Saturday, December 31, 2016

REVIEW: Saga of the North Wind

REVIEW: Saga of the North Wind

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A text-based fantasy adventure using CYOA-style game mechanics, Saga of the North Wind is an enjoyably atmospheric drama, intelligently written in a style that brings to life the various situations, conflicts and characters encountered on your journey to reach the Valley of the North Wind.

Your tribe (which you can name as you desire) roams the Great Steppe – a land and lifestyle that is now under threat from the murderous sorcerer Zhan-Ukhel and his Tribe of the Black Wolf. This tyrant shaman seeks to awaken the powerful and ancient Chernobog – the goddess of darkness who will aid him in his desire to control all the peoples of the Great Steppe.

The gods Svarog (god of battle), Ziva (goddess of healing) and Veles (god of mystery) visit you in the spirit world, revealing the location of the mysterious Valley of the North Wind: a verdant and unspoiled grassland plain where your ancestors once lived. Only there, they say, can you hope to defeat Zhan-Ukhel and ensure the safety and survival of your tribe. You must lead your people to this hidden valley, constantly chased by the Tribe of the Black Wolf as they seek to stop your progress and destroy you.

I genuinely enjoyed the storytelling of this text-only adventure from Tom Knights, as the grimness of the landscape, and of your tribe’s menacing predicament, adds a realistic quality to this personal saga; a journey where your leadership will be tested on many occasions. After leaving your settlement of Tar-Domos, you’ll find that the game requires you to regularly manage personalities, loyalties and friendships within your tribe (using balancing stats to measure dominance, charisma etc.) and to determine your destiny via responses to situations and opponents met during your travels.

Your available responses do offer player choice, however, they generally fall into a few obvious categories: dominant self-importance, agreeable and fair-minded decision-making, or an aggressive and controlling leadership style. The game displays your choices as an ever-shifting calculation, which then determines future responses and actions by others. This system is quite difficult to interpret, and I was often bemused by the correlation between certain decisions and the resulting stat adjustments. Also, although you have a decent selection of choices – and therefore various attitude selections for resolving issues as you wish – many decisions made will simply lead to predetermined story outcomes, so true choice is somewhat illusory.

sotnw_android

The battles are all scripted events – your role is simply to choose individual actions/reactions or an overall strategy. This works fine for the majority of encounters (particularly the large group battles), but is less than ideal when you are forced to participate in a series of repetitive gladiatorial-style arena battles. These team-based fights (including training/resting periods) simply break the narrative flow of the story and offer only a dull and tedious stoppage to proceedings. A lack of depth to the game mechanics is unmasked during this extended episode.

You’ll encounter ancient, mysterious peoples and places (where your decisions can have significant influence over following events), and may accept or refuse assistance from the gods in situations where their unique abilities are desirable. This feature ultimately gives you control over the future of both you and your tribe, leading to an ending where your personal honour and destiny is challenged. Tribe members will offer guidance and counsel on your journey, and the group dynamics are quite interesting as developments shift the balance in your relationships. There are a lot of different approaches to shape the actual content of any one journey, so replay value is very high for further playthroughs.

Saga of the North Wind is a worthwhile investment for those desiring a tale of leadership, loyalty and betrayal, grand adventure and enigmatic gods from Slavic mythology. The unfolding saga of my character suitably captivated me throughout my time in this ancient land – a spiritual journey where destiny may be nothing more than an undesired reward.

sotnw_icon

STORYLINE: A call to arms tale where you must determinedly lead your tribe to safety. Shifting loyalties and fluctuating fortunes will test your decisions, and the secretive gods will play their part. Conceptually strong in most aspects, you’ll face a range of tests that will deplete your tribe’s numbers and erode their faith in your leadership, and as you progress toward your destination questions will arise about the intentions of those guiding you.

GAMEPLAY: The simplicity of CYOA choices makes this an easy adventure to read. There’s no record keeping or map-making, so you’re free to enjoy the unfolding story. Battle mechanics lack depth, but ultimately work satisfactorily within the context of this game format. Options to play as a male or female, gay or straight (including a love interest).

PRESENTATION: Minimal in design and execution, you are presented with the text together with a hidden stats section, which remains visible on the left side when in landscape format on a larger screen. Neat and simplistic, it gets the job done without any significant embellishment.

