Last Question Update

Two months ago I revisited The Last Question, a basic RPG I wrote at the start of the pandemic. A group of friends has agreed to start an actual campaign with me later this year — we’ve had trouble finding a good time to get started — so I decided to retool the game itself. I wasn’t happy with the initial set of mechanics; it didn’t seem to mesh with the intent of the game. ...

May 9, 2022 · 1 min · 181 words · Mark Richard

Text Adventure: Watchman

Last fall I wrote a new text adventure. Now that we finally played it on OHAC 36, I’m posting it here. It was fun to write. The pun I had in mind to start things out spiraled into a lot of research about timekeeping devices of the past. Writing the little riddle hints was also a joy. I like adding language aspects like that, because it’s an excellent medium for a text adventure. I’m hoping to keep writing more in this vein. ...

July 11, 2021 · 1 min · 83 words · Mark Richard

Text Adventures Part 4: The Document

A text adventure would not be useful to me if it was not written down. Particularly when the goal is to have an unfeeling, strict parser doling out commands only when successfully prompted, it’s important to have a reference that is clear, contains maps and explanatory information, space for notes, and everything the “computer” needs to say throughout the game. With the exception of Recurring Nightmare, I write every text adventure using LaTeX. Over time I’ve built up commands and formatting to make this process simpler. For Recurring Nightmare, I tried my hand at InDesign since I had received a license from work. That license no longer exists, and it’s easier for me to edit a .tex document than an InDesign document, so LaTeX continues to be the way forward. In this post I’ll talk about some of the decisions I made for formatting my document, how I make maps, and other bits of trivia that come to mind. ...

November 23, 2020 · 4 min · 790 words · Mark Richard

Text Adventures Part 3: The Mechanics

Text adventures are, almost by necessity, designed to railroad the player into doing something without it being obvious or annoying. Any mechanics introduced should be a natural extension to the world the player discovers, provide sufficient freedom so they don’t feel like a funnel, yet guide the player in the correct direction. In the text adventures I’ve listen to played on the Cortex/Upgrade crossover episodes, I’ve noticed that mechanics often act as hints. They are like bumpers on a wall (which may kill you, but you can make a different decision the next time.) All these realizations have come after thinking carefully through the mechanics and puzzles I wrote which were clearly bad (and the few which were actually good), and trying to figure out what precisely caused them to have the effect on the players they did. It’s often me not paying attention to my good sense and the feedback of testers. More frequently it’s me trying to subdue the text adventure genre until it allows me to try and tell a story, rather than building a story that works within a framework. Directly, most of my text adventure failures have come from a single mechanic undermining any positive decisions I made. ...

November 9, 2020 · 6 min · 1130 words · Mark Richard

Text Adventures Part 2: The Idea

I want each text adventure I write to have a unique flavor. Mechanics aside, the story behind it should be fresh, typically built from a single idea, and the more I write the more my mind recognizes these singular bits of inspiration. One thought or phrase is typically enough for me to build a world from: sitting down with a thought, then branching out from the initial point in whatever way my mind flows. I’m going to discuss how this process worked for each of the four text adventures I’ve written and released so far, and try to dissect what I learned in the process. In the next post, I’ll focus more on the thought process (or lack thereof) that went into developing some of the game mechanics around these ideas. ...

October 26, 2020 · 7 min · 1349 words · Mark Richard

Text Adventures Part 1: Why I Write Them

I’ve written several in-person text adventures modeled after Parsely games over the past couple of years. Through persistent effort, I’ve managed to improve them and recently began to notice a particular style develop. Since I’m finally pleased with where they are headed, I figured I would document my journey in writing them: Why I write them, how I find ideas, how I develop those ideas, and the actual mechanisms of making a document as reference. This whole set of posts will probably be four parts over the next month. So we start off at the beginning: Why did I start writing these, and why am I still writing these? ...

October 19, 2020 · 6 min · 1133 words · Mark Richard

Dream Sequence: A Twine Story

Twine is a wonderful editor that lets you create interactive fiction. It auto-builds a big flow chart, and has some programming paradigms that allow adding many involved paradigms that wouldn’t be possible in a Choose Your Own Adventure book, for example. I recently took my text adventure Recurring Nightmare and rewrote it slightly as Dream Sequence, which I’m going to run as an “in person” text adventure over the computer for my company. When I did that, I decided it would also be fun to try and write it up with Twine, since it’s a fairly simple map and game. ...

October 12, 2020 · 1 min · 170 words · Mark Richard

Text Adventure: Recurring Nightmare

A while ago I wrote my most recent text adventure, Recurring Nightmare. I think it’s my best one yet, with a clever puzzle hidden within it. It’s definitely the first I’d actually recommend other people try playing with friends. You can listen to the play-through of it on OHAC 27. I’ve attached the PDF of the adventure below. Recurring Nightmare

September 28, 2020 · 1 min · 60 words · Mark Richard

Two Good Board Games

This is just to record two old games that my family very much enjoys. Both are a wonderful mix of strategy and the luck inherent to board and card games. The rules are reasonably basic, and the boards can be beautiful. They are Cribbage and Backgammon. Cribbage is mainly a card game where you play to 121 points, but traditionally you play on a board with holes and pegs to track said points. It can be played with 2, 3, or 4 players (with two variations in the 3-player version) and is a wonderful game to teach someone starting at a young age. It teaches quick decision making, basic addition, and is just a casual, fun game to play at any point. ...

July 20, 2020 · 1 min · 180 words · Mark Richard

Update: Animal Crossing Takes Hold

This is a quick update, as I’ll be traveling over the weekend and don’t have much time to write a longer post. In short, Animal Crossing has captured my mind. It’s a cleverly simple game that lets you focus on whatever grabs your attention. While my initial weeding endeavors have fizzled out, I’m very much invested in trying to obtain every fish and bug I can over time. Fashion and interior decoration don’t excite me overly much (I probably only have about 7 things in my house), but I’m playing the game to get to the point where I can have free reign over the island. ...

May 25, 2020 · 1 min · 115 words · Mark Richard