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       #Post#: 36--------------------------------------------------
       Adventure Architect #2
   DIR By: Pam
       Date: May 23, 2021, 5:10 am
       ---------------------------------------------------------
       Deirdra Kiai — May 7, 2007
       Adventure Gamers
  HTML https://adventuregamers.com/about/author/1309
       [center]Chivalry is Not Dead[/center]
       My name is Deirdra Kiai, and I am in the process of creating an
       Underground adventure game.
       I am by no means new to amateur adventure game development,
       having been a part of the scene for about a good eight years
       now. My previous work includes the silly, pseudo-noir Cubert
       Badbone, P.I., the ambitious experiment in branching narratives
       known as The Game That Takes Place on a Cruise Ship, and a short
       but sweet Flash game by the name of When We Were Kids. I have
       also had the rare experience of foraying into professional game
       development, having worked as a programming intern at Telltale
       Games throughout most of last year. And now, building on all
       this past experience, I have started a brand new project: a
       twisted fantasy adventure called Chivalry is Not Dead.
       This series of articles will serve as a chronicle of my quest in
       developing Chivalry, taking you behind the scenes of its design,
       production, and eventually, testing and release. If you yourself
       are at all involved or hoping to be involved with amateur
       adventure development, I hope you'll find something of use in my
       methods; otherwise, just sit back, relax, and enjoy the show.
       Now, first things first: before I decide to create a game, I
       find it absolutely necessary that I know the scope of what is
       possible for me to achieve in a given period of time. You don't
       need to look very far on the Internet to find examples of
       ambitious, epic-length projects-to-be that simply never get
       finished because the person or team responsible for the project
       took on much more than it could handle. Admittedly, it may take
       the development of a prior game or two to fully assess one's
       capabilities; however, putting at least a bit of thought into
       the questions of "What can I do?" and "How much time am I
       willing to spend doing it?" is definitely useful in the long
       run.
       At this time of writing, I happen to be a university student,
       meaning that I am only able to work on the game in the time I
       squeeze in between assignments and exams. I'm also a rather
       impatient type who tends to get sick and tired of working on one
       thing for far too long; ideally, I would like to complete
       whatever project I undertake within a few months' time. Given my
       schedule, a full-length game would be out of the question, as
       would a series in the currently-popular episodic format. Bearing
       this in mind, I decided early on that I wanted to create a game
       of equivalent length to a novella or a short film.
       Another thing I find of paramount importance to assess is my
       skillset: what tools of the trade can I bring to game
       development, and what, if anything, do I need other people to
       help me with? I have reasonably strong programming skills, owing
       to my studies in computer science. Although I'm not a
       professional artist, I've been a long-time doodler with
       rudimentary animation experience from a high school art class I
       took years ago, meaning I can whip up a semi-decent looking
       cartoon style with relative ease. I'm also not a professional
       musician; however, I've had enough experience studying music
       since childhood to be able to compose a catchy tune or two. I've
       also dabbled in a little bit of acting, meaning that if I were
       to make my game fully-voiced, I could contribute to a female
       role or two. Finally, I like to think I can write, with my
       strengths mainly being in the comedic, satirical sense.
       Given this set of skills, it's plausible that I'd be able to do
       the majority of the game's work on my own, enlisting the help of
       others when it comes to testing and perhaps voice acting. (I
       cannot, after all, manage a believable male voice without the
       help of testosterone injections.) Many would claim that I could
       significantly cut down on the amount of time and effort needed
       to produce this game by adding more team members in some of my
       weaker areas, such as art and animation. Though I wouldn't argue
       that it would produce a much more polished-looking game -- it
       does make a difference when you have specialists able to add
       more detail and nuance to a specific area -- I have worked in
       enough teams and would-be teams to realise that there's a cost
       involved in working with others. Constant communication is
       necessary in order to make sure that all team members deliver
       their assets in a timely fashion, and that every piece fits with
       the game designer's creative vision. In the case of many amateur
       projects where team members reside on opposite sides of the
       world and have their own hectic personal schedules to deal with,
       this can be very difficult to coordinate. Considering that I
       would personally prefer to focus on creative work than deal with
       scheduling and managing other people, I tend to make it a rule
       of thumb to keep the teams I work in as small as possible. In
       this particular case, I will therefore be doing most of the work
       alone.
