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PostPosted: Wed Dec 07, 2011 8:22 pm 
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So for the game I'm sort of halfway planning, I had the idea of starting the game, against IF tradition, in the middle of an action-oriented sequence. I'm not entirely sure it's a good idea, though.

I know if this were a piece of static fiction, I'd consider it the strongest opening. I'm relatively sure I can set the thing up so there's no problem with it being too hard to understand what's going on. My concern is that in IF, players typically want to spend their first few turns poking around, testing the depth of the implimentation, XYZZYing, etc, before commiting to the story.

I'm wondering: are there any games you've played that effectively begin in the middle of a relatively suspenseful or fast-paced sequence? A timed sequence? A conversation? In general, do you as a player tend to reserve those first few turns for getting your bearings and/or messing around in an unmimetic fashion? Are there cases where a particularly compelling opening sequence has caused you to want to act in character right away?


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PostPosted: Wed Dec 07, 2011 8:56 pm 
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It seems to me that the biggest concern would be making sure that the player can know what they need to do. It's true that players often poke around a bit at the beginning of a game, and seasoned IF players are frequently doing exactly what you say (XYZZYing, etc), but new players are often trying to figure out how to communicate with the parser. A new player could be very turned off by being thrown into an action scene and possibly insta-dying before they can figure out how to interact. So unless you're aiming for a masochistic audience, it's crucial that the writing prompts correct action, possibly even heavy-handedly. I'd be sure to beta-test thoroughly with some non-IF-playing friends unless you specifically don't care about the audience outside of this community.

This is more of an example of comedy than action per se, but I though Taco Fiction (the winner of the recent Comp) did an excellent job of setting up the action scene, which I suspect worked for players of all levels of experience. (Of course, the game immediately
Spoiler: show
scrapped those expectations hilariously
...)


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PostPosted: Wed Dec 07, 2011 8:59 pm 
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You're pretty much right: it's a good dramatic choice, and it's likely to be tricky in IF.

The main issue is if you equate 'fast-paced action scene' with 'difficult gameplay'. Usually in IF, things should work the other way around: the fast-paced scenes should be forgiving, and the difficult stuff (if you want it) should take place when the player has more breathing space.

I'd say: start in an action scene, but follow the rules of heroic action. In story-oriented, mechanics-light RPGs, a common rule is that there's no question whether the hero is able to do the Heroic Thing: the interesting questions are about how, at what cost, what it means, etc. So, for example, if you start out in the middle of a fight, and the hero needs to win the fight for the plot to advance, try and make sure that more or less everything the hero could plausibly do will lead to them winning. (A lot of this is likely to involve steering them towards useful actions, which is a subtle and difficult art.)

Quote:
My concern is that in IF, players typically want to spend their first few turns poking around, testing the depth of the implimentation, XYZZYing, etc, before commiting to the story.

A good player will, I think, usually commit to an action scene by being more action-oriented rather than examining everything and poking the implementation: that's just part of the willing suspension of disbelief. But you need to signal to the player that this is the kind of scene that's going on, which is a strong-writing thing. There are lots of ways to do this (write less descriptively, more tersely, emphasis on things that the player needs to react to), but it does place extra demands on your writing in the first screen, which has very heavy demands on it already.

C.E.J. Pacian writes some excellent action scenes, although I can't think of one that opens a game. I'd also look at Hoist Sail for the Heliopause and Home, which eases the player very quickly into action.


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PostPosted: Wed Dec 07, 2011 9:38 pm 
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Mentula Macanus: Apocolowhateverthehell starts in the middle of an action scene and then flashes back. It cues what you have to do pretty well (I mean, I died a few times before I got it right, but that's because I'm bad at this).

The Act of Misdirection also does this, I'd say, and pretty much everyone agrees that the opening is the best part -- though I like the other parts too. It also does a pretty good job of cuing what you need to do, partly because it's the sort of action where you can extemporize and stall for time. And it definitely made me want to act in character. As tove said, Taco Fiction also did a good job of motivating you like this, up to (at a critical point) giving you a script for your next eight actions or so.

I prefer an opening sequence that pushes me through some pretty well-cued actions to the typical "Go examine ten objects and look through five rooms so you can find the puzzle" IF opening. (That may be an unfair characterization.) So go for it, I say!

NB: Corrected the typo in the first word of the post.


Last edited by matt w on Wed Dec 07, 2011 10:07 pm, edited 1 time in total.

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PostPosted: Wed Dec 07, 2011 9:46 pm 
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matt w wrote:
Mentual Macanus: Apocolowhateverthehell starts in the middle of an action scene and then flashes back. It cues what you have to do pretty well (I mean, I died a few times before I got it right, but that's because I'm bad at this).

