IF ITALIA - Il sito Italiano sull'Interactive Fiction

INTERVISTA

Lucian, why do you write IF at all?

Lucian Smith Because it's fun! It's neat to get feedback from people about your own work, too. Being able to immerse someone else in a world of my own devising, and letting them discover its secrets is very tantalizing. It's been rewarding.

It An aestethical pleasure, then.

Lucian nods.

It Interactive Fiction has a very limited audience in Italy. The creation of a newsgroup has boosted a little the interest around it, but it's clear from the posts we get that most people just don't know what it is. How would you describe IF to the total newcomer?

LS - As I've heard you mention before, it's often best to try to relate IF to something they're familiar with. This can vary on a case-by-case basis. For someone who's played graphical adventures, your problem is an easy one--"It's just like that, only all text." For someone who's only read books, it's a bit tougher, but books would still be where you would start. "It's a story where you play the main character. You type things in, and the game tells you what happens." If they've played RPG's (role-playing games), you could say, "It's like an RPG where the computer is the GM (game master)." But the best way, of course, is to sit down with them and play some with them. I'd probably start by sitting at the computer myself, and translating what they want to do into "IF-ese"--that subset of language that IF uses to communicate between the player and the program. Learning IF-ese is probably the biggest hurdle for new players to overcome--and the biggest challenge for game designers. If someone can be there for a newbie to help, that's probably best, although sample transcripts (like Infocom used to include with their games) also help.

It - What are the steps to the creation of a work of IF? Do you improvise, or make a detailed plan ? Do you spend more energy on the prose or on the code?

LS - For large works, it's probably best to have a more detailed plan than I did, but for a competition-sized game (playable in two hours or less), it worked well. Basically, I had a rough idea of what I wanted on each level--maybe a paragraph's-worth of text. Then I started coding it up. As I went along, there was a combination of improvising and sticking with the plan. The overall goal of each level never changed, but the specifics did, as I found better ways to do things, or a better way to present ideas, or whatever. As far as energy on prose vs. code goes... It's a very different type of energy, and you can work on one while resting from working on the other. For example, I had an NPC ('Stranger') in Edifice that had a *lot* of dialogue. It got very tiring after a while trying to come up with yet another thing for him to say. To take a break, I would work on quashing bugs in other parts of the code, or starting up new levels. Sometimes, though, they flow into each other. When I wanted to have the text change depending on the situation, I had to write both code and prose at the same time, and make sure the code made the prose flow well, regardless of the situation. At those times, you really feel like you're straddling some kind of chasm; mashing the two halves of your brain together until they mix. When it works, it's a fun experience.

It - What are the major influences on your works? Cinema, fiction, everyday situations?

LS - The direct influence on 'Edifice' was a short film I saw in grade school. It was a cartoon showing all of human history, as played out on successively higher levels of a large Edifice. The other conceptual influence on Edifice was the computer game, "Civilization", though only quite broadly. The strongest influence on the game*play* was... other IF games. I tried to make the game respond to stuff the way I would want any of the other IF games I've played respond. It's hard to pinpoint any one game directly, but I think there's probably some connection between the scene in 'So Far' where you talk with some people who don't speak English and level 2 of Edifice. I was so disappointed you couldn't figure out what they were saying! Generally prose-wise, there are a variety of authors I've read, and it's hard to pinpoint any one influence over another. Likewise with story flow from the movies I've seen. Everyday situations... yeah, I'm sure they influence me, too. But again, it's hard to pick any one thing out.

It - One of the features of IF which has always impressed me is the untold agreement to systematically avoid "politically uncorrect" themes. Nobody ever shows his own beliefs regarding politics, for instance. Most IF authors are from the US. Yet nobody seems to be interested in silly things such as the death penalty, racism, pollution, weapons addiction, violence addiction, though you seem to have some problems on these very topics in the US. Why do you think this happens? (If you think this happens)