       Be that as it may, I do enjoy employing workarounds to make game
       production go more quickly and smoothly. One of the ways in
       which I tend to do so is by using a pre-existing game engine
       that handles such things as pathfinding, collision detection,
       and rendering, as well as higher-level adventure game-specific
       implementations such as inventory and interactive conversations.
       After all, if something has already done many times before, why
       bother reinventing the wheel? Fortunately for adventure game
       developers, many options do exist when going this route,
       particularly for 2D games. Some engines are more art and
       GUI-oriented, such as AGS, Lassie, and Visionaire. Others are
       more scripting-oriented, such as SLUDGE and Wintermute.
       Prior to working on this game, I'd had experience in SLUDGE and
       Lassie, and had subsequently decided that owing to my
       programmer's background, I preferred working in a predominantly
       scripting-based environment. SLUDGE, though fully-featured
       enough to result in complete games, unfortunately hadn't been
       updated much in the last year, so for a change of pace, I
       decided to try out Wintermute. Once I did, I found that I liked
       the engine so much that I wanted to use it for my next project.
       The documentation was well-detailed, the object-oriented
       scripting language was familiar and easy for me to learn, and
       there were many features I found very useful, such as support
       for images with alpha channels. Hence, my choice was made.
       Now that I've made these important decisions for the project, I
       now have a set of criteria that I can build off of: a game that
       is reasonably short, predominantly comedic in tone, cartoonish
       in style, and to be completed mainly on my own using the
       Wintermute engine. Bearing this in mind, it then becomes time
       for the next step: figuring out the story and subject matter of
       the game.
       #Post#: 37--------------------------------------------------
       Re: Adventure Architect #2
   DIR By: Pam
       Date: May 23, 2021, 5:31 am
       ---------------------------------------------------------
       The way in which I like to approach the adventure game is as an
       interactive story; as such, the very first thing I focus on when
       creating a game is the story it will tell. But I feel that it
       isn't enough to make up a story solely for the sake of
       justifying the gameplay that emerges from it. While doing so in
       and of itself is certainly a lofty goal to strive for, it does
       tend to make for a shallow and formulaic end product. For a
       story to truly stand out as a meaningful work of art, it must
       convey a purpose and make some sort of statement about the
       world. Hence, this next article in the series will focus on the
       process of coming up with such a story.
       A recurring question that I hear being asked of storytellers of
       all mediums is "Where do you get your ideas?" Obviously, I can't
       speak for all storytellers, but in my case, the answer is
       "everywhere". It doesn't matter whether I'm watching cartoons or
       watching random strangers on the street; in the end, every
       interesting thing I observe is fair game for contributing to the
       swirling miasma of inspiration located inside my head.
  HTML https://cdn.nivoli.com/adventuregamers/images/articles/18042/6774.jpg<br
       />
       I've noticed that when writing a story, some people like to
       begin by developing a setting, whereas others prefer to focus on
       creating characters. While I acknowledge that both are
       important, I tend more towards the latter category, considering
       that the stories I find most interesting are usually the ones
       with complex and memorable characters. After all, no matter
       where and when a story takes place, its characters, when done
       well, have a human quality to them that allows us to empathize
       with their situations and relate them to our own lives.
       In the case of Chivalry, the ideas for characters stemmed from
       various epic fantasy novels I read throughout my teenage years.
       While I found such stories entertaining and enthralling in and
       of themselves, one thing that always bothered me was how in many
       cases, every character would fit neatly into a pre-defined
       archetype: the hero, the villain, the love interest, the wizened
       mentor, and so on. And complementary to such archetypes came
       clearly-defined categories of "good" and "evil", with little
       room for the hazy shades of grey one tends to see in real-world
       interactions with others.
       As a result, one day I started thinking to myself: what if I
       took these archetypes and twisted them around somehow, in an
       attempt to illustrate the absurdity of such a black-and-white
       view of ethics? Why don't I turn the hero into an arrogant,
       deluded fool of nothing more than average talent, and the
       villain into someone who ultimately turns out to be harmless?
       Furthermore, why don't I have the true protagonist of the game
       -- in other words, the character that the player controls -- be
       the villain's henchman, an archetype that traditionally plays
       only a minor role in your typical fantasy story?
