{"id":114,"date":"2007-04-16T22:00:31","date_gmt":"2007-04-17T03:00:31","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/archives\/114"},"modified":"2016-06-05T18:44:02","modified_gmt":"2016-06-06T01:44:02","slug":"drod-narrative-in-a-puzzle-game","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/114","title":{"rendered":"DROD: Narrative in a Puzzle Game"},"content":{"rendered":"<p><a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2007\/04\/drod-castle-1.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2007\/04\/drod-castle-1-300x225.png\" alt=\"drod-castle\" width=\"300\" height=\"225\" class=\"alignright size-medium wp-image-3347\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2007\/04\/drod-castle-1-300x225.png 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2007\/04\/drod-castle-1-768x576.png 768w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2007\/04\/drod-castle-1.png 1024w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>Let&#8217;s make one thing clear: <em>DROD<\/em> is fundamentally a bag of puzzle-rooms.  It&#8217;s got aspects of narrative and world-building, but they exist as a frame for the puzzles, and are wholly subordinate to them &#8212; for example, the gameworld is full of gates that only open after all the monsters in the room have been killed, even in areas that aren&#8217;t in dungeons.  This makes no sense in the world or the story, but the game trumps them both.  Still, the story isn&#8217;t just appended to the game (in this episode, anyway).  The story complements the game, providing a rationale for game elements.<\/p>\n<p>For example, I&#8217;ve just been through a part where Beethro briefly returns to the kingdom of Dugandy.  Through the machinations of the Empire&#8217;s agents, Beethro is a wanted man, a suspected traitor to his own king.  So, sneaking into a guardhouse (a rare stealth segment &#8212; Beethro doesn&#8217;t want to kill his own countrymen), he steals a guard&#8217;s uniform to use as a disguise.  It turns out to be a very successful disguise indeed: while he has it on, the monsters in the dungeons won&#8217;t attack him first.  Once Beethro makes an attack, everything charges.  This temporary change to the basic rules of the game is the basis for a set of puzzle rooms, ones that can only be solved by not initiating combat immediately.<\/p>\n<p>Was the puzzle sequence inspired by the story, or was the story invented as an explanation for the puzzles?  Probably a little of both, but the game gets more out of it than the story does. <\/p>\n<p>On a smaller scale, though, narrative influences puzzle content all the time.  I remember reading an essay by one of the designers, giving advice on how to make homebrew <em>DROD<\/em> levels.  I wish I could find that essay now; I&#8217;d link to it here.  The gist of it, though, was designing puzzles as stories, coming up with a description of the intended player experience before sitting down with the level editor.  Things along the lines of, &#8220;The player walks into the room and sees roach queens <span class=\"footnote_referrer\"><a role=\"button\" tabindex=\"0\" onclick=\"footnote_moveToReference_114_1('footnote_plugin_reference_114_1_1');\" onkeypress=\"footnote_moveToReference_114_1('footnote_plugin_reference_114_1_1');\" ><sup id=\"footnote_plugin_tooltip_114_1_1\" class=\"footnote_plugin_tooltip_text\">1<\/sup><\/a><span id=\"footnote_plugin_tooltip_text_114_1_1\" class=\"footnote_tooltip\">The most basic monsters in DROD are the giant cockroaches, which just charge at you in a straight line.  Roach queens are roach generators.  They flee before Beethro and create new cockroaches after every 30 moves.<\/span><\/span><script type=\"text\/javascript\"> jQuery('#footnote_plugin_tooltip_114_1_1').tooltip({ tip: '#footnote_plugin_tooltip_text_114_1_1', tipClass: 'footnote_tooltip', effect: 'fade', predelay: 0, fadeInSpeed: 200, delay: 400, fadeOutSpeed: 200, position: 'top right', relative: true, offset: [10, 10], });<\/script> in every corner, positioned behind force arrows where they&#8217;re inaccessible.  