REPLAY VALUE: Numerous choices to explore further on future adventures, leading to different alliances, events and outcomes. As this game offers a style of group leadership based on relationships, you’re likely to be somewhat keen to find out how alternative choices would have evolved the storyline, and where these relationship variations would then lead. A variety of endings are possible, so the replay value is very high.

sotnw

Review by Michael Reilly





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December 31, 2016 at 05:55PM

Advanced Fighting Fantasy 2 • Re: Blood Island?

Advanced Fighting Fantasy 2 • Re: Blood Island?

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Wow!

Statistics: Posted by Lorian — Sat Dec 31, 2016 11:06 pm






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December 31, 2016 at 03:31PM

Advanced Fighting Fantasy 2 • Re: Blood Island?

Advanced Fighting Fantasy 2 • Re: Blood Island?

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Epic!

Statistics: Posted by Ruffnut — Sat Dec 31, 2016 11:05 pm






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December 31, 2016 at 03:31PM

Advanced Fighting Fantasy 2 • Re: Pandemonium Mines

Advanced Fighting Fantasy 2 • Re: Pandemonium Mines

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Hullalla wrote:
Oli, I think this is the best stuff you have written insofar and I feel happy as I know for sure it won't be the last! 8)


Thanks!

Statistics: Posted by Ruffnut — Sat Dec 31, 2016 11:04 pm






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December 31, 2016 at 03:31PM

Advanced Fighting Fantasy 2 • Re: Pandemonium Mines

Advanced Fighting Fantasy 2 • Re: Pandemonium Mines

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Oli, I think this is the best stuff you have written insofar and I feel happy as I know for sure it won't be the last! 8)

Statistics: Posted by Hullalla — Sat Dec 31, 2016 9:07 pm






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December 31, 2016 at 01:31PM

Emily Short: End of December Link Assortment

Emily Short: End of December Link Assortment

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Events
January 7, the SF Bay IF Meetup gets together; last I checked the agenda was still somewhat tentative, but this may have become more definite since.
January 11, 18, and 25, and February 1, Boston/Cambridge: the People’s Republic of IF is hosting a series of IF readings of top-placing games from IF Comp 2016. It’s a group-play format, so you can go along and participate if you wish!
January 12 in Nottingham is the first meeting of a new interactive fiction writers’ group associated with the National Video Game Arcade. Here’s the announcement:

As Nottingham is a UNESCO City of Literature, and the National Videogame Arcade loves games of all kinds, we’re launching our very own text game writing group, Hello Words. Never written anything interactive before? That’s okay, we can start with the basics of branching and discuss the easiest tools to use to bring your vision to life. Already know your way around Twine? That’s okay too – bring your latest work in progress and we’ll act as your eager beta readers!

In our first session, we’ll be reading a few different examples of interactive fiction and discussing what we like about them. We might even start writing some interactive fiction of our own if we’re feeling brave!

We’d love it if you could join us at the NVA’s Toast Bar as we make worlds with words, 6:30-8:30pm on Thursday 12th January (And the 2nd Thursday of every month thereafter).

Please bring your own laptop or tablet, paper and pens.

You can sign up via the Eventbrite or RSVP to lynda@gamecity.org.

