Author Archives: textadventurescouk

Spanish adaptation of Scott Adams text adventure for iPhone, iPad, Android

The latest Quest-powered app “Aventura Pirata” is now available from the App Store and Google Play, for smartphones and tablets.

Aventura Pirata is a version of Scott Adams’s 1978 game Pirate Adventure, translated into Spanish and adapted for the Quest platform by Mauricio Díaz García.

Screenshot

The game supports the usual hyperlinks and tabs to reduce typing. Selecting an object produces a list of verbs, and exits are visible on the Exits tab (Salidas).

Screenshot

I think this game would be a useful and fun aid for anybody teaching or learning Spanish – it would be great to hear from anybody using it in this way.

Screenshot

In other news, Escape From Byron Bay is now available for Android as well as iOS.

If you’re interested in writing your own text adventure app, please take a look at the Apps page on the site. Any Quest game can be converted into an app, and it’s great to start making a range of different titles available. More are coming soon, but more are needed, so please get in touch!

Apple have recently introduced a new appstore.com domain, which makes it very easy to find all the Quest text adventure apps for iOS: appstore.com/textadventures. The equivalent page for Android is here.

Text adventure games are still new

Cross-posted to Gamasutra. This blog post is based on part of my AdventureX talk from December – hopefully a video of that will be available soon.

Every couple of weeks, it seems, another games journalist writes an article about how they’ve rediscovered the long lost art of the text adventure game. After a few minutes looking through Wikipedia, they write an article which will inevitably talk about green screens, clattering keyboards, and grues. Then they will talk about a somehow thriving yet hidden “scene” of people who are still creating and sharing these games like some kind of long-forgotten tribe that had been cut off from the rest of the civilised world.

As the creator of a text adventure engine, Quest, these pop up in my Google alerts with tedious regularity. They are so boring and predictable. And more importantly, they are utterly short-sighted.

Many people think of text adventures as an old-fashioned game form, something that was maybe acceptable in the 80s but which we have now outgrown and left behind. But I think the opposite is true. Right now, we are early in the history of text adventure games. Their time to shine is just beginning.

Le Voyage Dans La Lune

The image above is from the film Le Voyage Dans La Lune (A Trip To The Moon), a French science-fiction film from 1902. For me, it’s the image that immediately springs to mind when I imagine the very early days of cinema. You can watch it on YouTube if you have a spare 10 minutes. If you do, I want you to notice one thing…

It doesn’t look very much like a modern film, does it?

That’s because it’s over 110 years old, of course.

Nearly 40 years later, Orson Welles released his first film, Citizen Kane. You can watch various scenes on YouTube too. This film pioneered many aspects of modern film-making.

It took 40 years to get from Le Voyage Dans La Lune to Citizen Kane.

Forty. Years.

40 years from the early days of film-making to get to something that even starts to look like a modern film. And this wasn’t forty years of hobbyists dabbling with making little movies in their spare time, to be enjoyed only by other hobbyist film fans. This was 40 years during which films were a mainstream entertainment format.

And of course film continues to develop today. Citizen Kane looks somewhat different to Inception, for example (yet I wonder if it’s closer to that than Le Voyage Dans La Lune?)

The first text adventure was written in about 1975, which makes text adventures only 38 years old. Text adventures have never really been a mainstream entertainment format. IFDB attempts to list every work of interactive fiction, and it currently lists 4,444 games. As a comparison, IMDB currently lists 48,525 films created during the period between Le Voyage Dans La Lune and Citizen Kane.

So, there are hardly any text adventure games, really. In that light, it seems completely ridiculous to think of text adventures as some kind of ancient game form. We have barely even begun.

We cannot possibly argue that text adventures have matured. We cannot reasonably declare that we know how a text-based interactive story should work. We will need a lot more games to be written, and a lot more experimental works to be created, before we will be able to see which direction this particular art form is taking.