  HTML https://cdn.nivoli.com/adventuregamers/images/articles/18042/6772.jpg
       Several brainstorms, long walks, and caffeinated beverages
       later, these ponderances began to shape their way into some
       semblance of a plot. Right around the point that this happens is
       when I usually start to write things down concretely in a design
       document of sorts. I say "of sorts" because I don't follow any
       specific format when creating my documentation; in fact, in past
       projects of mine, much of the documentation consisted of pencil
       sketches and messy handwritten notes in point form. In this
       case, however, I decided to create a nice, clean Word document
       divided into two sections: one describing the major characters
       in the game, and one summarizing how the plot will progress,
       including every scene that the player will be visiting.
  HTML https://cdn.nivoli.com/adventuregamers/images/articles/18042/6775.jpg
       Here's a snippet from the first section:
       Phlegmwad -- This is you. Extremely ugly to the point that you
       must wear a paper bag over your head at all times, everyone
       hates you and thinks of you as a disgusting little creep. You
       make your living as Lord Horrible's personal assassin, mainly
       because you're pretty good with a dagger and no one else in
       their right mind would ever hire you.
       And here's one from the second section:
       
       1) Lord Horrible's Lair -- Lord Horrible briefs you on the task
       at hand: kill the Queen so that he can usurp the throne as ruler
       of Everything. You accept.
       2) Castle Balcony -- The Queen is standing here, contemplating
       life. Whatever you try to do to her, she will recognize you and
       offer to free you from the clutches of Lord Horrible forever.
       From here, you have a couple of options:
       You could ignore her offer and kill her. Lord Horrible will then
       rule over Everything, and the game will end.
       You could accept her offer. She will tell you of a prophecy she
       found in which a farm boy named Leslie from Badger's Fields is
       fated to defeat Lord Horrible using the Sword of All That is
       Good...
  HTML https://cdn.nivoli.com/adventuregamers/images/articles/18042/6776.jpg
       The document in its entirety is a mere three pages long, which,
       compared to most design documents (or so I hear), is rather
       short -- I'm intentionally leaving out such details as dialogue,
       puzzle solutions, and interactive items. The reason for this is
       simply because at this point in time, I don't need to include
       them. Traditionally, when games are created as part of a team,
       and every person is in charge of one specific part of
       production, it makes sense for a designer to create a document
       detailing every single thing that must go into the game.
       However, since my approach is more holistic, bearing more
       similarity to other solo creative endeavours (e.g. writing a
       novel or a comic book) than to team game development, I'm
       allowed more leeway to keep some of these finer details in my
       head, and to make some of them up as I go along. A brief outline
       like the one I've created brings about enough of a balance to
       make such leeway possible, while at the same time keeping me on
       track so that I have an actual ending to work toward.
       Thus, I now have a purpose and goal to strive for in my
       storytelling, and an outline that forms its skeleton. Next time,
       I'll discuss the process of putting meat on these metaphorical
       bones; that is, adding various forms of interactivity in ways
       that complement the story.
       #Post#: 38--------------------------------------------------
       Re: Adventure Architect #2
   DIR By: Pam
       Date: May 23, 2021, 5:38 am
       ---------------------------------------------------------
       In my previous installment, I mentioned interactive storytelling
       as my primary approach in the creation of an adventure game. I
       also emphasized how important a role the story plays in such a
       game, and how all other things must be subservient to it. This
       time around, however, I am going to be placing my emphasis on
       the word "interactive" in interactive storytelling, which is of
       equally paramount importance. After all, without interactivity,
       I wouldn't be creating a game so much as I would be creating a
       machinima movie.
       How, then, does one make a story interactive? The most
       conventional model of doing so in the adventure genre,
       popularized by various well-loved commercial games from the
       eighties and nineties, is to create a set of logic puzzles
       splattered throughout key points in the story to serve as
       obstacles. Gameplay then proceeds in small chunks of "solve the
       puzzle, advance the plot slightly, solve another puzzle, advance
       the plot a bit more", and so on.
