{"id":615,"date":"2009-10-10T16:45:47","date_gmt":"2009-10-10T21:45:47","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/archives\/615"},"modified":"2016-10-20T17:22:07","modified_gmt":"2016-10-21T00:22:07","slug":"blue-lacuna-conversation","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/615","title":{"rendered":"Blue Lacuna: Conversation"},"content":{"rendered":"<p>Chapter 3 of <em>Blue Lacuna<\/em> ends in a conversation with a castaway named Progue, the game&#8217;s other major character.  Much of the game is occupied with learning Progue&#8217;s backstory, which Progue himself doesn&#8217;t know at the beginning.  He&#8217;s quite mad, you see.  He doesn&#8217;t even remember his own name for a good long time.  But talking with the player apparently acts as a kind of psychotherapy, and by chapter 3&#8217;s end he&#8217;s recovered his wits enough to talk sensibly about a lot of the things you&#8217;ve discovered on the island.<\/p>\n<p>The conversation system is sort of a hybrid of menu-based conversation and Infocom-style ASK\/TELL: you&#8217;re limited to specifying a keyword to talk about, but the keywords you can use at any given moment are presented in a list at the bottom of the screen.  If you don&#8217;t like any of the current options, you can type &#8220;subject&#8221; to bring up a broader list.  There&#8217;s an occasional problem with interpreting keywords the wrong way, if they&#8217;re present as both a conversation option and a thing in the current room, but for the most part conversation is straightforward: at any given moment you&#8217;re either answering a question, in which case your choices are constrained to the possible answers, or you&#8217;re asking questions yourself, in which case you exhaustively go through your list of options, just like in most other menu-based adventure game dialogue systems.<\/p>\n<p>In the particular conversation just after Progue goes sane, there was a keyword &#8220;sketchbook&#8221;.  I didn&#8217;t remember seeing any sketchbook, but I asked him about it anyway.  I did remember some sketches in one location, so I figured that maybe they had been in a book and I had just forgotten.  It&#8217;s easy to forget details in the rush of initial exploration.  Well, it turns out that I actually hadn&#8217;t found the sketchbook yet.  I&#8217;ve found it now: it was in a place where I could have easily gotten to it very early on if I hadn&#8217;t been so dense.  Presumably all of the beta testers found it well before this point, and thus didn&#8217;t notice that it could be discussed out-of-order.<\/p>\n<p>I&#8217;m not describing this just to complain about the bug.  It&#8217;s actually pretty impressive how bugless the game had been up to that point, especially with all it does with variable descriptions: all sorts of things change with the time of day, the state of player knowledge, even with the tides, and it all just works flawlessly.  Rather, I bring it up because of what it illustrates about the conversation system.  The fact that you&#8217;re typing in keywords makes it feel a lot like ASK\/TELL, but in a traditional ASK\/TELL system, this bug would have been invisible to me.  The &#8220;sketchbook&#8221; topic could have been available, but I wouldn&#8217;t have known about it.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Chapter 3 of Blue Lacuna ends in a conversation with a castaway named Progue, the game&#8217;s other major character. Much of the game is occupied with learning Progue&#8217;s backstory, which Progue himself doesn&#8217;t know at the beginning. He&#8217;s quite mad, you see. He doesn&#8217;t even remember his own name for a good long time. But [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[301,84],"class_list":["post-615","post","type-post","status-publish","format-standard","hentry","category-if","tag-blue-lacuna","tag-if"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/615","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=615"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/615\/revisions"}],"predecessor-version":[{"id":4217,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/615\/revisions\/4217"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=615"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=615"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=615"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}