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News

  Analysis: Lessons From Hotel Dusk
by Gregory Weir
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April 23, 2009
 
Analysis: Lessons From  Hotel Dusk
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[In this Gamasutra opinion piece, writer and designer Gregory Weir (The Majesty Of Colors) examines how modern adventure game developers can learn from Hotel Dusk: Room 215 -- particularly its interface.]

With the rise of high-budget, technologically advanced video games, the graphical adventure has fallen from its former prominence. In the 1980s and early 90s, Infocom, Sierra and LucasArts produced best-selling games that are still referred to today. While some developers still produce point-and-click adventure games (with TellTale Games's Sam & Max episodic series as a prominent example), they have mostly been reduced to a niche product.

One of the reasons for the fall of the adventure game is the detached nature of the gameplay. As interesting as the story and puzzles in a game may be, the player is still just pointing and clicking to control an avatar or disembodied first-person protagonist.

There's not much gameplay there, when compared to, say, Mario Kart or Grand Theft Auto. The experience is very cerebral, and a player used to more action-packed experiences will tend to become bored with a game where she doesn't do anything.

One way to make an adventure game more accessible and interesting to the modern player is to involve her more directly in the game's events. Cing's Hotel Dusk: Room 215 does this in an interesting way: thanks in part to the Nintendo DS's unique hardware, players are provided with a hands-on approach to puzzle solving that feels much more involved than other adventure games.

Kyle HydeA Clever Touch

Like its predecessor, Trace Memory, Hotel Dusk is an adventure game that uses the hardware of the DS to great advantage. The game is played by holding the game sideways, like a book. In exploration mode, the "top" screen displays a rendered 3D view of the environment, while the touch screen is used to navigate from a top-down view.

Hotel Dusk's interface provides a very direct, accessible method of control. In conversation mode, the two screens show the protagonist and the character he is speaking to, and the touch screen is used to select speech options. In search mode, the player can rotate a 3D view of an area, and tap on objects of interest.

Where the interface really shines, however, is in the puzzles.

Periodically, the player will be called upon to solve a puzzle. She will be presented with a close-up view of an object or group of objects, and will need to use the capabilities of the DS to accomplish a task. Some are purely interface-based puzzles, where the challenge is not in figuring out what to do but how to communicate the actions to the game. Others are traditional puzzles like you'd see in other adventure games, from assembling a literal jigsaw puzzle to picking a lock with a coat hanger. The best puzzles are the ones that require both logic and interface cleverness.

The first "puzzle" in the game is of the interface-based variety. It requires the player to ring the bell at the front desk. There's nothing too tricky here; just tapping the button on the bell with the stylus makes it ring. These sorts of so-called puzzles are scattered throughout the game, from sewing up a torn doll by drawing the desired path of the stitches to dragging the lid of a toilet tank to open it.

The cleverest of these requires the player to flip two switches in a circuit breaker box at once. The DS touch screen isn't multi-touch like the iPhone's, but with some smart coding the game appears to recognize two simultaneous points of contact on the screen. This is a puzzle that is harder the more clever you are; being aware of the DS's limitations makes a player less likely to quickly figure out the solution.

The more traditional puzzles have straightforward interfaces, but require a certain amount of logic. Besides the aforementioned jigsaw puzzle, there is a set of matchstick-arrangement puzzles, a figure-out-the-obscured-combination puzzle, and a simple handwriting-comparison puzzle. These challenges tend to be simpler than the ones you'd find in other adventure games. They seldom require a big leap of logic, and the solutions are often heavily hinted through dialogue or internal monologue.

Locked SuitcaseThe Key to the Problem

The true potential of the game's puzzle approach occurs in the challenges which combine cerebral puzzle-solving with interface trickery. One excellent example occurs a little way into the game, when the player is presented with an engraved fountain pen. The pen is worn, and the inscription is unreadable.

In order to find out what it says, the player must figure out that she can use either chalk dust or flour to fill in the inscription. The interface challenge comes in when executing this maneuver. Rubbing the powder on the pen and blowing it off (using the DS microphone) just blows away all the powder. The solution is to gently tap or rub the pen to remove the excess without disrupting the inscription.

