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Back to the Future: Episode 1 – Design Choices

Posted 9:11 am on April 17, 2011 in

Adventure games occupy a unique space from other genres. Story and characters take front and center stage and must motivate the player. The most prolific adventure game company today is Telltale Games. Telltale, well known for its timely episodic releases, has produced series such as Sam & Max and the Strong Bad games. In this article, we’ll be looking at their design choices for the first episode of Back to the Future.

SPOILER ALERT – To analyze their design choices, we’ll be looking at specific moments in the game.

Social Puzzles

Marty in a Soup Kitchen

Adventure games thrive on lateral thinking, and the theme of their puzzles helps set the mood. In the Myst series, the lateral puzzles involve obscure interfaces. In the indie hit Machinarium, it’s all about broken technology. Back to the Future’s puzzles thrive on hacking social systems.

Halfway through the game, the player needs to get a barrel of alcohol to Doc’s lab. The pieces fall into play slowly – the mob is using a soup kitchen as a front, a journalist is transporting barrels of soup to needy organizations, and some of the barrels have liquor. The player sees a mobster come in with the alcohol, set it on a shelf, and bang on a pipe to have it whisked away to the basement.

Other adventure games might have the characters on patrol, or use a large inventory to barter a solution. In Back to the Future, the player talks the other characters into getting what she needs. The player can convince the mobster to turn away for a moment, and trick the journalist into delivering a barrel of alcohol straight to Doc’s house.

The concept is simple, but brings the characters home. The player now has incentive to talk to the characters and pick more interesting dialog. The player gets to see Marty’s reactions, and is actively listening when the characters make funny quips. A talking adventure game protagonist is a soliloquist by nature, but its the relationships in stories that flesh characters out. Social puzzles elegantly draw on this strength.

Blocking

Marty in a Soup Kitchen

Interacting with the other characters is not always done through the dialog options. In the opening scene, Marty wants to get Doc’s notebook back from Biff. The player has four options when talking to Biff, but none of them work.

In improv this is known as blocking – saying “No” and halting the action. It fits Biff’s character well, but it can be a dangerous technique to use. New players may falsely learn that characters won’t do anything helpful. To rectify this, the player has to ask Marty’s Dad to stop intervening before she can get the notebook. Telltale is letting players know Biff is the exception to the rule, and talking is usually helpful.

HUD

Marty in a Soup Kitchen

The player’s options are clear when talking to a character, but environments can be ambiguous. Players resort to visual skimming, trusting their eyes to identify the significant objects. Discovery can be a painful mechanic. Missing one item is frustrating; having all obvious items is boring. Different games use different philosophies – Escape the Room games don’t even change the cursor, while FPSs may make items glow.

Back to the Future finds a middle ground. Interactive objects blend in with the environment, but hovering over the object makes the cursor light up and displays the name. The player is able to scan faster, and make accidental discoveries. The names allow designers to place important objects close together, without players accidentally clumping them. Combined with clever placement and good camera angles, Back the the Future keeps emphasizes the discovery over the frustration.

Inventory UI

Marty in a Soup Kitchen

Adventure game protagonists have a kleptomaniac streak, and keeping track of their stuff can get tricky. Solid, usable inventory interfaces are rarely flashy, but crappy UI can sour the best gameplay.

Back to the Future has a full-screen inventory – which confused me at first. In the Strong Bad games, the inventory covers the top of the screen, so players can make visual connections. A full-screen inventory actually makes puzzles harder, since the player has to recall either her stuff or the environment. However, this is a game based on social puzzles, which doesn’t need a ton of items. As long as the player has less than seven objects, the player will be able to keep everything in working memory.

On the upside, a full-screen inventory elegantly answers the question: “Can I combine items together?” A combining mechanic means each item expands the user’s incorrect options exponentially. It’s impossible to combine items in Back to the Future, and the cursor indicates that, reverting from the “use item” cursor when the inventory is opened. Players who don’t know about combining aren’t bothered with the details, and gamers who try it see it isn’t supported. With fewer wrong choices, the player hits more clues and humor when making incorrect ones.

Conclusion

By basing its design choices on its social-puzzle emphasis, Telltale keeps the focus on the characters and emotions, and minimizes the frustrating pitfalls adventure games often have.

Poker in a Graveyard

Posted 8:34 am on March 28, 2011 in
I’m intrigued by the social games that Jane McGonigal presents in Reality is Broken. My birthday was a couple of weeks ago; what better way to celebrate growing a year older than by playing in a graveyard?

Poker Cards

The game is called Tombstone Hold ‘Em. It’s similar to Texas Hold ‘Em, except that the five shared cards are revealed at the beginning of the round, and players make their hands by finding tombstones. Each tombstone translates into a different card: a square tombstone of someone who died in 1959 becomes a 9 of diamonds. Players are arranged in teams of two, and to make a hand each player has to touch a tombstone as well as each other.

Poker Hand 1

I got permission to play at Greenwood Cemetery, which is a large and beautiful cemetery known for its Moonlight Walking Tours.

Poker Hand 2

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Dance Miles

Posted 7:39 pm on March 14, 2011 in .
While reading Jane McGonigal’s excellent Reality is Broken, I was inspired to design a social game.  I’m a swing dancer, and when a big swing event happened in Orlando, I gathered a few friends to prototype the following:

Dance Miles (v 1.0)

A Social Game for Social Dancers

Setup

A game for 2+ players.  One player acts as the scorekeeper, but all players are competing.

Rules
  1. When you dance with someone, you may ask them where they’re from. Their response is their Location.
  2. Remember, record, or write down each unique Location you get.
  3. After each night of the dance, send the scorekeeper the list of your Locations. You get 1 point for every mile between the host city and each of your Locations (as determined by Google Maps).
  4. At the end of the event, whoever has the most points wins.
Details
  • You only can get one Location per person. If a person says more than one location, you can choose which one you want.
  • You only get points for each unique location. Dancing with 5 people from Miami is the same as dancing with 1.
  • The exception here is city/state/country. If they say “Georgia”, its a different Location from “Atlanta”, even if that’s where they live in Georgia.
  • The host city Location gets you 0 points.
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Compound Reaction

Posted 11:06 pm on April 12, 2010 in , , .

You’re a lost space traveler forced to make an emergency landing in an abandoned Biodome. The Biodome is nearly devoid of power, save for the giant microscope which holds the secrets to the dome’s past and the only chance for escape.

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EBII Blueprint

Posted 10:55 pm on April 4, 2010 in , .

Blueprint is a proof-of-concept prototype for an automatic navigation system. Built on the Unreal 2 engine, Blueprint allows users to select a room in a building and find the most efficient route there. Designed to run on a kiosk in the real building, blueprint will prevent newcomers from getting lost.

Sketch

Posted 10:40 pm on April 3, 2010 in .

Sketch is an exploration of combining frame-by-frame hand animation with photos.

Photo Journey

Posted 9:56 pm on April 2, 2010 in .

Photo Journey is a proof-of-concept program in which photos and interaction reconstruct an environment. Using first-person perspective and voice-overs, Photo Journey strays from the linear model of a photo album to one that encourages exploration and discovery.

Dryad

Posted 10:50 pm on April 1, 2010 in , , .

A cool wind blows through the air. Leaves rustle, seedlings stir. You are the Dryad, mother and defender of the forest. In this unique fantasy tree sim game, you’ll be able to grow your forest however you choose. As your forest expands, so do your abilities.

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Connotation

Posted 9:21 pm on March 23, 2010 in , .

Harness the power of your vocabulary by telling Lexi what to do. With over 50 verbs to discover, Connotation lets you choose your own solutions to 12 hazardous levels.

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