January 23, Boston/Cambridge, there is a regular meeting of PR-IF (in contrast with all the readings they’re hosting this month).
January 29, Oxford, the Oxford/London Meetup is getting together to talk about IF and share work in progress.
New Releases
Not All Things Make It Across is a parser-based end-of-year piece by Bruno Dias. It’s a contemplative little work about what you choose to keep and what you throw away, a ritual for the end of the year. It refers to a number of Bruno’s previous works, so the specific allusions will make the most sense if you’ve already played those. But the broader sense probably comes through with or without that aspect. A little reminiscent of Barbetween or Detritus; it doesn’t take more than a few minutes to play.
Just Talk to Them (Raymond Vermeulen) is a freshly-released Twine about trying to pick someone up at a bar. It represents the challenges (getting over embarrassment, having quick reflexes) using short quizzes of real-world knowledge totally unrelated to bars.
anachronistThe Anachronist is a Twine piece by Peter Levine. It’s long, and paced like a novel rather than like a short story or a poem; it very much belongs to the category of readerly IF. Some individual passages of text run to several pages before there’s a link, though they are also enlivened with period illustrations.
As for what it’s about, that is a little more difficult to describe. The protagonist is being burned at the stake in 1598 (perhaps), but in the moment that she stands in the flame, her mind wanders. She imagines her surroundings in Oxford, or possibly a painting of her surroundings; she thinks about alchemy, the art of memory, the intellectual commitments of a former teacher.
Your task is an abstract one, to do things that globally increase knowledge or decrease entropy. Part of the gameplay involves recognizing and selecting anachronistic references; those links aren’t highlighted for you, but if you succeed in finding something, that counts against entropy.
The knowledge aspect is a little trickier. Most of the choices at least in the early stages of the story are choices either to look more closely at some aspect of the world or else to move onward. My impression was that looking more closely would often increase knowledge, but I’m not certain how consistently that was applied. Some choices overtly claim to have changed your knowledge/entropy status, but I’m not sure that there aren’t other, covert alterations.
I have not yet had the time to read the whole thing. One of the themes so far is a meditation on cultural contact, on how people portray and understand those from other cultures. But that is definitely not the only thing going on, and I’d need to finish the piece in order to say much more.
Old and New Websites
Imzy is a link-sharing and discussion site that now has a reasonably active section devoted to IF.
http://ift.tt/2hUqIZo is a new site where you can play Hugo games online, many of which were previously only accessible with a downloaded interpreter. Currently there are nine games on the site, but these include some Hugo classics, such as Kent Tessman’s Spur and Guilty Bastards, Tales of the Traveling Swordsman by Mike Snyder (the 4th placing game from IF Comp 2006), and Cryptozookeeper by Robb Sherwin.
Meanwhile, Alex Warren is actively seeking a new maintainer for the venerable (and similarly named) http://ift.tt/16jHgQS. This site began as a hub for Quest games, but expanded to host works from a number of other languages, including Alex’s own hypertext tool Squiffy, as well as Inform and Twine pieces. Alex explains the importance of the site:

textadventures.co.uk is the place people come when they search for text adventures on the web, so it’s a big gateway to the world of interactive fiction. Taking on the website doesn’t have to be about taking on Quest.

I’ve only got Alexa rankings to prove it (so take them with a pinch of salt) but the site appears to be bigger than other IF sites like IFDBintfiction.org and Choice of Games. It’s how a lot of people start out making text adventures – in fact, it’s introduced a lot of people to programming in the first place. It’s used by schools to get children into coding and creative writing.

And if you’re looking for something even more old-school, Fredrik Ramsberg has packaged a number of post-Infocom games up so that they can be played on a Commodore 64.
Articles
Over at No Time to Play, Felix writes about what’s necessary to keep parser-based IF games moving forward.
It’s not strictly about IF, but I enjoyed Squinky’s piece about writing a game specifically for Pippin Barr, since I’m interested in games written for individuals, and because I happen to know enough about these particular individuals to add some extra interest to the question of how one would write for the other. (I’ve never met Pippin, but we’ve corresponded.)
Crowdfunding
Andrew G. Schneider is running a Kickstarter for his IF piece Nocked! True Tales of Robin Hood. (You may have encountered a preview of this piece during Spring Thing 2016.) It’s a Twine implementation coming to iOS.





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December 31, 2016 at 01:12PM

Armour rules in gamebooks

Armour rules in gamebooks

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So if you play most Fighting Fantasy books, you usually get told htat you are wearing some leather armour when you start.  There you go, what more needs to be said about armour in gamebooks?

Ok, more I guess.  Armour seems to get an inconsistent approach in gamebooks, if it is not completely ignored.  I guess the writers are following the tenet that in a gamebook you do not want to create more rules or mechanics where necessary.  If a situation comes up rarely, then you should just assign a random die roll, give some common sense consequences and forget about it rather than trying to come up with a new rule.

Which is great until you realise that armour is not a situation that comes up rarely.

Now that I’m thinking (and writing) about it, it seems strange to me that a situation that comes up quite commonly does not actually get a clear rule for it.  In Fighting Fantasy, armour could add to your skill (leading to the question that since the rules say that you cannot go over your initial skill, does it do nothing if you are at your initial skill?), it could reduce damage in certain situations, it could increase your attack strength, it could reduce your opponent’s attack strength, it could reduce damage on a die roll, reduce damage for certain or reduce damage for certain, but wear out after x hits.

So armour does come up a lot, in any gamebook series that involves a system for determining combat at any rate.  So it does need a system.  Which one could we use?

