Great review. Super Columbine Massacre RPG is a masterpiece; proof of gaming’s massive untapped potential as a serious (or satirical) storytelling medium.
Thank you, Mr. Ledonne. You’ve been a huge inspiration.
I’m happy to see that SCMRPG has at long last reached an audience that finds it meaningful, perhaps even useful, in understanding Columbine and in provoking questions of themselves. It was a long and rocky journey before and after the game came out, as my documentary attempts to chronicle, but in the end I am happy to read of players who find the effort worthwhile and helpful. Thanks for the review, Jordan.
Possibly “zipping” could be internally implemented using something like this:
1. Find the (shortest) path to the destination point, show something if it’s impossible to reach the target location.
2. Simulate actual movement through the locations selected during pathfinding. It could be as simple as showing “You start moving to …”.
3. If there was nothing worthy the user’s attention in those locations, simply show that the user arrived at the destination location. If some of the “virtually traversed” locations contains something the user would notice if she visited that location “explicitly”, the game could stop at that location, tell what location is this and why the game stopped. Something as silly as “you feel as something has changed here since your last visit”.
Actually, I’ve seen something like this in the “Space Rangers” game [1] in which you normally navigate your spacecraft in “real time” (in other words, you control it as you would do in an action game), but if the game sees some “important” object is approaching (like an asteroid or an NPC’s spacecraft), you’re dropped into the turn-based mode, in which you can examine the situation at hand and take whatever countermeasures your want. That is, a trip from A to B in this game can complete without interruption (“zipping”) or can be interrupted any time to draw the user’s attention.
@Emily: thanks for the information regarding IF games with the “go to room” option; I’ve updated my review to account for this new knowledge. Also, as I was editing I found some agreegus tipos—I am putting all future reviews through a stricter proofreading process, so I hope to minimize my embarrassment from now on. And thanks for reading the review, and the encouragement. I’ve been following your blog almost religiously since I discovered it—your writing on interactive storytelling is indispensable.
@Highwayman: thanks for taking the time to read the review, and posting your thoughtful comments. I hear you about taking the step-by-step backtracking for granted; I’ve played a fair amount of games, and I’ve done a fair amount of it. In truth, the fact that I can’t “zip” between locations in Anchorhead doesn’t surprise me so much, but it still frustrates me. Also, my inexperience with IF exacerbates the issue: the compass directions are already unnatural for me, so having to read and figure out which direction I want to go takes what seems like a lot of energy, and often distracts me from my goal at hand. In graphic adventures backtracking can often be tedious, but it is much more intuitive, as it relies on visual recognition (like in real life) and clicking, rather than reading text and then determining which compass direction you want to go.
And then there’s “zipping.” The point you make about potentially missing clues is a very good one. However, it seems to me that such an issue would be fairly easy to overcome in a way like you describe, and any sacrifices made would be worth the difference. While playing Anchorhead I traveled back and forth between different rooms a lot, and a lot of the time nothing had changed—and I had no reason to expect that it would have. When I’ve got some clue, or am on some trail, I want to follow that trail, not get bogged down in a giant morass of compass directions. If something has changed in one of the locations that I am passing through, why can’t that change be highlighted for me? At least if it’s something big, can’t we say that my character noticed it while passing through, even if I was focused on getting to another destination?
And generally speaking I’m really not a fan of locations changing in game-determining ways without any kind of warning, or reason that isn’t clear to me. I want to have a reason for doing what I am doing in a game, for going where I am going; some adventure games end up feeling like hide and seek, where you go back and forth from place to place to place, clicking on things and just hoping to discover something new that will move the story forward—I don’t think such games are particularly strong. As I mention in the review, Anchorhead managed to avoid that kind of scenario very well, for the most part: I was usually actively engaged with the story, doing what came naturally to me given my in-game knowledge.
I don’t play IFs regularly but have some at least superficial familiarity with the genre, its history and its conventions, so it was very interesting to read these newcomer’s impressions. The criticism of “step-based” travelling really caught me by surprise, as I guess that’s just one of those gameplay mechanics which the vast majority of players (even someone with such a limited IF experience as I have) simply takes for granted.
As IF mastermind Emily Short helpfully points out in the comment above, some games do include faster and arguably less artificial means of transporation, but my own worry would be that it could sometimes be hard to combine such fast travel options with gameplay which not only includes backtracking of some sort (as most IFs do) but also revolves around changes (some of them quite small and subtle) in the environments you’ve already explored. In some IFs, progressing to the next area after having completed the previous area’s One Big Puzzle is all there is to it, but often there’s considerably more to do in a single “screen” than that, and if you include an option to skip these rooms the player might easily miss something important which has changed since he or she last visited these places (which is also why fast travel is not always advisable in graphical adventure games which has such options, such as the Zip Mode in “Myst” and “Riven”). I haven’t played Anchorhead so maybe the “new items magically appearing” variant of this which you disliked about that game might not be the smartest way to implement this general design choice. But it’s not difficult to imagine many scenarios in which it would be legitimate to introduce new elements, puzzles and details to old rooms A and B - which you might miss entirely if you’re constantly zipping between room Z and X where you already know there are puzzles you haven’t solved yet. Sure, even with a fast travel option available there’s nothing actually stopping the player from moving about the game world in the old-fashioned, step-based way - but at the same time I’d be willing to bet that human nature is such that if you introduce a new convenience, most players (myself included) would find it psychologically difficult not to use it all the time…
Perhaps one way to get around this problem (and I don’t know if any game has tried that) would be to always list the rooms you’re travelling through while using the fast-travel option and at the same time include some kind of symbol (like an asterisk [*]) to indicate if things have changed in one of those rooms since you were last there. Now, I have no idea how difficult and/or tedious this might be to implement with IF programming - and it’s also possible that it might make certain games too easy - but the basic point here is simply that fast travelling may introduce certain problems which individual IF developers will have to solve in one way or the other if and when they include such options in their own games.