Therefore when thinking about the future of text adventure games, I like to pretty much ignore the 1980s entirely. Those games have interesting historical value, but will look pretty quaint when we put them next to the text adventure games that will be created over the next few decades.

Citizen Kane

There is a quote from an interview with Orson Welles which I find particularly inspirational:

Interviewer: What I’d like to know is, seeing that you’d never in all your life, ever made a film before Kane, and had never so far as I’m aware been in a studio before Kane … where did you get the confidence from to make a film with such –

Welles: Ignorance. Sheer ignorance, there’s no confidence to equal it. It’s only when you know something about a profession, I think, that you’re timid, or careful.

What I take from this is that it doesn’t matter if you don’t know much about the existing text adventure games – just the vision and desire to create an interactive story will be enough. Don’t be afraid to try something new.

And right now is a great time to start reimagining what a text adventure is. Why?

Because this never happened:

Playing text adventures in bed

And this never happened:

Playing text adventures on the tube

(My Photoshop Masterclass was, coincidentally, another thing that never happened – but you get the idea).

Desktop computers, terminals and laptops were never really the right devices for playing book-like games. Tablets and smartphones are the natural home for interactive fiction – and it’s only in the last few years that these devices are in everybody’s pockets. People are used to taking their phone out of their pockets to play with something for a few minutes, and text adventures can perfectly fill that need. Apps can bring text adventures where they belong – in front of people who want to read, wherever they are.

Unlike early film, the tools are available to everyone. My own engine, Quest, is free and open source. You don’t need any programming experience to get started with it, and it can run entirely in a web browser so you don’t even need to download anything. The system is open and hackable, with a core library written in Quest itself which defines the default behaviour – so you can change fundamental things about how the system works, even without going into the source code.

Quest is built upon web technologies, so games can run anywhere, or be packaged with Phonegap and be turned into offline apps. Hyperlinks mean that “guess the verb” is a thing of the past – if you want to, that is, because authors can disable hyperlinks if they choose.

HTML5 opens up a lot of possibilities for experimenting. For example, using Canvas we can dynamically draw maps:

Game with map

Of course, HTML is designed for laying out text – so there is plenty of room for experimentation here. For example, why not split the screen in two:

Split screen text adventure

The images above are very basic protoypes, but of course you can tap into the full power of CSS and JavaScript to give games your own look, and build your own UI. Perhaps you would want to remove the command bar entirely, or add your own information panes? Maybe change the UI for each scene in the game. Have players type inside a speech bubble, or inside a newspaper column. Make text move, blur, melt away. There are so many possibilities – so many things that have not yet been tried. Some will work, some will not, some will simply inspire other authors to do better.

And even within the writing, there is much experimentation to be done. Text adventures are typically written in the form “You can see… You can go…”. Why not in first person, or third person? Why does it have to be the present tense – why not past tense? Maybe the future tense could even work. We just don’t know – yet.

What about other technologies and APIs we could get a game to tap into? How could we use geolocation within a game? The ability for players to take photos and record sounds? How can we have players interacting over the internet?

There is so much unexplored potential for text-based games. With new devices and technologies, we are really only just getting started. I think we need a new generation of authors to come along, unhindered by 1980s expectations of what a text adventure should look like, and in the spirit of sheer ignorance, create games that will excite and inspire us all.

I hope that Quest is a platform that will enable that – but I’m sure there are many ways it needs to be improved to let that happen. I’m always open to ideas so please get in touch if there’s anything I can do to help your vision become reality. You can email me at alex@textadventures.co.uk or find me on Twitter @alexwarren.

Quest 5.3 is released

Quest 5.3 is now available. You can download the Windows version, or you can use it in any web browser.

A quick recap of what’s new:

  • automatic map generation
  • web fonts
  • cover art
  • text effects
  • background images
  • changeable player “point of view” object
  • light and dark rooms and objects
  • automatic display verbs
  • new UI for Windows player (identical to the web-based version)
  • Windows player UI is now powered by Chromium

For full details on all of these, see the beta announcement which goes into more depth.