At first, this seems impossible: the player can&#8217;t reach the queens to slay them.  Then the player notices&#8230;&#8221;<\/p>\n<p>Good advice or bad?  All I can say is that it seems to have worked pretty well here.<\/p>\n<div class=\"speaker-mute footnotes_reference_container\"> <div class=\"footnote_container_prepare\"><p><span role=\"button\" tabindex=\"0\" class=\"footnote_reference_container_label pointer\" onclick=\"footnote_expand_collapse_reference_container_114_1();\">&#x202F;<\/span><span role=\"button\" tabindex=\"0\" class=\"footnote_reference_container_collapse_button\" style=\"display: none;\" onclick=\"footnote_expand_collapse_reference_container_114_1();\">[<a id=\"footnote_reference_container_collapse_button_114_1\">+<\/a>]<\/span><\/p><\/div> <div id=\"footnote_references_container_114_1\" style=\"\"><table class=\"footnotes_table footnote-reference-container\"><caption class=\"accessibility\">References<\/caption> <tbody> \r\n\r\n<tr class=\"footnotes_plugin_reference_row\"> <th scope=\"row\" class=\"footnote_plugin_index_combi pointer\"  onclick=\"footnote_moveToAnchor_114_1('footnote_plugin_tooltip_114_1_1');\"><a id=\"footnote_plugin_reference_114_1_1\" class=\"footnote_backlink\"><span class=\"footnote_index_arrow\">&#8593;<\/span>1<\/a><\/th> <td class=\"footnote_plugin_text\">The most basic monsters in DROD are the giant cockroaches, which just charge at you in a straight line.  Roach queens are roach generators.  They flee before Beethro and create new cockroaches after every 30 moves.<\/td><\/tr>\r\n\r\n <\/tbody> <\/table> <\/div><\/div><script type=\"text\/javascript\"> function footnote_expand_reference_container_114_1() { jQuery('#footnote_references_container_114_1').show(); jQuery('#footnote_reference_container_collapse_button_114_1').text('\u2212'); } function footnote_collapse_reference_container_114_1() { jQuery('#footnote_references_container_114_1').hide(); jQuery('#footnote_reference_container_collapse_button_114_1').text('+'); } function footnote_expand_collapse_reference_container_114_1() { if (jQuery('#footnote_references_container_114_1').is(':hidden')) { footnote_expand_reference_container_114_1(); } else { footnote_collapse_reference_container_114_1(); } } function footnote_moveToReference_114_1(p_str_TargetID) { footnote_expand_reference_container_114_1(); var l_obj_Target = jQuery('#' + p_str_TargetID); if (l_obj_Target.length) { jQuery( 'html, body' ).delay( 0 ); jQuery('html, body').animate({ scrollTop: l_obj_Target.offset().top - window.innerHeight * 0.2 }, 380); } } function footnote_moveToAnchor_114_1(p_str_TargetID) { footnote_expand_reference_container_114_1(); var l_obj_Target = jQuery('#' + p_str_TargetID); if (l_obj_Target.length) { jQuery( 'html, body' ).delay( 0 ); jQuery('html, body').animate({ scrollTop: l_obj_Target.offset().top - window.innerHeight * 0.2 }, 380); } }<\/script>","protected":false},"excerpt":{"rendered":"<p>Let&#8217;s make one thing clear: DROD is fundamentally a bag of puzzle-rooms. It&#8217;s got aspects of narrative and world-building, but they exist as a frame for the puzzles, and are wholly subordinate to them &#8212; for example, the gameworld is full of gates that only open after all the monsters in the room have been [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[14],"tags":[92,93],"class_list":["post-114","post","type-post","status-publish","format-standard","hentry","category-puzzle","tag-drod","tag-drod-the-city-beneath"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/114","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=114"}],"version-history":[{"count":2,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/114\/revisions"}],"predecessor-version":[{"id":3348,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/114\/revisions\/3348"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=114"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=114"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=114"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}