Thanks for writing this up — I was really interested to see the newcomer opinion on this game.
Should you be moved to play some more IF but you’re held back by this problem:
In IF you cannot simply wake up and say “go to town square,”
…then you might like to know that that’s not universal. The ability to go to a room by name is a feature that existed in some early text adventures (even in Adventure it was possible to go to the next room over just by typing that room’s name). GOTOROOM has lately been reappearing more and more as authors try to make IF accessible to less hard-core players. Sometimes that feature manifests itself as complete pathfinding that takes the player from A to B in a single move, sometimes as a mechanism that advances him one room per move but always in the correct direction. Among the games that allow this are Blue Lacuna, King of Shreds and Patches, and Make It Good (all major releases in 2009); last year’s Nightfall; and my own Floatpoint and Bronze. There are others as well that I’m not remembering at the moment.
I’m enjoying exploring the rest of the site as well.
I found When Pigs Fly to be quite a delightful little game and spent a quite enjoyable 21 minutes flying my little pig through the screens. Though it got slightly frustrating when I found myself not so amazingly skilled at flying my pig and I managed to kill him 178 times as the counter at the end of the game told me. The experience of playing this game was defiantly worth the 21 minutes it took me to beat it and you shouldn’t let yourself get frustrated into giving up before the end of the game.
Do you make little art games, or "game poems" to express yourself to the world? Would you like to see more videogames that tackle every aspect of human experience—the interior stuff, as well as the exterior stuff? Do you make games during the day and read poetry at night—or vice versa? Would you be interested in a cozy space where you could talk about this stuff with other game makers without being considered weird?
If you answered "yes" to any of these questions, join my Game Poets Discord!
Great review. Super Columbine Massacre RPG is a masterpiece; proof of gaming’s massive untapped potential as a serious (or satirical) storytelling medium.
Thank you, Mr. Ledonne. You’ve been a huge inspiration.
Thanks for the encouragement!
That’s exactly the kind of thing I’m talking about Konstantin. Also, thanks for pointing out the Space Rangers game… I hadn’t been aware of it.
I’m happy to see that SCMRPG has at long last reached an audience that finds it meaningful, perhaps even useful, in understanding Columbine and in provoking questions of themselves. It was a long and rocky journey before and after the game came out, as my documentary attempts to chronicle, but in the end I am happy to read of players who find the effort worthwhile and helpful. Thanks for the review, Jordan.
hi, I found your blog via your Anchorhead review. I like what you’re doing with this, keep it up!
Possibly “zipping” could be internally implemented using something like this:
1. Find the (shortest) path to the destination point, show something if it’s impossible to reach the target location.
2. Simulate actual movement through the locations selected during pathfinding. It could be as simple as showing “You start moving to …”.
3. If there was nothing worthy the user’s attention in those locations, simply show that the user arrived at the destination location. If some of the “virtually traversed” locations contains something the user would notice if she visited that location “explicitly”, the game could stop at that location, tell what location is this and why the game stopped. Something as silly as “you feel as something has changed here since your last visit”.
Actually, I’ve seen something like this in the “Space Rangers” game [1] in which you normally navigate your spacecraft in “real time” (in other words, you control it as you would do in an action game), but if the game sees some “important” object is approaching (like an asteroid or an NPC’s spacecraft), you’re dropped into the turn-based mode, in which you can examine the situation at hand and take whatever countermeasures your want. That is, a trip from A to B in this game can complete without interruption (“zipping”) or can be interrupted any time to draw the user’s attention.
1. http://elementalgames.com/eng/r_all.php
@Emily: thanks for the information regarding IF games with the “go to room” option; I’ve updated my review to account for this new knowledge. Also, as I was editing I found some agreegus tipos—I am putting all future reviews through a stricter proofreading process, so I hope to minimize my embarrassment from now on. And thanks for reading the review, and the encouragement. I’ve been following your blog almost religiously since I discovered it—your writing on interactive storytelling is indispensable.