Many thanks once again to Phillip Zolla, Pertex, James Gregory, Aleksandar Hummel and Jay Nabonne for code and contributions towards this release.

Don’t forget, Quest is completely free and open-source software. If you want to get involved, please take a look at the CodePlex site where you can find all the source code and the issue tracker.

I’m working full-time on Quest again for at least the next few months, so hopefully you can look forward to some exciting new features and more announcements. If you’d like to show your support, you can help me work on Quest by making a donation.

Thanks for all your support so far – even if you can’t contribute code or donate money, you can help by simply using Quest, releasing games and giving your feedback. Please keep it coming – and help to make Quest 5.4 even more awesome!

Quest 5.3 Beta 2

Happy new year! Just a quick note to say that I’ve updated the beta build of Quest 5.3, to fix various bugs that were logged. This release also improves performance and reduces memory usage.

You can download the beta for Windows, or you can access it online in any web browser.

For details on what’s new in Quest 5.3 Beta, see the original blog post from last month.

Please report any bugs you find – the final version should be released in a couple of weeks. Then I can get started on Quest 5.4…

Thoughts on interactive storytelling and The Hobbit

I recently did a talk at AdventureX where I attempted to set out some kind of vision for the future of text adventure games as a rich interactive story medium. This was filmed, so hopefully I will be able to put up a link here soon. I’ll also rework the talk as a blog post (or several) in the near future.

I’ve been thinking a lot about the text adventure format recently, about what kinds of experiments can be done, and what kind of story I could tell using my own software – it is a source of slight shame to me that I’ve been working on Quest for over 14 years now, and yet never released a game using it! This is something I hope to address in the near future. There was much food for thought for me as I watched the other talks at AdventureX, and I’ve found myself with a renewed energy to try and finally get together a game of my own.

Talking of experimentation, Peter Jackson has just released the first film of “The Hobbit” trilogy, and there has been much discussion of his use of a new 48fps format, which is perhaps a bit too realistic for a lot of people. There’s a suitably epic discussion on Vincent Laforet’s blog, which I found interesting despite not really caring that much about filmmaking – and having no interest in Tolkien at all (or perhaps just an insufficiently lengthy attention span).

I think there is an interesting lesson here that applies across all art forms – film, theatre, books, stand-up comedy, interactive fiction. I dabbled in stand-up comedy myself a few years ago, within the safe confines of a course, and one of the only real things to learn about stand-up (the rest being a matter of practice as you can’t teach somebody to be funny) is that “if it doesn’t add, it detracts”.

It takes a lot of effort to refine a one-liner by removing as much extraneous detail as possible, to deliver maximum impact. Most comedians don’t do one-liner “jokes” as such, but still much of the humour comes from what is left unsaid – and the audience putting two and two together in their own minds is a big part of what makes comedy pleasurable.

I often find myself left a bit cold by big budget special effects and CGI in movies – I can have a much more absorbing experience in a theatre, which is usually a lot less “realistic” than anything you can see in a film. I recently saw a production of The Curious Incident of the Dog in The Night-Time at the National Theatre in London, and the clever use of the theatre space with choreography and simple props told the story in a highly engaging way. It wasn’t trying to look like exactly the same as the events it was portraying – but that didn’t matter at all. Eight boxes do not look anything like the seats on a train, but as human beings we are highly skilled at suspending disbelief and piecing together our own internal visualisation of a story.

Which makes sense, right, because as a species we’ve been telling stories to each other for thousands of years. When cavemen set around a fire to share ancestral myths, they may have put on voices and waved their arms around, but they certainly didn’t have moving pictures or 3D glasses. Our brains have evolved to take the important parts of these stories and fill in the blanks perfectly well without these technological add-ons.

