| didn't examine this painting. | |
| What should you examine always? Paintings (there may be something behind them | |
| or on them), chests (there may be something in them), rugs (there might be | |
| something beneath them)...bushes, boxes, crates, wardrobes, desks (especially | |
| desks), tables, cupboards...everything that is able to hide or contain | |
| something! When you have examined all this, and still you haven't found any | |
| answers to a problem, start examining other goodies, searching for hidden | |
| features, small notes or writings, examine even a scratch on a furniture: it | |
| may give you some answers! | |
| Write down your game's progress! Whatever is written somewhere, whatever is | |
| broken or something, write it down: you will forget it later! In the game | |
| The Guild of Thieves I was supposed to remember which playing card was | |
| missing from the desk, so I could use this information at the very end of the | |
| game! | |
| Draw maps! Find out your best method to draw a map and use it! | |
| Watch out for CURVING or WINDING tunnels! (Thanx to Steve Herring who reminded | |
| me to this feature in his game THE CRYPT). You can enter a tunnel from the | |
| south, but return to them from east, if the tunnel is connecting two described | |
| rooms -> your passing through the tunnel is not described, although some | |
| games explicitly tell you that you have entered a tunnel from south and, | |
| through that tunnel, entered another room from the west! | |
| +------+ | |
| ___ | | | |
| The tunnel (not described) / __ | | Room 2 (described) | |
| / / +------+ | |
| | | | |
| +----+ | |
| | | Room 1 (descibed) | |
| +----+ | |
| All in all, use your logic and your brains! All the problems and quests have to | |
| be logical. Even if the problem sounds difficult it can be very easy. But | |
| watch out for misleading theories. In the game the Guild of Thieves, there | |
| was a bear in a cage, and a valuable chalice with the bear in the cage (I | |
| was supposed to take that chalice). There was also a pack of honey, guarded | |
| by nasty bees! Believe me: I spent a whole MONTH(!) deriving a tactic how to | |
| fool the bees and give honey to the bear, taking the chalice while he is busy | |
| with his food. All tries failed, until I figured out that bears loved fish too! | |
| I cought a fish in the moat (using self made fishing pole, made by billiard | |
| cue and some thread, and a dead maggot), then I put some rat poison (!) in the | |
| fish and gave the fish to the bear who accidently died, so I took the chalice. | |
| (I also tried to poison some rats with the rat poison, but I failed! ;) ) | |
| Oh, yes, observe the word trickery! In the game the Guild of Thieves, you will | |
| find two cubes that are not IDENTICAL but ABOUT the same size! This WAS | |
| crucial! Such differences can be found by EXAMINing objects or even by | |
| carefully reading the room descriptions. | |
| The Problem of Mazes | |
| ---------------------------- | |
| (Thanx to Steve Herring who reminded me to this feature, in his game THE | |
| CRYPT) | |
| Mazes are a feature for itself, found in almost all textual adventure games. | |
| I think the mazes began to be used much since the game of Zork, but I could | |
| be wrong. We all know what are mazes in real life, but mazes in textual | |
| adventures are rooms with the same or similar descriptions, bound together, | |
| forming a maze. In some mazes you will reach the walls, but some will keep | |
| repeating the boring same description, like | |
| You are in the maze of narrow passages, all alike. | |
| As you move, you keep getting the same description on the screen. Eventually | |
| you get lost and don't know wether you are moving or not. Well, drop something | |
| and then try to move. If you get this object in the room description, then | |
| you haven't moved! This way you can trace your way by dropping things, if you | |
| have them enough. Otherwise you will have to drop a single object and go | |
| back for it, if you find a passage. Mapping your progress, and CAREFUL moving | |
| will provide a good maze map, as long as you move carefully and slow. Well, | |
| you don't want to go east by accident, instead of west! | |
| A maze of twisty little passages is almost unmapable. But, see what you can | |
| do about it combining the methods described above. | |
| Final Word | |
| ------------------ | |
| At the end, there is nothing much to be said. Part I of the Adventurer's | |
| Guide Through Textual Adventures offers quite some information, for the | |
| newbie adventurists. My advise is play as many adventures as you can. Learn | |
| as many tricks as you can. Part II will be for more experienced adventurers, | |
| and part III for full experienced adventurists, including me! ;) I wander how | |
| will I manage to write a guide for myself writing the stuff even I didn't | |
| know? ;)) | |
| The Lands of Torment PBeM | |
| +.oO -------------------------------------------------------------- Oo. + | |
| | vkrstul@public.srce.hr Chthon | | |
| | the GameMaster of | | |
| | http://jagor.srce.hr/~vkrstul the Lands of Torment | | |
| | PBeM game | | |
| | | | |
| | .!! Eight years of Interactive Fiction gaming experience !!. | | |
| +.oO -------------------------------------------------------------- Oo. + | |
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