       Though I've used this approach myself in earlier games of mine,
       in the process of learning to imitate the classics I loved and
       admired, I have since come to realise that there is something
       fundamentally frustrating about it. Don't get me wrong; I love a
       good logic puzzle. I've been known to spend hours and hours
       playing Sudoku on my Nintendo DS, for crying out loud. Still,
       what makes Sudoku different from a heavily story-based adventure
       game is that in the former case, my primary goal is to solve the
       puzzle in and of itself, whereas in the latter case, my primary
       goal is to see the story progress, and the puzzle-solving
       becomes a hindrance to that goal. Thus, when my desire to get on
       with the story outweighs my desire to spend time trying to
       figure out the puzzle (and trust me, this tends to happen quite
       often), I find myself entering the very familiar state of
       "getting stuck", with no choice but to either bang my head
       against the keyboard in agony or minimize the game window and
       hunt around the Internet for a walkthrough -- a practice that I,
       personally, find very detrimental to a game's sense of
       immersion.
       Of course, there are many people who actually enjoy this
       approach to interactive storytelling; luckily for them, there
       already do exist plenty of games that satisfy their tastes. But
       what about those who, like myself, do not? One obvious solution
       is to make all puzzles brain-dead easy, with all the items and
       tools you need always right there in front of you, to the point
       that even a monkey randomly clicking a mouse could solve them.
       Unfortunately, the result is, in fact, a loss of interactivity;
       the majority of players will now end up feeling like they're
       being led by the hand throughout the entire game, with little
       sense of agency. Essentially, all we have left is a machinima
       movie that we can click through.
       What I am going to attempt to do instead is implement puzzles
       with multiple solutions -- which I hope to frame as ethical
       choices rather than as brainteasers -- and have these solutions
       affect the remainder of the game in some way or another. Case in
       point: when Phlegmwad reaches the Queen of Everything's castle,
       he must first get past the guard at the front door. The most
       obvious option Phlegmwad has is to kill the guard using his
       dagger. Yet, if he does so, then the Queen, having been watching
       the whole time from her balcony, will end up reacting to him in
       a more guarded and hostile manner, and will be less willing to
       be of help to him later in the game. On the other hand, if
       Phlegmwad sweet-talks the guard into leaving his post instead,
       the Queen will end up somewhat friendlier in her demeanour.
       This, however, is an approach that will take a little bit more
       careful thinking on the part of Phlegmwad to accomplish, as the
       guard does not look upon him in a particularly positive manner
       in the first place.
       I feel that this shift in focus from challenge to choice does
       its job of preserving interactivity, while at the same time
       reducing the level of frustration involved in the traditional
       approach to puzzle-solving and resulting in greater
       accessibility to players who may not be as experienced in the
       adventure genre as others. What this dimension of choice also
       does, in a very deliberate fashion, is highlight the underlying
       themes of moral relativism in the story in a manner more
       effective than a purely linear structure ever could. It is,
       after all, much more meaningful to show players the consequences
       of their actions than it is to merely lecture at them.
       But that's far from all there is to it. To make the issue of
       morality even more complex, I plan on playing around a bit more
       with variations on this structure. There will, for instance, be
       a similar situation further in the course of the game where
       Phlegmwad can either act hostile or diplomatic toward a
       character from whom he needs a certain item to progress. This
       time, however, no one will be around to see him, and what he
       ultimately does in the end has no bearing on the rest of the
       story. My hope is that this will encourage the player to think
       about the deeper philosophical implications in his or her
       actions than simply those of cause and effect, i.e. is there any
       point in behaving in a good or just manner when it will not be
       of benefit to you, personally?
       It's worth pointing out that one thing I've always loved about
       developing adventure games over other genres has been the focus
       on careful, cerebral thinking over quick reflexes. By creating
       puzzles that are arguably easier in a logical sense than those
       in traditional adventures, it is not my intent at all to
       discourage the practice of thinking; rather, I see it as
       enabling different kinds of thinking not often practiced in the
       context of a game. Of course, whether I succeed or fail in this
       regard still remains yet to be seen.
       Be sure to stay tuned for Part 4, where I will take this
       discussion of interactivity even further through the creation of
       interactive non-player characters, whose relations with the
       player and amongst themselves dynamically change in response to
       player-influenced actions and events.
       #Post#: 39--------------------------------------------------
       Re: Adventure Architect #2
   DIR By: Pam
       Date: May 23, 2021, 5:41 am
       ---------------------------------------------------------
       By far, one of my favourite things to do in classic adventure
       games is to have conversations with non-player characters. As I
       stated in Article #2, it's the characters that make a story for
       me; thus, it makes sense that I would thoroughly enjoy any
       opportunity to actually interact with them, from asking
       questions and hearing their experiences and thoughts about the
       world to provoking them in various ways and witnessing the
       comedic value of their reactions. Grim Fandango, for instance,
       wouldn't have been the same for me if I weren't able to have
       Manny flirt with the security officer, nor would The Curse of
       Monkey Island have been as much fun without Guybrush being
       allowed to irritate the cabańa boy.