So it doesn’t really surprise me that when people watch a film in 3D at 48fps, it doesn’t add anything to the experience over the old-fashioned 2D version. If anything the extra visual detail just requires more brain processing, which probably hinders our brain’s ability to do all the other processing it needs to do during a movie, like remembering who all the characters are and what drives them – the things we still can’t see no matter what technology is available.

The human brain is great at shortcutting and making assumptions. That’s how we perceive a vivid, full-colour, 3D depiction of reality, when in actual fact the eye can only clearly focus on small parts of our visual field at any one time, and the brain fills in the rest. This is what leads to interesting phenomena such as change blindness, and our mental shortcuts are what enable magic tricks to work.

So perhaps that is what is missing from The Hobbit – too much detail and too much realism simply don’t let magic work.

All of which gives me much optimism about the future of text adventure games, or interactive fiction if you prefer. Too much visual detail is certainly too much, but if you can tell a story around a camp fire, it seems there is no lower bound – we can do very nicely without any kind of visual detail at all. Words work fine.

The slickness of a modern text adventure game will come from an intuitive user interface, and a story that doesn’t put up roadblocks to the player – something Jon Ingold was talking about at AdventureX in his talk.

We already have the technology to create highly engaging, accessible interactive story experiences that will have mass appeal and can be played on any device. I’ll certainly be trying to create my own over the Christmas break – why don’t you have a go too?

"Escape from Byron Bay" now available for iPhone and iPad

The text adventure game Escape From Byron Bay is now on the App Store.

Available on the App Store

The game is written by Allen Heard, a teacher from Wales who wrote the game as an introduction to interactive fiction for his Year 8 class.

It’s the game I’ve been using when running Quest workshops – it can be completed within about half an hour by children who have never played any kind of text-based game before.

It will run on any iPhone, iPad or iPod Touch running iOS 4.3 or later.

This is the second Quest-powered iOS app, the first being The Things That Go Bump In The Night which was released last year. Over the next few months I’ll be releasing even more games into the App Store, and Android versions too, so look out for more games coming soon!

Text Adventures on Tablets

This is the first text adventure app I’ve released that resizes properly to fit the iPad screen, and I think it works nicely. With hyperlinks and a dismissable on-screen keyboard, the tablet is the natural home for interactive fiction – it makes the idea of playing a text adventure on a desktop computer or laptop feel like the kind of niche activity it has always been, until now.

Interested in writing your own game?

Any game written with Quest can be turned into an app – see the Quest Apps Guide for more information. I really want to bring more high quality games to the app stores, so please contact me if you have any questions or if there’s anything I can do to help.

Quest 5.3 Beta is now available

You can now download Quest 5.3 Beta for Windows. This release features a number of enhancements – improvements to the look and feel of games, a few new things you can do in games, some additional script functions, and general improvements to make Quest just that little bit easier to use. And of course, quite a few bug fixes.

If you’re a user of the web browser version of Quest, stay tuned – you’ll be able to use Quest 5.3 Beta in your browser soon. Update 5th Dec: The web version of Quest is now running v5.3, so try it out!

Read on for all the details about what’s new, or download Quest 5.3 Beta now.

Improving the look and feel

One of the things that’s been annoying me lately is a prevailing attitude that somehow text adventure games are just a retro thing, that the way a text-based game should look is as though it comes from a mid-80’s DOS prompt. Well, I think the future of interactive story games is much richer than simply displaying a load of black-and-white text with a command prompt underneath – we have barely begun exploring the user interface for this kind of game. They are still new! The oldest text adventure game was released less than 40 years ago. We had not discovered everything there is to know about film making by 1940 either, and their growth was somewhat more rapid, without the whole being-pretty-much-forgotten-about thing to stymie development. The power that HTML gives us in every computer, tablet and smartphone is immense, and this is something text-based games should be tapping into and experimenting with.

So let’s forget the “ZOMG text adventures that’s so retro LOL!” nonsense and start to build something other people will actually give a crap about.