LS - Well, IF is, firstly, an entertainment medium. Your first job is to entertain, and you have to do that well before you can do anything else. That being said--*after* you've sucked in the player, you can slip in your 'message' behind the lines. If you do it well enough, the player either won't mind or won't notice. And this has happened in some works. Trinity and A Mind Forever Voyaging are two obvious examples. Photopia deals with some serious issues. Losing Your Grip likewise. But in all of them, the thrust of the game is not, "Here is what I think about this issue, here are my arguments, and you should agree with me." They just tell their story. And if you're going to put a 'message' in a game, that's the only way to do it, I think. And that, in turn, is why you don't see it that often--it's secondary. The main point is to make a fun game. If you accomplish that, you don't need to do more. It's probably not the best place to make those kinds of statements anyway. And if you do, you endanger losing your audience--even if they agree with you! They probably are playing mostly for entertainment, and for escapism. Not much point in escaping to more of the same.

It - What is your opinion on implementing branching plots in a game? Do you think they add to the game? Or do you think that unity of action, time and setting is sacred?

LS - Each branch of a branching plot is, in essence, a new game. One that any one player may or may not find. My basic view is that when you branch your storyline, you're creating two possibilities for your player to find--and that you should be satisfied if they only ever find one of them. Here I diverge from others I've read who say that branching storylines add replayability to the game. I believe most people are not going to replay a game just to see if they can get a new ending--though those people certainly do exist. Rather, you're tailoring the game for a wider variety of people (if you do it right). So if, say, you have a brute-force method of solving a puzzle or getting through a particular situation, an intellectual method of doing the same, or a relationship-based method, you'll get a wider variety of people who can solve the puzzle, based on their personality type. If you branch the storyline completely at that point, you would do well to consider the likely personality who would pick each branch, and write the rest to suit them. However: This is a lot of work. For myself, I would rather spend the energy making just one main storyline that anyone could appreciate than making a few that different people could appreciate. But it is valid, and maybe I'll feel like taking on that challenge some day.

It - Speaking of challenges...

Lucian grins.

It - I'd like to ask you about two features of IF which seems to offer potential margin of improvement. One is the "limitless boundaries" effect. The definition is Adam Cadre's, who, in an interview with us defined it as he trick of making the player believe the world he can explore is huge, while it's just big.

It - The second aspect is NPC interaction which is in my opinion the weakest point of IF. NPC, even the best of them, tend to hang around like mummies. You can almost spot their silly smiles, when playing. What are the possible steps towards an advancement in those two fields?

LS - The conversation the first came from was from a discussion on ifMUD, at http://c2.com/cgi/wiki?IntFicMudDiscussion. The trick, we found, is to make the player *believe* there are limitless possibilities, where in actuality there are only a few things they can do. And there are some techniques we found that can help accomplish this, some of which we speculate about. And I'm sure there are more undiscovered or at least unnamed yet that we'll see more of in the future. One method I've seen since that discussion was in Adam Cadre's 'Photopia', where the geography is 'plastic': You can say you want to go in any direction, and the game will let you, but before you get there, it lays down the geography it wants you to see. It's a magician's trick: "Pick a card, any card"--only you force them to pick the six of clubs, without them realizing it. I was amazed when I saw it. I really want to apply that technique to something else, and I have no idea how. But it's a great motif, and has a lot of potential, I think.

LS - For NPC's--The short answer is that if I knew the answer, I'd be a rich man. Or someone else would be rich having stolen my idea ;-) But I think those NPCs that do best are the ones that limit the player's input in some manner, and then manage to respond uniquely to anything the player can throw at them--within that limited framework. In many games, the limitation is to a menu-based conversation system. For some players, though, that's *too* limiting. In my own game, the limitation was simple--you could only use those words you had already heard the NPC use. (Even within that limitation, though, the scope of possible input was somewhat staggering. Mostly it was a lot of gruntwork that enabled him to respond with reasonable realism.) It also can help if the NPC has a life of their own--wandering around the map, interacting with things along the way. You have to be careful here, though, not to *increase* the player's expectations of what the NPC can and will do. That's a losing battle. It's not really the raw number of things that the NPC should respond to, it's the *combination* of things. If the NPC responds the same way to 'NPC, TELL ME ABOUT CHARLES' before and after you tell the NPC something startling about Charles, you've just decreased the realism of the NPC. In the end, I'm afraid the best answer is just: Do lots and lots of work. Even with a limited scope to begin with, the exponential nature of combinatorial states will get you every time.

