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Topographies
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18 March 2006
by Mike Rozak
Discuss on www.mXac.net/forums
People usually associate "topography" with geography,
but games can include a variety of topographies.
Alternate realities
Some avatar games include alternate realities:
- Nodal (Choose Your Own Adventure) -
The fun part of a CYOA book is to explore alternate realities; "What
would have happened if I had chosen door B?" Because it was easy to mark your
previous page with a finger, this sort of exploration was standard.
Alternate realities are enjoyable if their effects and causalities are interesting.
- Repeatedly-encountered scenarios (CRPGs) - If
the same (or similar) scenario is encountered repeatedly, players can explore alternate
realities without breaking the fiction. A typical CRPG employs this sort of exploration,
allowing players to try different tactics the second, third, fourth, ...,
thousandth times they attack an orc.
Random observations:
- History - History is about causality, which
ties into alternate realities. Linear fiction is "history" on a personal level.
Geographic spaces
Several different geographic spaces have been explored in
avatar games:
- Nodal (Adventure) - At its simplest, a
CRPG, adventure game, or Diku-MUD is a series of rooms that the player can
explore. To prevent the rooms from being explored too quickly, and to provide players
goals, obstacles are placed in the rooms. These might take the form or puzzles
(in the case of adventure games) or monsters (in CRPGs and DikuMUDs).
- Partitioned two-dimensional geographic space (Wizardry
I) - Instead of nodal rooms of arbitrary and undefined size, the rooms can
be given length and width, creating a continuous two-dimensional space with many
obstructions. This creates a dungeon, which is likewise populated by puzzles or
monsters.
- Two-dimensional planes (Ultima I) - Ultima
I employed a a wilderness setting that was a continuous two-dimensional plane
with occasional obstructions, like water and mountains. The freedom of movement
was so great that other obstacles, puzzles and monsters, could often be avoided
by cautious players.
- Two-dimensional height fields (Everquest)
- Everquest's main world was a continuous topography with hills, valleys, rivers,
and mountains. Mountains acted as movement and visual barriers. The rest were merely
visual barriers since they didn't significantly impede movement, require special
equipment to move across, or interact with the main sub-game of combat. Homogonous terrain
isn't very interesting. Snow and ice should be slipper, water should have weight
restrictions, steep slopes should be slow to climb, etc.
- Three-dimensional space (Flight Simulator)
- In flight games, there tend to be very few barriers.
Random observations:
- Science fiction, fantasy, and exploration novels
- These novels are often explorations of geography, although without player/reader
participation.
Social spaces
When I have said, "NPCs are the game!", here
is part of what I meant:
- Conversational space (Facade) - Conversations
have rules that form barriers. Conversations start with a greeting, are followed
by a "How are you?" question, perhaps an innocuous warm-up question,
then the heard of the question, and completed by farewells.
Non-sequiturs also form barriers; responses and questions must flow
logically from what is just being discussed. Jumping back too far in the conversation, or
switching the topic is seen as rude.
Puzzles also exist, since conversations are context dependent. Ask
someone how they are at the beginning of the conversation and they'll merely say, "Fine."
Ask them how they are after discussing the latest flu outbreak and the might mention that
they've been having some aches and pains.
A person's mood and opinion of who they're talking to also affects the
conversation.
You can think of conversation space as nodal space (like text adventures) but with
many more branches, and barriers that can be broken, but at a cost... Say too
many non-squitters and people will think you're scatter-brained.
- Social space - People are connected via
relationships, and affecting one person can affect that person's friends,
families, and enemies.
For example: To get an appointment with the king, you might need to first befriend
his old schoolmaster, who still meets with the king every Tuesday for lunch. To befriend
the schoolmaster, you might need to hang around with his pupils. Similarly, if you make
one of the schoolmaster's pupils sad, this may ultimately sadden the king, but make his
scheming nephew very happy.
You can think of social spaces as being similar to nodal rooms, where each
NPC fills in for a room. The NPC's opinion of a player's character affects what
exits (social connections) are available to a player. Unlike a room, however, most of the
exits are unknown until discovered; players don't know that the schoolmaster is friends
with the king until they ask around.
While geographical spaces might present eye candy as interesting-looking scenery,
"eye candy" for social spaces involve interesting NPC personalities and
relationships between NPCs.
Random observations:
- Novels - Novels often an exploration of social
space without any player/reader participation.
Of course, the NPCs exist within geographic space.
Idea spaces
Ideas (and knowledge) have their own space too:
- Wikipedia - An idea space.
- Combining ideas/knowledge - Two different ideas
can be combined together to produce a new idea.
Random observations:
- Science fiction - Science fiction can include
an exploration of idea space, although without player/reader participation.
Ideas exist within NPC social-space. As per Chris Crawford's
work, ideas and knowledge can flow through social space, affecting
characters.
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