Multiple Interfaces in one Game?

Started by Scavenger, Mon 28/05/2012 23:49:47

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Scavenger

When designing my game, multiple characters is the first thing I want to have in it. The story, told in part by different people with different mindsets and different values.

So when you're playing as them, why should they play entirely the same? I've seen a lot of adventure games do multiple characters with just a small change in what the inventory is, or a reskinning of the GUI. What if the entire way the game played changed depending on who you are? A simple character wouldn't have a complex text parser, and likewise the noir detective wouldn't have a two button interface. A whole new wealth of puzzles could be used, and the player could really get into the mindset of the character by /having/ to think on their terms.

The main concern I have with this is: Would this annoy people? I'm not thinking of having the game be swapping interfaces on you unless it is necessary - and each interface will have it's own discrete section to work in - you wouldn't be switching between interfaces to solve puzzles. How would you implement it so that the player wasn't confused when they switch between characters and interfaces? Is this an idea that would turn you off of a game?

Armageddon

I think it would be cool if done right. In 'Time Gentlemen, Please!' they switched to a 9-verb interface for a little puzzle I thought it was pretty cool. As long as each GUI is explained well, and no text parser please. :P

Ali

I think the characters would need to have very distinct abilities and limitations for this to work - but then I think it could be excellent. Going between a detective and a postman wouldn't be enough for me. I'm not sure if going between a paranormal detective and a ghost would be enough to warrant a different interface.

However, if you had characters who really experience the world in different ways, then I think unique interfaces would be justified and lots of fun.


Ghost

An interesting idea. It would be even more radical (but work-intense) if not just the interface changes, but also the actual game screens. Exploring a room as John Everyman is one thing, what about his dog: Not only would the dog have different interactions, but it would *see* the room in a different way.
The differences would have to be relatively large though. Different "jobs" do not limit us in the way of normal interaction (look, talk etc), and special skills of a reporter/policeman/whatever might as well be represented by an inventory item. But personally, yes, I'd play any game that promises me several actually different ways to play through it.

Also, why no love for parsers?  :~( They are versatile and so old that they'll become totally new really really soon! Any time now!

Jared

I had actually been thinking of something similar when I was thinking of a massive crossover game with ripped graphics I'd called "The League of Electronic Gentleman" and every character would use their game's GUI. But I abandoned the concept quite a while ago...

Tabata

I'd love to play such a game with really different characters. For example a blind human and an alien that can fly. So very differenced abilities and views to the problems, that have to be solved.    (nod)

But I think it's a very hard work for to create such storyline and make it work well.  (roll)

blueskirt

If you can push the puzzle design all the way up to eleven with this, I'm all for it. Bring it on!

monkey0506

#7
Sorry if it's presumptuous of me, but this concept is one of the things that I was discussing with Secret Fawful shortly before releasing Beta 1 of my Interfacer module+plugin that I am currently developing (working on Beta 4 as we speak). If you aren't familiar with it, the reader's digest version is that it's a generic scripting interface that makes setting up (and changing between) interfaces much simpler than having to code the entire thing from scratch.

As the module became more and more monolithic with more and more options for customizing the thing, I realized that it might still be a bit code-intensive for some people, so I started developing the plugin which provides a more graphical way of setting up the interactions.

Fawful seemed to think that this would be a really cool idea (even if it was just a global game setting that let the user pick their own interface). I agree with him about that. I agree that forcing it on the user player could be confusing if you don't explain what's happening, or how the new interface is to be used. So definitely make sure you keep the player in the loop, but so long as you do that I think it's a great idea. Even if you don't use my stuff. :P

Secret Fawful

I think it's a wonderful idea. This is the sort of thinking I want to see more of from AGS. It feels like most people don't REALLY think about the potential the engine has.

Pen and paper RPGs typically always have a wide variety of characters like this because they only have to rely on what's written on the page. I think more adventure games should take cues from them. Take the roles in Cyberpunk 2020.


Cop-   Maximum lawmen on mean 21st century streets-   Special ability: Authority
Corporate-   Slick business raiders and multi-millionaires-   Special ability: Resources
Fixer-   Deal makers, smugglers, organizers and information brokers-   Special ability: Streetdeal
Media-   Newsmen and reporters who go to the wall for the truth-   Special ability: Credibility
Netrunner-   Cybernetic computer hackers-   Special ability: Interface
Nomad-   Road warriors and Gypsies who roam the highways-   Special ability: Family
Rockerboy-   Rebel rockers who use music and revolt to fight authority-   Special ability: Charismatic Leadership
Solo-   Hired assassins, bodyguards, killers, soldiers-   Special ability: Combat Sense
Techie-   Renegade mechanics and doctors-   Special ability: Jury Rig/Medical Tech

Quest For Glory is a great example of how gameplay can change in an adventure game depending - and I'm sure a few text adventures did it- not sure though. I wonder how in depth it could go though.

Darth Mandarb

I am a fan of this idea.

I had the same basic idea some years ago.  I was in the beginning phases of a game where the character would start in 200X (I think it was around 2007 or so when I developed the idea) and he would travel back in time to 1979, 1983, 1988, 1991, 1995 etc... and each "era" he went to the graphics/GUIs would be reflective of video games of that era.  So, for instance, when he lands in 1979 it would be simple 2 color graphics, to CGA, EGA, VGA, SVGA etc... until he landed back in his normal time and the graphics were "modern".

I think it's a neat dynamic and (as mentioned already) if done "right" would be very cool.

I particularly like Ghost's thoughts on how a character's "view" of the world would alter the graphics (IE the dog).

CaptainD

I think it sounds like a great idea!  One of my favourite things about FoA was that the interface changed slightly when you were in the dark, which is a microcosmic example of what you're looking to try.  If you were (for instance) using a 9-verb interface, you might only need 2 or 3 unique verbs for each character, but it would make the game feel more interesting.

Also have you played Discworld Noir?  After a while you get turned into a werewolf, and your perception of the world changes drastically - basically you see smells as colours.  It added a whole new dimension the game.

So basically yeah, I think if it's done as an essential part of the game and not just a gimmick, you're going to have far more people like it than not.

antipus

I'm all for the idea. The example that comes to mind for me is an old Sierra educational title called "Pepper's Adventures in Time." The player gets to play a girl named Pepper, with standard interactions (look, interact, talk, and inventory), but at certain points in the game, it switches to her dog, which can smell, bite, and something else like bark.  As it was a kid's game, the puzzles were fairly linear, as I recall, where the game switched characters for you at definite spots. I always thought it would be more fun if you could switch characters whenever you wanted to, like Day of the Tentacle.

Not to discourage you because the idea isn't new, but just to reinforce what others have said: do it if it makes sense. If you have genuinely different characters, this is a great way to make the player rethink puzzles in a different way.
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