Affichage des articles dont le libellé est Role-playing Games. Afficher tous les articles
Affichage des articles dont le libellé est Role-playing Games. Afficher tous les articles

lundi 13 mai 2019

La Boussole des brumes [english]

I quote in extenso from the game's promo text:

La Boussole des Brumes is a cross between Rogue-like and a Book in which you are the hero. You play the role of young Quentin, who discovers a strange bookshop that appeared overnight on his way to school. He then embarks on a journey of dreams and nightmares. The game has 6 endings, plus 30 ways to lose the game, making a total of 36 endings. If you try to find them all, you'll probably spend dozens of hours doing so. The game also features three difficulty levels.




La Boussole des Brumes is a game by Corax, which had already published La Tour d'Orastre and won the French comp 2018 with its game Hansel et Gretel, la revanche.

It's a team effort, since Corax has surrounded himself with musicians and graphic designers; in this respect, apart from Lieux communs, it's a unique undertaking in the French F.I. scene. It's also Vorple's most ambitious project to date on the French and perhaps international scene.

La Boussole des Brumes can be downloaded and played online here :

http://www.leniddecorax.fr/index.php/jeux-textuels/7-laboussoledesbrumes

dimanche 25 novembre 2012

Text-based game or interactive fiction?

This evening, as often, I was walking through the streets, stopping in front of a few wealthy properties and dreaming about what I might find if I were to break in – what stories those houses might conceal – and my thoughts drifted toward interactive fiction.

I wondered to what extent the term "interactive fiction" is truly relevant for describing all those games played by typing commands on a keyboard. For instance, La Secte Noire – is it really interactive fiction? I don’t think so. Certainly, one types commands like "north, west, take sieve, sift water, take key", and so on, but it’s really the graphics that give the game its atmosphere and identity. It’s by looking closely at them that the player imagines what actions to take to progress. At no point does the text hold any fundamental informative or poetic value. And the "text" interface used to act in the game could easily be replaced by a mouse-based system without distorting La Secte Noire in any way.

Conversely, one can easily find games that truly claim the label of interactive fiction – for instance, Lieux Communs – where the text is the fundamental medium of the game; it performs both the informational and poetic functions. It is irreplaceable; it is the object of the game. In that sense, it is more of an interactive literary work than a video game.

From this, it follows that when one sets out to create a game, one must find one’s proper place between these two extremes: the pure game with a text-based interface (be it adventure, role-playing, management, or strategy) and the interactive literary work. This, concretely, raises questions of rules, game systems, variables, and so on – should I prioritize variables that modify the atmosphere of the game, its textual variations, its narrative twists? Or "harder" variables that define the characteristics of characters, objects, and environments? In short, should one write rules that describe a realistic and consistent world – a kind of text-based sandbox like GTA or Daggerfall – or rules that make the narrative elements of a story shift and evolve?

It seems to me that making a clear choice of category is a necessity if one wishes to do good work.