With that in mind, one of my aims for this release was to start to make it easier for authors to completely customise the game player interface with HTML and JavaScript. One problem with this was that up until Quest 5.2, there were really two separate UIs – when you play a game in your web browser, the UI is 100% HTML, but the desktop version of Quest rendered the Inventory list, Compass pane, input box etc. using standard Windows forms controls. This meant that the game looked a bit different and didn’t offer the ability to customise any of the Windows form elements.

So, the web version of the player UI has now been brought to the desktop version. This means that the entire game playing interface is pure HTML, and the game looks the same whether you play it in the desktop version or in the browser. With custom JavaScript and HTML, you can now do things like implement your own version of the Inventory pane, add your own panes, change the screen layout, create your own input method… and who knows what else. It also means that any enhancements made to the standard interface in future versions will apply to both desktop and web versions of Quest – any built-in “easy customisation” functionality would apply to both.

Furthermore, the desktop version of Quest is no longer dependent on the version of Internet Explorer that is currently installed. Instead, Quest bundles an embedded version of the Chromium browser. This is the browser that underpins Google Chrome, and is based on WebKit (which is also behind Safari and the default Android browser). This means you now get access to the Chrome Developer Tools directly within Quest – so you can play around and see the effects of tweaking HTML while a game is running.

Chrome Developer Tools in Quest

Quest 5.3 starts us down the road towards doing more innovative and exciting things within a predominately text-based medium. Of course we’re not fully where I want to be yet, and one of my focuses for Quest 5.4 is to extend the customisability of the UI even more, to make it even easier to try out interesting ideas. Keep on eye on the blog, as I’ll be documenting any experiments there, and please do contact me if you have any ideas!

Other new improvements to look and feel include:

  • Grid-based map (sponsored by Phillip Zolla) – as detailed in this separate blog post. This is an initial release of mapping functionality, so it’s fairly basic at the moment. Future releases will add support for images in the map, and a visual map editor.


Grid-based map example

  • Google Web Fonts. You can now choose from over 600 different fonts, and they will be downloaded on demand.
  • Cover art. You can now add cover art to your game from within the editor, and some game authors have kindly provided cover art for their existing published games. This is currently displayed in the game browser, and will soon be shown on the website too. Hopefully this will be a nice way of attracting more people to your game, and maybe provide something of an idea of the game’s feel and atmosphere.

Displaying cover art in the game browser

  • Text effects. There are new “typewriter” and “unscramble” text effects available from the new “Effects” category in the script editor. They are pretty basic JavaScript effects and work best with a monospaced font. It would be nice to expand this to a more fully featured library in the future as this is really the tip of the iceberg for the kinds of things that I think JavaScript could bring to text adventure games.
  • Background images. You can now specify a background image as well as a background colour, and you can also set the opacity for the section of background image that appears behind the game text. You could try the Subtle Patterns website for some nice backgrounds.
  • Redisplay hyperlinks in commands. When using object hyperlinks, the command output now has the same hyperlink in it so the player doesn’t have to scroll up again to do other things to the same object. As with most things, as a game author you can turn this off if you don’t like it (indeed you can turn off hyperlinks entirely if you want).

Showing hyperlinks for a command that has been entered

  • And more. Customisable object link colour (sponsored by Phillip Zolla), more room description options (by James Gregory), choose a different alias to display on the “Inventory” and “Places and Objects” panes (sponsored by Phillip Zolla), use “ul”, “ol” and “li” tags to show numbered and unnumbered lists (sponsored by Phillip Zolla), background sounds for gamebook pages (by Pertex).

Game behaviour – new things

  • Changable POV (sponsored by Phillip Zolla) – as detailed in this separate blog post. I’m looking forward to some interesting games where you can take control of multiple player characters over the course of a game.
  • Light and dark rooms, light sources (by Pertex). Rooms can now be dark, and lit up by a light source object.
  • Scenery/Invisible exits (by Pertex). It’s now easier to make exits appear or disappear using a script command, and you can also have a “scenery” exit which exists but is not displayed in a room description.

