The blog post "Standard Patterns in Choice-Based Games" identifies common narrative structures used in choice-driven interactive fiction. It categorizes these patterns into timed choices, gated content based on stats or inventory, branching paths with varying consequences, hubs with radiating storylines, and hidden information or states that influence outcomes. The post argues that these patterns, while useful, can become predictable and limit the potential of the medium if overused. It advocates for greater experimentation with non-linearity and player agency, suggesting ideas like procedurally generated content, emergent narrative, and exploring the impact of player choice on the world beyond immediate consequences.
The blog post "Standard Patterns in Choice-Based Games (2015)" by Emily Short explores common design patterns employed in interactive narratives, specifically those using a choice-based structure where the player progresses the story by selecting from presented options. Short argues that understanding these recurring structures can be beneficial for both authors creating these games and players engaging with them. Recognizing these patterns allows authors to deliberately utilize established techniques, potentially streamlining the development process and creating a more consistent player experience. For players, awareness of these patterns can enhance their understanding of the underlying mechanics driving the narrative, allowing for more strategic engagement with the choices presented.
The post identifies several key patterns, categorizing them for clarity. One prominent category revolves around gating, where access to content or specific outcomes is controlled by earlier choices, often involving acquiring items, skills, or relationships. These gates can function as prerequisites, locking off content until specific criteria are met, or as branching paths, diverting the narrative based on the player's accumulated state. This pattern can enhance replayability by incentivizing players to explore different paths on subsequent playthroughs to unlock previously inaccessible content.
Another significant category encompasses timers and counters. This refers to the implementation of hidden or explicit tracking mechanisms that influence the narrative's progression. A timer might represent a deadline the player must meet, while a counter could track the accumulation of resources or the development of a relationship. These mechanisms introduce a sense of urgency or consequence to player choices, as inaction or specific actions can increment or decrement these values, impacting future events. The post highlights how these mechanics can create a dynamic and evolving narrative landscape, even within the constraints of a choice-based system.
Short also discusses patterns related to character relationships and internal states. These patterns often involve tracking the player character's relationship with non-player characters (NPCs), influencing the availability of certain dialogue options, actions, or even entire plotlines. The internal state of the player character, including traits like personality, morality, or mental health, can also be tracked and influence the unfolding narrative in similar ways. This allows for a more personalized player experience, reflecting the consequences of choices on the player character's development and relationships.
The post further delves into hub and spoke structures, where the narrative revolves around a central location or concept (the hub) from which various self-contained storylines (the spokes) branch out. This allows players to explore different facets of the narrative world at their own pace, returning to the central hub to select new avenues for exploration. This structure offers flexibility in narrative design and can accommodate varying lengths and complexities of individual storylines.
Finally, Short touches upon the concept of nested patterns, where multiple patterns are combined or layered to create more intricate and nuanced narrative experiences. For example, a gated section of the narrative might itself contain timers and counters, adding complexity to the player's decision-making process. This demonstrates the potential for sophisticated and dynamic storytelling even within the seemingly simple framework of choice-based games.
By highlighting these patterns, the blog post provides a valuable framework for understanding the underlying design principles of choice-based games, fostering both greater appreciation for existing games and offering guidance for aspiring creators. It emphasizes that despite the apparent simplicity of choosing between predetermined options, the strategic deployment of these patterns can result in rich, engaging, and replayable interactive narratives.
Summary of Comments ( 1 )
https://news.ycombinator.com/item?id=42773436
The Hacker News comments are generally positive and intrigued by the simplicity and potential of the CFRS[] project. Several commenters express interest in exploring the system further and appreciate the clear documentation and interactive examples. Some discuss the educational value for teaching programming concepts and the potential for creating complex patterns from a limited instruction set. A few commenters draw parallels to LOGO and other turtle graphics systems, while others suggest potential improvements like adding color or exploring different command sets. The overall sentiment reflects admiration for the project's elegance and its potential for creative exploration.
The Hacker News post "Show HN: CFRS[] Community Demos: Patterns with turtle graphics using 6 commands" has generated a modest number of comments, primarily focusing on the simplicity and educational potential of the project.
Several commenters express appreciation for the minimalist approach, highlighting the surprising complexity that can arise from a limited instruction set. One commenter draws a parallel to the elegance of the esoteric programming language Brainfuck, known for its extreme minimalism, suggesting that the demonstrated turtle graphics system shares a similar appeal. This commenter further muses on the potential for exploring Turing completeness within such constrained systems, wondering if complex computations could be performed using only the six turtle commands.
Another commenter emphasizes the educational value of the project, particularly for introducing programming concepts to beginners. The visual nature of turtle graphics is seen as a key advantage, providing immediate and engaging feedback that can help learners grasp fundamental ideas. This commenter also suggests that the limited instruction set encourages creative problem-solving, forcing users to think strategically about how to achieve desired outcomes within the given constraints.
A different comment focuses on the potential for artistic expression within the system, suggesting that the simple commands can be used to create intricate and aesthetically pleasing patterns. This commenter even proposes the possibility of generating animations or even music using the turtle graphics output, demonstrating the potential for extending the project beyond its initial scope.
One commenter offers a practical suggestion for improvement, proposing the addition of a "repeat" command to simplify the creation of repetitive patterns. This addition is seen as a way to enhance the usability of the system without sacrificing its core simplicity.
Finally, the original poster (OP) engages with the comments, responding to queries and providing clarifications. They explain the motivation behind the project, emphasizing its focus on accessibility and ease of use. The OP also acknowledges the suggestions for improvement, indicating a willingness to consider future enhancements based on community feedback.
While the number of comments is not extensive, the discussion provides valuable insights into the project's strengths and potential applications. The overall sentiment is positive, with commenters praising the simplicity, educational value, and artistic potential of the turtle graphics system.