Note: Mentula Macanus is not for the weak of stomach. And I mean 'stomach' in Victorian sense.


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PostPosted: Wed Dec 07, 2011 10:29 pm 
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Morley wrote:
I'm wondering: are there any games you've played that effectively begin in the middle of a relatively suspenseful or fast-paced sequence?


Another vote for Mentula Thingy-with-the-dick-jokes game. The opening action bit works very well in that, I think. And to echo Maga's praise of it: as a bonus, it would be offensive to those fun to offend.

Another one I liked was John Kean's Yes, Another Game with a Dragon! ... a very solid use of opening action-sequence (complete with a mild puzzle, but very very guided).

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A timed sequence?


Gah. I could swear I remember at least one of those, but it's hanging at the tip of my brain :(

Quote:
A conversation?


There are a lot of games where there's a conversation more-or-less immediately, but I can't remember any that begin in the middle of one ...

Quote:
In general, do you as a player tend to reserve those first few turns for getting your bearings and/or messing around in an unmimetic fashion? Are there cases where a particularly compelling opening sequence has caused you to want to act in character right away?


In every game, I try to play the way the game seems to be built for. If it starts in Tone X and Mode 4 and Mood 8 using props and costumes from Genre H, that's the code I punch into the keypad on the side of my head.

Whether I stick with a game depends in part on whether it's well-made and in part on whether I enjoy it's intended (or apparently-intended) alphanumeric combination :)

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PostPosted: Wed Dec 07, 2011 10:37 pm 
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Hunter in Darkness begins in the middle of a tense scene, although it's not exactly an action scene.


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PostPosted: Wed Dec 07, 2011 11:04 pm 
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Photopia begins in the middle of a timed sequence and a conversation, doesn't it? Though it's not a puzzle really. Seriously, I think it's a good model for this.

Starting with a timed sequence you can die in is very risky, because it can basically go experiment-die-experiment-die-ragequit, and you might not hold your audience even that long. You could try Lurid Dreams for one of these, though the opening textdump is too long for it to count as in medias res (also it's kind of a big sequence of timed puzzles).

The Hours (from the recent IFComp) starts with an action sequence, too, which when you complete it takes you to an area where things are much more leisurely, though it's not in medias res; the game follows sequentially in your subjective timeline. You can die in this one, but you have to try pretty hard not to get the right commands at the beginning. I found this effective but I don't know if anyone else liked this game as much as I did.

All Roads is a good in medias res opening, though the whole game takes place in medias res. But the opening works partly because it doesn't give you a puzzle to solve.

All told, I think the challenge is making it pretty clear what you're to do. If the mediasness of the res is gripping enough, you won't have to worry about the player's desire to poke around and xyzzy (I'm kind of sympathetic to the Pacian game that responds to xyzzy by killing you off with a score of -20). A good action sequence can capture our interest at the beginning, and we can worry about xyzzying later.


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PostPosted: Thu Dec 08, 2011 12:05 am 
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This is all extremely encouraging.

I actually hadn't intended for it to be a difficult sequence, and since it's the beginning of the game, I feel comfortable having the protagonist's inner monologue tell the player what to do fairly directly, not unlike the opening to Taco Fiction. (It's also a short sequence, so hopefully the heavy-handedness won't have time to get annoying). I'll probably permit death-by-obviously-unwise action (>HUG ASSASSIN) and possibly death by extremes of inaction, but I'm thinking that rather than establishing agency by having a lot of ways to fail, I'd just cheat a little and have most reasonable actions during the first scene work out.

Incidentally, of the titles mentioned I've only played Photopia, Hunter In Darkness, and Taco Fiction, but will check out the others and anything else that turns up on this thread. Beginning with an Act of Misdirection, if the opening's so well regarded.


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PostPosted: Thu Dec 08, 2011 12:42 am 
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matt w wrote:

The Hours (from the recent IFComp) starts with an action sequence, too, which when you complete it takes you to an area where things are much more leisurely, though it's not in medias res; the game follows sequentially in your subjective timeline. You can die in this one, but you have to try pretty hard not to get the right commands at the beginning. I found this effective but I don't know if anyone else liked this game as much as I did.


One lesson I learned from The Hours was that an in media res beginning can potentially put the rest of the story at a disadvantage. The heavy action in Alexandria left some players with a downer feeling when the game turned to intrigue in the middle of the game (though the action returned at the end). In retrospect, the pacing as a whole was steady, but the tone of the fast beginning could not be completely maintained as the conspiracy unraveled. All Roads succeeded in this aspect, I think, because it was able to maintain the tone it started with.

When you start your game, you have to ask yourself if your pacing AND your tone can be maintained. Choose your beginning carefully.


Last edited by rpatten on Thu Dec 08, 2011 12:49 am, edited 1 time in total.

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