       Sadly, in many adventures, character interaction has presented
       itself as extra window dressing rather than as a primary
       gameplay element. At most, it is useful in the way that talking
       to a character sometimes provides clues as to how to solve a
       puzzle; other times, it is simply a fun little diversion and
       nothing more. Save for a relatively minute handful of
       exceptions, what you say or do to characters has no significant
       effect on the game itself -- if you make someone angry by
       choosing one dialogue option, it is virtually forgotten by the
       time you go back and choose a different one. Although a mixture
       of clever writing and careful limiting of possible choices can
       effectively maintain the player's suspension of disbelief in
       this regard, it still begs the question as to what an adventure
       game would be like if non-player characters did remember how the
       player treated them. This is a question I plan to explore at
       length throughout the making of Chivalry is Not Dead.
       What I am doing, inspired in part by an IGDA article
  HTML http://web.archive.org/web/20050207022423/https://www.igda.org/writing/InteractiveStorytelling.htm<br
       />I read some time ago, is implementing a simple affinity system
       between characters. The way one character feels about another is
       represented by a nine-point scale, where a value of 1 represents
       extreme loathing and a value of 9 represents extreme admiration,
       and all other values represent something in between. To
       illustrate how this system works in the game, imagine a
       hypothetical scenario in which Phlegmwad first meets the Queen
       of Everything. She begins by feeling neutral towards him;
       therefore, her affinity level is set to a starting level of 5.
       Once Phlegmwad begins to interact with her, certain actions will
       change this affinity level. A compliment about her interior
       decorating style, for instance, will increase affinity by one
       point, whereas having Phlegmwad pull out his dagger in a
       threatening fashion will decrease it.
       As the game progresses onward, Phlegmwad will be able to
       continue interacting with the Queen and affecting her affinity
       towards him as a result. However, just as in real life, the
       Queen's perception of Phlegmwad's actions will be coloured by
       her prior impressions of him. A remark about her physical
       appearance, to give an example, may be taken as a compliment in
       normal circumstances, but if her current affinity level is less
       than, say, 4, she will take the remark as an insult and retort
       with an appropriately cutting response. Likewise, when it comes
       time for Phlegmwad to ask her for favours, such as allowing him
       to borrow money to purchase an item he needs, her willingness to
       do so will also vary according to her affinity level. This
       directly ties in to my discussion of alternate puzzle solutions
       from Article #3.
       To further complicate matters, there are some instances in which
       a non-player character's affinity toward another non-player
       character can be affected by the player. Suppose, now, that
       Phlegmwad and the Queen arrive to meet Leslie, the farm boy.
       Upon laying eyes on the Queen, Leslie finds himself immediately
       infatuated with her, placing his affinity level toward her at 9.
       Hence, the way he feels about Phlegmwad is very much affected by
       the Queen's opinions; if she finds Phlegmwad suspicious and
       untrustworthy at this point in the game, then Leslie will feel
       the same, whereas if she finds him harmless, Leslie will act
       slightly more forgiving around him.
       I should also mention that the numerical values of a character's
       affinity will, in fact, be hidden from the player, i.e. there
       won't be a menu in which one will be able to check affinity
       levels, then adjust behaviour accordingly. Instead, the player
       knows only what the characters decide to reveal about their
       feelings for others, which is variable according to their
       personalities. Some will be forthright and direct, expressing
       their like and dislike of a person in a very obvious manner.
       Others will be more difficult to read, sometimes feigning
       politeness to hide their loathing of a person, or conversely
       acting aloof in an attempt to conceal feelings of love.
       All in all, the main advantage I see with implementing this
       affinity system is that it creates further functionality in
       allowing for a narrative that meaningfully reflects a player's
       choices and preferences. I can't count the number of times I've
       read a novel, watched a movie, or even played a game in which
       the hero's romantic interest was a character I neither liked nor
       related to instead of getting together with the nerdy best
       friend, or had the villain turn out to be a far more interesting
       character than the hero and consequently wished to see the
       former prevail in the end. Hence, in Chivalry, although the
       non-player characters have minds of their own and will not
       automatically acquiesce to the player's suggestions, I do want
       to at least allow for the player to have a say in whom Phlegmwad
       attempts to develop allegiances with.