It - The law of big numbers (if you call it like this in english). I agree with you on the 'plastic geography' thing, It was indeed a wonderful playing experience.

It - What are your future projects, if you wish to tell us?

LS - Well, there's a larger project I've considered for a while that's still percolating in my head. And then there's an idea I have that I'd like to put together in time for the yearly IF competition (www.ifcompetition.org). One of the main ideas behind both, acutally, is that you play a variety of characters throughout. Actually, speaking of literary influences, the inspiration for this idea started back in early High School, when I read Anna Karenina. It was the first book I had read (where I noticed, at least), that showed you things from a shifting limited third-person perspective. One chapter would be from the perspective of Anna, another from Lenin, and back and forth, and so on. There was even one particularly interesting chapter from the perspective of Lenin's dog! I'd like to do the same in an IF game. In my larger work, the plan is to do it more like Tolstoy, and shift the player around as the story progresses. In the second, I'd like to do just one scene you replay from the perspective of each character in it. It's an idea many have had, but, to my knowledge, none have yet attempted--probably because there are some fiendish problems associated with it. But I have some ideas, and we'll see how they pan out--or if they pan out. It may turn out that I'll have to drop it like the many before me. But I'm hopeful. The other problem, of course, it simply time--I haven't had the kind of free time I had a couple years ago when writing Edifice. But the goal is to start soon, keep it relatively simple, and see how it works out.

It - Do you think there is a commercial future for IF?

LS - I think there's at least a limited commercial niche IF could fill. CMP (Cascade Mountain Publishing; www.cascadepublishing.com) is the first to try in the post-graphical game era, and they're doing OK. We'll see if they can make their business model work. The 'net provides a wonderful opportunity for direct sales, and without having to go through a distributor, there may be some potential there. Another commercial possibility I see is that IF authors may be able to parlay their IF-writing experience into a paying job. Game companies are an obvious choice, but there may be other possibilities we haven't tried ye. inally, I think IF will always have the commercial potential to allow a hobbyist to continue their hobby. Shareware is always an option, and even freeware--since it can be free for authors to make the game, they can write IF till the cows come home, and never make--or lose--a dime. I'd say IF has definitely carved out a niche for itself. We'll see how that niche changes in the coming years, but I believe it will never go away--just change shape, maybe.

It - I recently had a look at your works on "patterns" in IF, and I appreciated it, although I was not always sure if I understood what was being discussed. Could you explain breifly to our public what the whole thing is about?

LS - OK. A little back story first...

LS - A while back, Marnix Klooster read a programming book about patterns. He thought it was neat, and posted to rec.arts.int-fiction about them, and started up a section of a public web board about patterns as found in IF. (He put up the posts there, too: http://c2.com/cgi/wiki?InteractiveFictionPatternsThread) I knew nothing about patterns, but what Marnix said about them was neat, and I jumped in.

LS - Now, more back-story about patterns:

LS - Patterns were 'invented' by an architect named Christopher Alexander. In a nutshell, they were a way of formulating architectural principles he had found in the course of his work. For reasons that are not entirely clear (to me, at least), some programmers read the book and thought, "Hey, we can do this with programming, too!". The movement, by this time, has probably gathered a lot more steam in programming circles than in architectural circles, but I'm drifting from my story.

It - Yes :)

Lucian grins.

LS - To get back to the point: Christopher Alexander defined a pattern as "a three-part rule, which expresses a relation between a certain context, a problem, and a solution". What Marnix and I and a few others tried to do is use that methodology to pin down some concepts that can be useful to people writing IF.

LS - The pattern I wrote that most closely adheres to the classic pattern format is http://c2.com/cgi/wiki?IntFicHints The other patterns I've worked on are listed at http://c2.com/cgi/wiki?InteractiveFictionPatterns The project has kind of languished in recent years, but the information up there I think is still useful. And maybe at some point, I'll try to go back and update some of the old ones and come up with some newer ones.

It - There is, I think, a shared opinion in the IF community that your best achievment in IF up to now is the famous language puzzle from "The Edifice". Do you agree with this, or did you get more satisfaction from elsewhere in your works?

