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Inside Interactive Fiction: An Interview with Emily Short
GS: One of my favourite experiences so far was in playing with the "link" power in the game -- you can link similar objects magically. I was just playing around and linked the cuckoo clock with the snuff box, and then wandered off. Couple of turns later I was told the snuff box had opened -- and then closed. That seemed random. Then a few turns later, it happened again, and I realized that it was because the clock was opening to strike the hour.
Most of the puzzles in the game are related to the attributes of the objects you come across (openable? breakable? edible?) and this allows for multiple solutions and a greater feeling of immersion -- I expect you never "scripted" that particular moment. Smart objects that have their own built-in physics are also what make games like Half-Life 2 great, and really are less of a technological advance and more of a object oriented programming approach. When did you start to implement this approach and what impact does it have on your game making?
ES: I've been interested in this approach since I first started writing
IF. One of my earliest games (Metamorphoses) is even more
systematically about object properties than Savoir-Faire.
I enjoy writing the kind of game where the player becomes
increasingly skilled at applying the rules of the game-world, rather
than facing off against a bunch of unrelated single puzzles; it's
easier to do that if you start with a consistent world model that
supports most of your puzzle interactions. Having such a world model
in place tends to provide a bunch of "toy" functionality as well --
fun secondary effects that the player can fiddle with when he's bored
or not making progress.
GS: What kind of editing/playtesting process do you have and how does it differ from your IF making peers?
ES: Usually I draft the world model and the opening scenes -- enough to
demonstrate the kind of interaction that's going to make the game
work. For Savoir-Faire, for instance, that meant building the magic
system, then implementing a few puzzles and enough rooms to give a
sense of the setting.
Then I show the prototype to someone. Occasionally my alpha-tester
finds the premise unpromising, so it gets scrapped. More often, we
decide that I'm going to need to add features to improve the player's
experience -- things like a recap verb for a conversation-heavy game,
to let the player review what's already been said without taking
notes. It's much easier to write such features into the game from the
beginning than it is to patch them in later in response to beta
feedback.
After we've vetted the prototype, I design a structure for the rest
of the game and implement it. As I write, I play through it myself a
lot. I try to forget what I've implemented and just type what comes
naturally to me as a player; I turn up a lot of under-implemented
bits that way. I also do most of my prose editing as I play. This is
also the stage at which I write test scripts and commands to verify
any aspects of the game that can be automatically tested. In the case
of Savoir-Faire, I had a link-checking command that would go through
all the objects and test to determine which combinations were
considered valid for linking. This exposed a lot of ridiculous
implausibilities, so it was better to look for them explicitly than
to hope that beta-testers just happened to find them all.
When I have the game to where it can be finished, I start beta-testing. I have worked with a number of beta-testers, and I pick a
crew to work on a new project depending on their skills and
interests; some are more interested in testing puzzle games than
others. And I try for a balance of people who will approach the game
as players (trying to experience what any other player would
experience) and people who will approach it as testers (deliberately
pushing the boundaries of the system). The second group identify more
bugs, but the first group give the best feedback on structural and
thematic issues. I encourage all my testers to send me their
transcripts of play as well as comments, and I often follow up with
some live conversation about how best to resolve flaws in the game-play.
This is similar to the process most IF authors use, with maybe a
couple of exceptions. I'm not sure everyone does an alpha-test before
committing to write a full game; picking an alpha-tester is harder
than picking a beta-tester. You want someone who is perceptive and
articulate about game design and who has enough IF experience to spot
cliches and stumbling blocks; someone who will be tactful, but honest
enough to advise you against finishing the project if they think it's
not worth following through on. This is hugely valuable and not easy
to find.
I also make heavier use of automated testing these days. The
traditional attitude is that you should get a bunch of beta-testers
to hammer on your game until it seems to be in good shape, then
release it. You might keep one script around to play through your
game and automatically make sure the winning end is reachable and
produces a consistent transcript, but that's about all. This is
changing -- recent development systems are designed more with
debugging in mind, and lately there's more mention in the community
of version control and regression testing. We haven't reached a point
where there's any real sense of best practice about this kind of
thing, but we're making progress on it, and the tools are improving.
GS: Speaking of your peers, does the interactive fiction community influence your game making?
ES: Yes, hugely. I draw a lot of inspiration from other people's work and
from the feedback I receive on my games.
GS: How does this online community differ from any other communities you might participate in?
ES: It's small, for one thing. Most of the other online communities I
belong to are considerably larger. There are good and bad effects
from that: each active participant has a big effect on your
experience of the group and relationships tend to be more charged. I
have closer friends in the IF community than in any other online
community; I've also run into more personal frictions here. On the
whole, though, the balance comes out positive.
The other point is that IF tends to attract people with broad intellectual interests. To be a good IF author, you have to be part
writer and part programmer, and that makes for an interesting group.
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