       Furthermore, for those who wish to replay the game in order to
       see the results of a different set of choices, there will exist
       an added benefit of getting to see contrasting sides of the same
       characters under varying sets of circumstances. This is
       something one often doesn't get to see in most forms of linear
       fiction, particularly with a short story, such as what I am
       attempting. I anticipate that doing so will reveal that there is
       no clear protagonist or antagonist in this game, and that, as in
       real life, every individual has a mix of good and bad aspects to
       them.
       There are, of course, a number of challenges I have to face in
       my implementation. For starters, to account for all the options
       I provide the player and all possible responses that may result,
       I have to write significantly more dialogue than I would
       otherwise. Fortunately, dialogue-writing is an activity I
       thoroughly enjoy doing when developing a game. I can see this
       becoming a problem if, say, I were writing a commercial game,
       and needed to pay voice actors more money to record all these
       extra lines, but this is not an issue that concerns Chivalry.
       Moreover, the decisions of what options to include in the first
       place is, in itself, a challenge. I cannot always anticipate
       every single interesting choice that the player may want to
       make, and often I find myself thinking of new possible dialogue
       lines for a situation I created earlier on, and adding them
       simply because I see no reason not to. This, too, could be a
       problem if the game were on a tight schedule and budget.
       Still, given that I am creating Chivalry as freeware, I feel
       that the strengths in experimenting with a character affinity
       system in an adventure game greatly outweigh its disadvantages.
       It is my hope that such an experiment will, in the end, lead to
       a new kind of gaming experience that is at once fun,
       interesting, and personally meaningful for the player.
       #Post#: 40--------------------------------------------------
       Re: Adventure Architect #2
   DIR By: Pam
       Date: May 23, 2021, 5:43 am
       ---------------------------------------------------------
       NOTE: At the time of writing, Chivalry is Not Dead has finished
       production and is now undergoing beta testing. Visit the
       official website on Saturday, October 13 for its grand
       unveiling!
       Conventional wisdom often states that you can't judge a book by
       its cover, implying that the ideas and themes behind a work of
       art are far more deserving of one's attention than its surface
       elements. While I do agree with this sentiment to a great
       extent, this isn't to say that such surface elements are
       unworthy of attention altogether; on the contrary, putting a
       decent amount of thought into a game's aesthetic style can go a
       long way in actually enhancing the ideas present within. This
       article, therefore, will delve into the art direction and
       interface design of Chivalry is Not Dead.
  HTML https://cdn.nivoli.com/adventuregamers/images/articles/18106/7584__large.jpg
       From the beginning, I deliberately sought to distinguish
       Chivalry's visual style from those of professionally-developed
       games. The most obvious reason for this was simply because,
       unlike commercial game companies with dozens of highly skilled
       people working on art alone, I simply do not have the time,
       talent, resources, or patience to create graphics with the same
       high level of detail, whether they be hand-painted 2D or nearly
       photorealistic 3D. More importantly, however, given that the
       very nature of Chivalry is that it is a game created by one
       single person rather than by a corporation and thus has the
       freedom to explore ideas on a far more personal dimension, I
       believed that the game's art would do well to convey this
       independent aesthetic. I wanted to prove that creating a style
       that looks good does not necessarily imply creating a style that
       copies those of past games. Instead, I firmly adhere to the
       notion that every game developer can and should bring their own
       unique look to their work.
       In the same vein, I also did not wish to go the pixellated retro
       320x200 route, as seems to be popular with many Underground
       adventure games in recent times. This is due to the fact that,
       ultimately, Chivalry is not a game about nostalgia; while its
       roots and inspiration may derive from classic adventures, it
       isn't meant to emulate classic adventures. My goal is to
       demonstrate that I am attempting to create something new and
       forward-thinking, and I, personally, feel that if I were to use
       low-resolution graphics with a such a distinctively retro
       aesthetic, I would not be sending that message across.
