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When you fire up a video game of any kind you more or
less know what you’re in for. But when you take your first step into the
magical world of an adventure game, any adventure game either textual or
graphical, there’s no telling what’ll happen next. Where video games are
predictable and adhere tightly to the theme of the game, adventure games
tantalize the adventurer with seemingly endless possibilities wrapped within
the premise of the story. Where video games demand the player to mostly
shoot things and blow stuff up with the dubious challenge of pushing buttons
and manipulating controllers fast enough, adventure games can challenge the
mind and the imagination in a deeper, more moving way.
Don’t get me wrong. I like video games and I enjoy
shooting and looting as much as the next guy but nothing can replace the
endless possibilities in an adventure game.
And while I enjoy adventure games of every stripe,
nothing can entertain me more than a text adventure game. Right now I am
exploring the environs of the Great Underground Empire in Zork Zero with the
firm goal of finally completing it after almost twenty years of half-hearted
attempts. The magic of Marc Blank, Dave Lebling, Steve Meretzky and the
other legendary Implementers of Infocom still shines brightly although many
years have passed. My company, Malinche Entertainment, proudly continues
that legendary tradition today. I was awestruck the first time I played Zork
as we all were. I was hooked the moment I started playing Guild of Thieves
and I was beside myself when I discovered Legend’s Spellcasting series after
the demise of Infocom. I have truly savored every moment of my time spent as
an adventurer.
And let me tell you, I have more fun writing text
adventure games than I do playing them.
That’s because I am an Implementer and I am the last
of my kind still active in that profession. It’s kind of like “Return of the
Jedi” meets the computer game industry. Ironically, I can borrow from
another retro/new example; some have called me the Commander Adama of text
adventure games in the sense I am the last hope for the survival of
commercial, professional interactive fiction. Yes, I know that in “modern”
Battlestar Galactica lore Adama is now an Admiral but, hey, we’re thinking
retro aren’t we...?
Witty examples and analogies aside, I am the last
Implementor still active in the world and in as much as I take the duties of
my lofty position very seriously I also have plenty of fun in the process.
Fun is the thing. Fun is what makes games what they are. But there’s also
satisfaction. The satisfaction of solving a difficult puzzle. The
fulfillment of your feelings when elements in the story go right. The sense
of achievement that washes over you after the devious difficulty of a
mind-warping puzzle or challenge is vanquished and you, the adventurer,
emerge victorious....
...just to run into another challenge that may be even
greater than the one you just solved. Heck, you might have ten ongoing
puzzles to solve at any given point ranging in size from small and curious
to large and staggering.
As many as ten challenges. All on your mind.
Simultaneously. But you don’t need to handle them all at once. Text
adventure games (also known as interactive fiction, which is my preferred
term) often lets you tackle whichever puzzles you like—and in no particular
order.
That’s how I write every Malinche title. I lay out the
world as puzzles and ideas come to me in the process. Most are outlined then
and there as I create sections of the game while others occur to me after
the fact. More often than not, a puzzle idea that comes to me while writing
a section of code and it slips so smoothly into the bigger picture of the
story. Sometimes a brilliant idea for a challenging quest will strike me as
I drive down the highway, stand in line at Starbuck’s or lift weights at the
gym.
Once in a while an idea for a puzzle that I think
“seemed like a good idea at the time” gets dropped completely. One example
is the vial of holy water and the cup of soda pop in The First Mile. Mayor
Shelby of Dead Rock is certainly a bad guy. And one of the ways the player
could have killed him would be by pouring a vial of holy water into a cup of
soda and then giving the newly-mixed concoction to Mayor Shelby. As a minion
of evil the theory went that drinking holy water would have killed him on
the spot.
But it didn’t make a lot of sense to me. Mayor Shelby
was a man most mortal—not an immortal creature of darkness. SHOULD holy
water have such a deadly effect on a mortal? No, it shouldn’t. This
inconsistency bothered me. That nagging feeling wouldn’t go away. The puzzle
was removed from the game even though it was roughly 75% complete. Here’s a
fun fact—a hint about this puzzle-that-never-was is found in Mayor Shelby’s
own behavior in all versions of The First Mile. The rotund mayor will
complain of being thirsty. That would’ve been your cue to bring him
something to drink.... some deadly mixture of liquids perhaps....
Sentimental as I am, I decided to keep the cup of soda pop and the vial of
holy water in the game. There are other things that can be done with both of
these items—but mixing them together to kill someone is no longer an option.
My brain is set to ‘auto pilot’ when devising new
puzzles, challenges and quests to adventure gamers. And I always try to be
fair. I seek to challenge adventurers at every turn just enough… but
hopefully never too much. A frustrating game is not a fun game.
I always think of the adventurer as I write any
portion of my adventure games. With the descriptions I write of rooms,
puzzles and people I always try to evoke the feelings of the adventurer as I
fire up their imagination. I constantly ask myself “What will a player think
as they enter this room? How will they feel about a new character I
introduce to the story. How will an adventurer react to this new puzzle?”
Sometimes I hit a brick wall with regards to HOW to
write the computer code necessary to implement the vision I hold in my mind.
I don’t get frustrated. I don’t fret. I just keep on working on the problem
always keeping my eye on the prize; the completion of a new element to the
game. I constantly push myself past my limits driven by my motivation to
move you. You, the adventurer, inspire me to constantly beat my personal
best, continually enhance my skills and deliver better and better adventure
games.
Let met just come out and say it—I am relentless in
all of my pursuits and writing interactive fiction is no exception.
The result? Malinche’s text adventure games get better
because I get better at writing them. Passion drives me as experience
schools me. Experience both as an adventurer and as an Implementor.
As an Implementor I see every text adventure game I
write through two different prisms at the same time. First and foremost I
scrutinize every line of code I write as a professional; is the writing
good? Are the puzzles challenging enough? Am I giving the answer away? Is
the solution totally unfair? Are all the bugs nailed down? Does the story
make sense? Do elements WITHIN the game fit snugly inside the plot? Then
there’s the other side of the coin—seeing my own work through the eyes of
the adventurer. I constantly call upon my own extensive experience as an
adventurer and imagine myself inside my own game as a new player. I am my
own harshest critic and always take myself to task when running through the
sequences of events within my games.
Like a celebrity chef I cook up the very best
adventure games I can with all of the best ingredients to deliver an
unforgettable experience. Anything less than perfect is tossed. Everything
superb is included. And like a fine gourmet meal, the finished product is
unveiled to the delight of the consumers.
Howard Sherman
Implementor
Malinche Entertainment - The Art of Interactive Fiction
Why not get inside a good story today?
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