Armour makes you harder to hit

Works quite well in Fabled Lands – you have to get over your opponent’s defence score with 2d6 + your combat score to hit them.  Defence is based on combat + rank + armour.  This is a good system as long as it is not too hard to hit people as it will lead to stalls.  Also makes logical sense that armour makes you harder to hit and damage.  Tin Man Games has an armour system which makes you harder to hit, but does not reduce damage.  Space Assassin has a system where armour makes you ahrder to hit, but every hit it absorbs makes it weaker.

Armour as damage reduction

it makes sense that armour reduces damage and that is find when you are dealing d12 damage a blow to an opponent and plate armour reduces it by 4, but when you do 2 damage with every hit, you have very little room to play with.  You can reduce 50% of the damage or 100% of the damage.  Not really an option.  It is possible in a system where you could lose a lot a hit points in one hit (Lone Wolf could have used this system, but decided to do something else).  Ways to get around this include a limited number of uses or damage reduction only occurs on a certain die roll.  Good ways around it with a bit more book keeping.

Armour as a skill or attack strength bonus

As long as the skill bonus applies, this makes sense.  If you are harder to damage, it will make combat easier and so you will be more likely to win.  A shield can be used offensively, which is another reason it can increase your attack strength.  Increasing skill is a little unrealistic – if you can’t go above your initial skill, then wearing armour has no effect (?).  If it can, then for some reason, armour makes you better at all the other things skill covers in Fighting Fantasy including jumping, sneaking and climbing.  Things that armour should hinder.

But a helmet is no use here :S

Armour that has a benefit in story

A more realistic approach, but one that requires more effort.  Your helmet prevents damage to the head, your shield blocks an arrow etc.  Adds a nice touch if you can be bothered to use it.



Armour as hit points

Used in Lone Wolf (combined with armour as Combat Skill increase).  A chain coat adds 4 to your endurance for example.  At first, I couldn’t see how that would make sense, but there is a reason to it.

If for example, you have 20 endurance points and you lose 10, you have lost 50% of your endurance.

If you wear armour that increases it by 5, and lose 10 endurance, you have lost 40% of your endurance.  The armour has not magically made you gain 5 points of endurance – it has reduced the damage you received by 10%.  Of course, there are flaws – it reduces damage from hunger and other things that it shouldn’t.  And also healing becomes less effective as it is restoring a smaller proportion of your endurance.  however, it is super simple and no more die rolling or maths is required beyond adding two numbers.

So there you are.  What’s your favourite armour system for gamebooks?






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December 31, 2016 at 10:00AM

Advanced Fighting Fantasy 2 • Re: Pandemonium Mines

Advanced Fighting Fantasy 2 • Re: Pandemonium Mines

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Ruffnut wrote:
Anyone else read this?


Great job, I love the map 8)

Statistics: Posted by shintokamikaze — Sat Dec 31, 2016 5:16 pm






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December 31, 2016 at 09:29AM

Something from the past

Something from the past

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I'll be honest, two things are apparent [for those who haven't noticed ... I cringe]; first, it's been a while since my last post and second, I haven't 'replied' to some comments that were left. My apologies.

To answer the second first ... the option to allow me to respond appears to be 'gone' and I'm not clever enough in that respect to figure out why. Simply know, I have read them all and would always welcome more. Hopefully this time around I can reply to anything left in response to this post ... except Spam [grrrr].

I wrote in 2015 that it had "been a Annus horribilis of a year health wise, and although my arm, my best arm, is still crook I felt it right to do something before year's end and silence the silence." So I started 2016 with higher hopes not realising that it would prove, as far as my health was concerned, an even worse year as it progressed. I'm not going to talk about it as such, suffice to 'say' I'm having treatment and fingers crossed all will be good this Summer coming.

But the treatment has had one side effect, my energy levels are abysmal and I find I can only function for a few hours without wanting to fall asleep [laf], that said, I have been working.

So here are few bits to look at and if any are "repeats", my apologies.

This is my Happy New year to you all...































 

I expect some you'll recognise, and maybe some you'll not, it's a really medley from the past and the present and I hope you'll enjoy. 

OH, ok, a few more to make up for the 'lost' posts of 2016.










So there it is, from a magazine of old to one brand new, from White Dwarf, with a nod to Durer,  [a true hero of mine] and the ukiyo-e woodblock artists, to the Fabled Lands ... till next year, but don't expect it 'tomorrow'.

But I have one thing to add ... expect more news this Summer, lots in the works health permitting. Cheers!
 




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December 31, 2016 at 09:26AM