  HTML https://cdn.nivoli.com/adventuregamers/images/articles/18106/7583__large.jpg
       Hence, the style I have adopted for Chivalry is a very iconic
       and simple one, with smooth, thick lines and bold colours
       similar to what one would see in a comic strip. I create this
       style by sketching from an old, cheap drawing tablet straight
       into Flash, then exporting the vector graphics generated into
       PNG files with alpha channels, to be viewed in-game at an
       800x600 resolution. By keeping my methods relatively low in
       complexity, I find that I can generate art assets a lot more
       quickly, allowing me far more time to focus on the game's
       content while still allowing for a look that I find visually
       pleasing.
       Looking at the screenshots, you may notice that I have gone for
       a very minimalistic look in comparison to many adventure games,
       with sparse backgrounds and few objects to interact with. This,
       too, is very deliberate, as Chivalry is primarily about people
       rather than things; most of the gameplay, after all, is
       dialogue-based rather than inventory-based. Character sprites,
       on the other hand, are a bit more detailed, but still very
       iconic and cartoonish, and are animated very simply rather than
       realistically. I have done this first and foremost as a matter
       of personal taste and talent, but also because cartoon
       characters, by nature, are far more adept than realistic ones at
       conveying symbolism, favouring my artistic tendency towards
       abstract ideas as opposed to concrete representations.
  HTML https://cdn.nivoli.com/adventuregamers/images/articles/18106/7585__large.jpg
       Adding to this general sense of minimalism is Chivalry's
       interface, in which all interactions happen by merely clicking
       on characters and objects, and Phlegmwad's rather limited
       inventory appears as a single bar accessed by hovering over the
       top of the screen. I felt that having fewer buttons and settings
       for the player to fiddle with on-screen would divert greater
       attention to the content of the game itself. Furthermore, by
       keeping possible verbs to a minimum via a one-click interface, I
       wanted to reduce the number of default "I can't X that"
       responses as much as possible, as I often tend to find them
       irritating. In many games with so-called "guess the verb"
       tendencies, it seems as though the interface is a puzzle in and
       of itself. Considering that one of my goals is to make Chivalry
       as accessible as possible to those who do not regularly play
       adventure games, I find myself erring more on the side of
       friendliness rather than frustration in this case.
       The end result of all this, in my opinion, is a product that
       looks and feels very smooth and polished, while at the same time
       possessing a stylistic flair that gives the game an unmistakable
       personal touch echoing the independently-developed nature of its
       content. Next time around, I'll be posting the final article in
       this series, which will entail taking this finished product I've
       created and finally unveiling it, first to a small group of
       testers, then to the world at large.
       #Post#: 41--------------------------------------------------
       Re: Adventure Architect #2
   DIR By: Pam
       Date: May 23, 2021, 5:47 am
       ---------------------------------------------------------
       Well, Chivalry is Not Dead has been released to the general
       public for a good while now, and player feedback has been
       trickling to me slowly but surely, providing useful insight into
       how the game has been received. I've also had time to reflect on
       my own impressions of the finished product and the process of
       reaching that point, so I'll begin with a few words about how I
       feel it turned out in the end.
       From a development standpoint, I think I managed to meet my
       initial expectations and goals for the project; I wound up
       including pretty much every feature I wanted to include, and
       delivered the final product within six short months. I'm very
       proud of that, given my natural tendency to procrastinate. It
       seems like I'm gaining more experience in knowing what I'm
       capable of and scheduling my time accordingly, which I certainly
       didn't have when I first started making games.
       Yet, despite this, what I find myself more concerned about is
       how Chivalry presents itself as an artistic experience; that is,
       how far does it come in reaching out and inspiring people in the
       same way that my favourite works of art do? Admittedly, I don't
       think I'm the greatest of storytellers, and still have a long
       way to go before I get anywhere near where I'd like to be in
       that regard. That said, my impressions of my games are coloured
       by the fact that I know them inside and out, and therefore
       cannot see them as an audience would. This is where player
       feedback becomes important to me. It becomes my measuring stick
       to gauge where I am with respect to creating my ideal gaming
       experience, and what I can do to come closer to that ideal in
       future projects.
       First, I should preface my thoughts by noting that although I
       sought to create a game that would be accessible to anyone
       regardless of whether they had already played adventure games or
       not, the areas of the internet to which Chivalry has been
       exposed the most so far have invariably been adventure
       game-specific sites. Though I have also attempted to submit my
       game to some general freeware gaming sites and to the IGF
       Student Showcase, it appears that most people who deem it
       interesting enough to try are those who have indeed played at
       least a few games of the adventure genre before. The
       observations I share, therefore, will generally be skewed in
       this direction.