Lucian chuckles.

It - Hit your pride, eh? :)

LS - My only real *game* so far has been 'Edifice', so we're on pretty limited ground to begin with.

It - Yes, but I personally appreciated many other things in Edifice.

LS - I will say that I was surprised at the level of intensity of people's reaction to the Language puzzle. Oddly, I was in the unique position of having written it, but of not really knowing how people could 'solve' it, as it were.

LS - To put it another way, while I could envision a 'walkthrough' for any of the other puzzles in the game, I couldn't envision a good walkthrough for the Language puzzle. You just played around with it for a while, and then you either got it or you didn't.

It - Yes

LS - At the same time, the focus on that puzzle had been so intense, that I was quite surprised when Edifice also won the 'Best Puzzles' XYZZY award for that year. The 'Best Puzzle' award I had expected, but not that one. So, as far as feedback went, I got a lot more about that one puzzle than all the rest combined.

LS - In the end: Yes, I think the Language puzzle was by best contribution to the genre as a whole. But it was nice to know people had appreciated the rest of the puzzles as well. And the biggest feedback about those, in general, was how they were integrated into the setting so well. No tacked-on puzzles, where you had to solve a sliding-box to get the key, or whatever.

LS - And, as far as personal satisfaction goes, I'm probably equally pleased with both, if only because it'll be easier to recreate the same type of general puzzles in other games, while I doubt I'd be able to pull off another Language one. Unless I get some brilliant idea somewhere. But, then again, it probably wouldn't be the one I'd expect if I did. So the general ones are things I can aspire to, while the Language one feels more, to me, like a fluke.

It - There is a little group of italians trying just now to learn inform. I read posts on this topic this very day on our ng. Since you write yourself in this language, is there something particular you would like to suggest to would-be inform programmers? Things to avoid, features to exploit, something like this.

LS - Hmmm...

LS - Well, there's the classic: "Don't move items inside an 'objectloop(x in y)' construct.

LS - -It looks like the new Infix feature will be incredibly useful--but there are still bugs to be worked out of the system. Don't assume that every bug you come across is in the library, of course, but don't rule it out, either.

LS - -Keep the copy of the DM handy. And keep an electronic copy around, as well, so you can do searches for key phrases.

LS - -Likewise, keep copies of other people's source code around, and search it for how they used things.

It - (The best method for me, so far...)

LS - -Don't feel stupid when you have to post a question to the newsgroup. And, I think, don't worry about posting broken english on raif--especially with code questions, it's usually not too hard to figure out what you mean, and how to answer it. raif is a friendly group, and if we really can't figure out what you're saying, we'll ask for clarification.

LS - -Finally, read a lot about game design and Inform code, but don't let that overwhelm you. Don't read so much *about* games that you forget to actually *create* them. (At least, that tends to be *my* biggest problem. ;-)

It - And now, as a sparkling end-question, a simple one. Which is your all-time favourite game?

LS - Hey, that's mean! ;-)

It - Yes, that's simpla *and* mean

Lucian laughs.

LS - Well, I'm gonna be mean right back, and cheat. Breaking this into different categories...

It - Hey!

LS - My favorite game from the '96 competition was Tapestry.

LS - My favorite from the '98 one was Photopia.

LS - In '97, my own game was in there, so I'm biased ;-)

LS - My favorite modern game would have to be, still, So Far. My very first contribution to IF was invisiclue-style hints for that game, I loved it so much. Although Bad Machine is pretty close.

LS - And I hope that's good enough, because I simply can't choose from the classic bunch. They're all fun. Though perhaps my favorite because it was unique was Plundered Hearts. (Though there were other favorites for different reasons.)

It - I haven't played that.

LS - It's a great game. I expected it to be way cheesy, and it was a blast.

It - That's exactly the kind of bias I have towards that game.

LS - And that may be why I liked it so much. My expectations were so low, all that could happen was that it could be better! Interestingly, it's also the one that I've played (and there are still many I haven't) where the puzzles were most seamlessly integrated into the story. So maybe I have an affinity for that type of game.

It - Goodnight and thanks to you.



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