@Highwayman: thanks for taking the time to read the review, and posting your thoughtful comments. I hear you about taking the step-by-step backtracking for granted; I’ve played a fair amount of games, and I’ve done a fair amount of it. In truth, the fact that I can’t “zip” between locations in Anchorhead doesn’t surprise me so much, but it still frustrates me. Also, my inexperience with IF exacerbates the issue: the compass directions are already unnatural for me, so having to read and figure out which direction I want to go takes what seems like a lot of energy, and often distracts me from my goal at hand. In graphic adventures backtracking can often be tedious, but it is much more intuitive, as it relies on visual recognition (like in real life) and clicking, rather than reading text and then determining which compass direction you want to go.
And then there’s “zipping.” The point you make about potentially missing clues is a very good one. However, it seems to me that such an issue would be fairly easy to overcome in a way like you describe, and any sacrifices made would be worth the difference. While playing Anchorhead I traveled back and forth between different rooms a lot, and a lot of the time nothing had changed—and I had no reason to expect that it would have. When I’ve got some clue, or am on some trail, I want to follow that trail, not get bogged down in a giant morass of compass directions. If something has changed in one of the locations that I am passing through, why can’t that change be highlighted for me? At least if it’s something big, can’t we say that my character noticed it while passing through, even if I was focused on getting to another destination?
And generally speaking I’m really not a fan of locations changing in game-determining ways without any kind of warning, or reason that isn’t clear to me. I want to have a reason for doing what I am doing in a game, for going where I am going; some adventure games end up feeling like hide and seek, where you go back and forth from place to place to place, clicking on things and just hoping to discover something new that will move the story forward—I don’t think such games are particularly strong. As I mention in the review, Anchorhead managed to avoid that kind of scenario very well, for the most part: I was usually actively engaged with the story, doing what came naturally to me given my in-game knowledge.
I don’t play IFs regularly but have some at least superficial familiarity with the genre, its history and its conventions, so it was very interesting to read these newcomer’s impressions. The criticism of “step-based” travelling really caught me by surprise, as I guess that’s just one of those gameplay mechanics which the vast majority of players (even someone with such a limited IF experience as I have) simply takes for granted.
As IF mastermind Emily Short helpfully points out in the comment above, some games do include faster and arguably less artificial means of transporation, but my own worry would be that it could sometimes be hard to combine such fast travel options with gameplay which not only includes backtracking of some sort (as most IFs do) but also revolves around changes (some of them quite small and subtle) in the environments you’ve already explored. In some IFs, progressing to the next area after having completed the previous area’s One Big Puzzle is all there is to it, but often there’s considerably more to do in a single “screen” than that, and if you include an option to skip these rooms the player might easily miss something important which has changed since he or she last visited these places (which is also why fast travel is not always advisable in graphical adventure games which has such options, such as the Zip Mode in “Myst” and “Riven”). I haven’t played Anchorhead so maybe the “new items magically appearing” variant of this which you disliked about that game might not be the smartest way to implement this general design choice. But it’s not difficult to imagine many scenarios in which it would be legitimate to introduce new elements, puzzles and details to old rooms A and B - which you might miss entirely if you’re constantly zipping between room Z and X where you already know there are puzzles you haven’t solved yet. Sure, even with a fast travel option available there’s nothing actually stopping the player from moving about the game world in the old-fashioned, step-based way - but at the same time I’d be willing to bet that human nature is such that if you introduce a new convenience, most players (myself included) would find it psychologically difficult not to use it all the time…
Perhaps one way to get around this problem (and I don’t know if any game has tried that) would be to always list the rooms you’re travelling through while using the fast-travel option and at the same time include some kind of symbol (like an asterisk [*]) to indicate if things have changed in one of those rooms since you were last there. Now, I have no idea how difficult and/or tedious this might be to implement with IF programming - and it’s also possible that it might make certain games too easy - but the basic point here is simply that fast travelling may introduce certain problems which individual IF developers will have to solve in one way or the other if and when they include such options in their own games.
Thanks for writing this up — I was really interested to see the newcomer opinion on this game.
Should you be moved to play some more IF but you’re held back by this problem:
In IF you cannot simply wake up and say “go to town square,”
…then you might like to know that that’s not universal. The ability to go to a room by name is a feature that existed in some early text adventures (even in Adventure it was possible to go to the next room over just by typing that room’s name). GO TO ROOM has lately been reappearing more and more as authors try to make IF accessible to less hard-core players. Sometimes that feature manifests itself as complete pathfinding that takes the player from A to B in a single move, sometimes as a mechanism that advances him one room per move but always in the correct direction. Among the games that allow this are Blue Lacuna, King of Shreds and Patches, and Make It Good (all major releases in 2009); last year’s Nightfall; and my own Floatpoint and Bronze. There are others as well that I’m not remembering at the moment.
I’m enjoying exploring the rest of the site as well.
I found When Pigs Fly to be quite a delightful little game and spent a quite enjoyable 21 minutes flying my little pig through the screens. Though it got slightly frustrating when I found myself not so amazingly skilled at flying my pig and I managed to kill him 178 times as the counter at the end of the game told me. The experience of playing this game was defiantly worth the 21 minutes it took me to beat it and you shouldn’t let yourself get frustrated into giving up before the end of the game.