Script improvements

  • Mathematical functions. The .net Math functions are now available to expressions – including Sin, Cos, Tan, Ceiling, Floor, Log, Sqrt.
  • New sorting functions (sponsored by Phillip Zolla). Sort an object list by attribute with ObjectListSort(list, attributes…) and ObjectListSortDescending(list, attributes…). Sort a string list with StringListSort(list) and StringListSortDescending(list).
  • And more. Optional type parameter for “create” command (sponsored by Phillip Zolla), new GetDouble, HasDouble, ToDouble, IsDouble functions (sponsored by Phillip Zolla), names for temporary timers and turnscripts (by Pertex).

Making it easier

  • Automatic display verbs. By default, any verb you add to an object is now automatically added to its “Display verbs” list, so you don’t need to manually add it. This helps you to ensure that your game can be played without typing, as any custom verb you add will always be selectable from the object’s hyperlink menu.
  • Image previews in the editor. A small thumbnail is shown anywhere you can select an image.
  • Named character types (by James Gregory). Easier way of making a “named” character (e.g. “Bob”, “Dracula”) display correctly in a room description – this simply turns off the default prefix so Quest displays “You can see Bob” instead of “You can see a Bob”.
  • Editor automatically saves when you click Play. Being prompted to save all the time was tedious.
  • New toolbar when playing a game from the editor. Quickly return to the editor, or view the object debugger and log screens.
  • Game log (sponsored by Phillip Zolla). A place for outputting debug information, instead of writing things in-line with the game output.
  • Find/Replace enhancements to Code View (by Aleksandar Hummel). You can also search for text using a regex.
  • And more. Code view word-wrap setting is now saved (by James Gregory), “Source” column in the Debugger shows you which type an attribute was inherited from (sponsored by Phillip Zolla), sortable columns in the attributes editor (sponsored by Phillip Zolla).

It feels like I’ve been sitting on some of these enhancements for quite a long time, so it’s good to finally get Quest 5.3 out, even if it’s only in beta form at the moment. I’ve been busy for the last few months doing some contract work, which has now finished, so hopefully the frequency of updates will increase – until my money runs out again, that is!

Many thanks to Phillip Zolla, Pertex, James Gregory, Aleksandar Hummel and Jay Nabonne for code and contributions towards this release.

Please download Quest 5.3 Beta, and let me know what you think – and of course report any bugs you find! You can email me at alex@textadventures.co.uk, ask questions in the forum or you can find me on Twitter:
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AdventureX 2012

I’ll be at AdventureX 2012 in London on the weekend of 15-16 December – a free event for everybody interested in adventure games and game design.

The full schedule will be released at the beginning of December. I’m going to be doing a talk on the Sunday – probably a demo of Quest, and maybe some thoughts on the future of text-based games. There will also be talks from Jon Ingold, Dave Gilbert, Stephen Marley, Götz Heinrich and more to be announced.

It’s free to attend and you don’t need a ticket – just turn up! Hope to see you there.

Quest workshops at GameCity 7

I’ll be running several Quest workshops at GameCity 7 in Nottingham, UK on 22, 23 and 24 October.

For more details and tickets please see the festival schedule. Suitable for all ages from 8 to ∞.

These will be similar to the workshops I ran at Games Britannia – so no prior knowledge of text adventures or programming required. In the space of two hours we’ll be looking at what text adventures are, how to play, and then creating our own. Tickets are free so all you need to bring is your imagination!

Talking about Quest and text adventure games on The Transmedia Podcast

I am the guest on episode six of Robert Pratten’s Transmedia Podcast. We had a good chat about the past, present and future of text adventure games, building interactive stories, expanding the “niche” for text based games, getting kids into game making and more.

It was great fun, though I inexplicably got the name of the first ever text adventure game wrong. So if you can forgive me for that, and the number of times I say “erm”, you should hopefully enjoy the podcast!

Download or subscribe to the Transmedia Podcast

Direct MP3 link