       Contrary to what I had hypothesized previously, only a minority
       of players were disappointed in Chivalry's short length and lack
       of difficult puzzles. It seems as though the novelty of having
       many choices in the plot's progression was in itself enough of a
       satisfying playing experience for a number of people, and this
       pleased me greatly. One thing in particular that I noticed
       through forum comments was that several players started their
       first playthroughs not by having Phlegmwad do what they
       themselves would do in the same situation, but by attempting
       silly actions that adventure games don't normally allow them to
       do, such as stabbing virtually everyone in sight. Considering
       that I, too, enjoy trying silly things when I play games, I had
       hoped to provided responses to such actions that acknowledged
       them in a tongue-and-cheek way, and even went so far as to allow
       alternate endings to take place as a result of such actions. I
       tried my best not to make these seem like “death” endings that
       punished the player for doing the “wrong” thing, but more like
       portrayals of an alternate reality. Since it appeared to me that
       people were more amused than frustrated by such endings, I think
       I succeeded.
       Of course, I also soon noticed that when one gives players the
       option of choice, the first thing some people will complain
       about is not having enough of it. While I as a player can
       understand this sentiment – it can be quite difficult to enjoy a
       game about choice when the choice that you want to make doesn't
       exist – as a developer, I also recognize the difficulty inherent
       in allowing for sandbox-esque freedom in a story-based game.
       Aside from the highly daunting task of creating an
       exponentially-growing number of possible branches, when one
       allows the player to do nearly everything, it becomes harder and
       harder to illustrate the theme and purpose behind your story.
       Thus, having known this from the start, it was in my best
       interest to limit the choices available to what I believed would
       most effectively show the points I was trying to make, rather
       than provide as many choices as I possibly could.
       This brings me to the thematic content of the game itself as
       first discussed in the second article in this series, namely a
       discussion of the not-very-clear-cut concepts of “good” and
       “evil”. Most feedback I received from others didn't really
       mention much about my treatment of this subject, leaving me
       uncertain as to whether I succeeded in properly portraying this
       theme through the gameplay and my writing. I find that I
       generally err on the side of not being too preachy in my work,
       couching some of my stronger views in lighthearted humour so as
       not to offend too many people. However, I also recognize that
       this may cause players to completely miss the points I try to
       make, meaning that my personal writing style continues to need
       refinement in this regard. Still, there were a handful of people
       who successfully managed to “get the point”, so to speak,
       signalling to me that I had at least done something right.
       Perhaps the most interesting thing I observed regarding Chivalry
       was that players, by and large, had more difficulty figuring out
       non-violent, diplomatic solutions to problems than they were
       with those that involved hurting or deceiving people. This was
       mainly unintentional on my part, as I didn't particularly want
       to frustrate people into behaving in ways that contradicted
       their own personal ethics. Still, I hypothesize that because
       games typically force one to “win” through violence,
       acquisition, and/or shrewd trickery, those are the solutions
       that both gamers and game developers are accustomed to by
       convention. By contrast, when it comes to the murky waters of
       negotiation and diplomacy, abstract representations of what
       constitute success and failure don't have as many conventions in
       gaming, and are rather perplexing to depict, particularly
       considering that in a good story, not all characters would react
       to all well-meaning actions in the same way. Then again, perhaps
       part of the problem is that my idea of how to respond to
       characters in a way that doesn't irk them is not necessarily the
       same as everyone else's, meaning the approach I've taken in
       implementing this as a gameplay feature might sometimes have
       created precisely the same “read the game designer's mind”
       frustration I tried to avoid by making puzzles with multiple
       solutions in the first place.
       With these final thoughts, I conclude the second edition of
       Adventure Architect; however, in my eyes, it is still quite far
       from “the end”. Rather, I see this as the beginning of an
       ongoing collaborative discussion, which I hope will work towards
       more experimentation and refinement of the adventure game as an
       interactive story, perhaps morphing into a completely new genre
       altogether. Henceforth, if you, the reader, happen to have some
       thoughts of your own regarding Chivalry is Not Dead and this
       series of articles, I invite you to either leave a comment here
       or on the forums. And of course, play the game, if you haven't
       already.
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