By incorporating logic and a clever interface into the challenge, this strengthens the player's identification with the main character. She's not just clicking on the flour then the pen to USE FLOUR ON PEN; the player is involved in the entire process, making it feel like she's actually finding clues herself. This sort of approach is shockingly rare among adventure games; it really only appears in "casualized" games like Hotel Dusk or Zak & Wiki. However, it may be the key to revising adventure games for the modern video game world.

All an adventure game needs to do to take advantage of this technique is to add an extra step to each puzzle solution. Just as Oblivion has a lockpicking minigame, adventure games can have puzzle-solving minigames, where the player physically manipulates the components of the puzzle to solve it.

By including this sort of hands-on gameplay, developers can enhance player character identification while simultaneously breaking up the often-monotonous gameplay with fun interludes. It does require more planning and implementation time to have a separate screen or interaction mode for each puzzle, but the gains in accessibility and interesting gameplay outweigh the costs.

[Gregory Weir is a writer, game developer (The Majesty Of Colors), and software programmer. He maintains Ludus Novus, a podcast and accompanying blog dedicated to the art of interaction. He can be reached at Gregory.Weir@gmail.com.]
 
   
 
Comments

Taure Anthony
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great article......this type of development is needed more

Roberto Alfonso
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I paid over USD 50 for it back when it was out of print, and it was well worth the money. Cing is also known for their incredible puzzles. The original Trace Memory had two puzzles that required hardware manipulation (reflecting the content of one screen onto the other to discover a code, and to close and open it to use it as a stamper) which made sense once you had figured that out. It is not like in Lost in Blue where you closed the DS to simulate cooking for x seconds, it really made sense. In Trace Memory you became the character for a few seconds while doing those puzzles. It would be like asking you to guess a serial code with the answer being the serial code of your Nintendo DS. The puzzle suddenly jumped out of the game and turned real!

Hotel Dusk is great because it has great interface, interesting puzzles and charming story. Again, it was well worth the money I spent on it. And if you have played Trace Memory, it is impossible not to notice how characters of one story paired with characters in this one, making you believe both happened in the same "world" with similar characters.

Matt Glanville
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Does anyone know how they managed to make the touch-screen recognise 2 points at once?

Gregory Weir
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Matt: As far as I have been able to tell from research, they monitored the touch-screen pressure. When it jumped above a threshold amount, they knew it was two pressure points (because it was above a maximum realistic pressure for just one). Then, the reported touch position is a (weighted?) average of the two touch positions. I assume that it would be easy to get a false positive for that puzzle.

For more information, see http://blog.dev-scene.com/felix/2007/06/10/multitouch-demo/ .

Fiorentino Iantosca
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I agree this is an excellent article. I really loved Hotel Dusk. Besides that and Trace Memory, what other games are there for the DS that are similar?

Robert Gauss
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I happen to be in the middle of playing this game right now. I think the biggest flaw in this game is the exploration. It forces you to repeatedly knock on doors and see if they're unlocked. It's okay for the first chapter, but it does get old fast. As far as strengths, you didn't mention that the game gives most of the responsibility for tracking tasks to the player. The notebook where you jot down important things is an old school nod to text adventures.

Roberto Alfonso
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Fiorentino, I am hoping "Flower, Sun, and Rain" and "Unsolved Crimes" (both for DS) will be as enjoyable. Slightly different are the "Touch Detective 1/2" games. And although Ace Attorney games aren't similar, they are very good adventure games in themselves.

Yannick Boucher
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I liked Hotel Dusk, but it's missing something that was pivotal to LucasArts and Sierra adventures: humor.

Gregory Weir
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Robert: I agree on the exploration. Generally, I knew where to go and what to do next, but there were times when I just had to wander the hotel to find the next conversation.

Yannick: I find the game quite funny. It's a different sort of humor than LucasArts, though. It doesn't have jokes or silliness. The humor arises from the overly sardonic main character and his interactions with other characters. Several times I've been offered dialogue choices between lines like "No way," and "Not in a million years."

Ava Avane Dawn
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Yannick: Why is humor needed in a murder investigation?

Also, I'd like to see more puzzles in adventure games with time pressure and timing. Mini games can be a constant reminder that you ARE playing a video game if badly executed: in Nikopol you have to find a specific way to destroy a window and try your way out by destroying different parts of it. When you fail, the window magically appears whole again. Especially in "6 Days A Sacrifice" yahtzee set out to make the puzzles "more interactive", trying to implement action and a real sense of danger.


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