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<title>DM4 §48: A triangle of identities</title>
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<a id="p378" name="p378"></a>
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<h2>§48 A triangle of identities</h2>
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<blockquote>“Queer grammar!” said Holmes with a smile
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as he handed the paper back to the inspector. “Did you notice
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how the ‘he’ suddenly changed to ‘my’? The
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writer was so carried away by his own story that he imagined himself
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at the supreme moment to be the hero.”<br>
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— Sir Arthur Conan Doyle (1859–1930), <i>Three Gables</i></blockquote>
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<p class="normal"><span class="atleft"><img src="dm4-378_1.jpg" alt=""></span>
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In books like this one the word “player” is overused. There
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are at least three identities involved in play: the person typing and
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reading (“player”), the main character within the story
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(“protagonist”), and the voice speaking about what this
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character sees and feels (“narrator”). There is a triangle
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of relationships between them, and it's a triangle with very different
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proportions in different games.
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<p class="normal" style="margin-top:1em">1. <i>Protagonist and player.</i>
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“What should you, the detective, do now?” asks ‘The
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Witness’ pointedly on its first turn. Numerous games (‘Zork’,
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for instance) take the attitude that anyone who turns up can play, as
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themselves, regardless of gender or attitudes. This is to equate player
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with protagonist, making them almost the same. Sometimes the equation
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is actually engineered: ‘Leather Goddesses of Phobos’
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notices into which bathroom the player chooses to move the protagonist
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and decides the protagonist's gender accordingly. ‘Seastalker’
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(Stu Galley and Jim Lawrence, 1984), aimed at a younger audience, asks
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for the player's name and gives it to the protagonist, too. At the
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other extreme is Amy Briggs's much underplayed ‘Plundered
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Hearts’ (1987), which has as its heroine a specific girl whisked
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away by pirates in the West Indies. Reviewing in <i>SPAG</i> 4,
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Graeme Cree wrote that:</p>
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<blockquote>In ‘Zork’, you're just some anonymous guy who
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was walking by the white house. You have no particular personality,
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or history before this point. ‘Planetfall’ makes an effort
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to paint your character with the enclosed diary, but it is all chrome
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… ‘Plundered Hearts’, more than any other game gave
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me the feeling of really being inside someone <em>else's</em> head.
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Throughout the game, who you are plays an important part. Disguising
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your identity and altering your appearance is important in several
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places to elicit a desired reaction from other characters …</blockquote>
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<p class="normal">Either approach presents difficulties. If the protagonist
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is uncharacterised, the story may lack literary interest. If heavily
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determined, the protagonist is likely to be highly unlike the player
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and this risks losing the player's sense of engagement.</p>
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<a id="p379" name="p379"></a>
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<p class="aside"><span class="warning">▲</span>
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Few players have minded becoming the Reverend Stephen Dawson, the
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middle-aged clergyman of ‘Muse, an Autumn Romance’ (Christopher
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Huang, 1998), whose behaviour is constrained by his emotional blockage.
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But there are players who resent being obliged to identify with gay
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protagonists. On the whole this is their problem, not the game's,
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and it was for them that Neil James Brown wrote his pointed spoof
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‘The Lost Spellmaker’ (1997), the exploit of Mattie, a lesbian
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dwarf Secret Service agent addicted to sweets.</p>
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<p class="dotbreak">� � � � �</p>
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<p class="normal">In an interactive medium, the beliefs and abilities
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of the protagonist are more than simply a painted backcloth, because
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the player participates in them. These special abilities might be called
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the “magic” in the game's model world, in the broadest sense:</p>
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<blockquote>For magic and applied science alike the problem is how
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to subdue reality to the wishes of man.</blockquote>
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<p class="normal">(C. S. Lewis, <i>The Abolition of Man</i>.) In ‘The
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Witness’, for instance, the magic might be said to be the detective's
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ability to arrest or call for forensic analysis, and in ‘Ruins’
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we have the camera and the packing case. The magic is the imaginary
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fabric of the world, and it is as essential for the magic to have a
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coherent rationale as it is for the map to suggest a coherent geography.</p>
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<p class="indent">Because the magic is part of the background, it should
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not be allowed to become too crudely a way to solve puzzles. An “open
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door” spell should be a general technique, with several different
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applications across its game. Better yet, these techniques should be
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used indirectly and with ingenuity, for instance opening a locked door
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by casting a “cause to rust” spell on its hinges. And
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plenty of puzzles should have solutions which don't involve the magic
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at all, or else the player will start to feel that it would save a good
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deal of time and effort just to find the “win game” spell
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and be done with it.</p>
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<p class="aside"><span class="warning">▲</span>
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In a few games a linguistic surrealism is the reality: for instance
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‘Nord and Bert Couldn't Make Head or Tail of It’ (Jeff
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O'Neill, 1987) is entirely based on puns and the T-Removing Machine
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of ‘Leather Goddesses of Phobos’ can transform a rabbit
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into a rabbi. A literary critic might call this a “postmodern”
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magic, which dislocates language from what is “really”
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happening in the game. This is exceptionally hard to do well.</p>
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<p class="aside"><span class="warning">▲</span>
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Games with magic in the authentic fantasy sense seldom follow the austere
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example of Tolkien, where – although there are spells, as where
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Gandalf sets light to fir cones in (the book) <i>The Hobbit</i> –
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the sign of a wizard is more often a priest-like ability to question
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out motives in what people say and a sage-like wisdom about nature
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and history. Instead, perhaps for easy parsing and convenient subdivision
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and perhaps simply to imitate Gary Gygax's role-playing game <i>Dungeons
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and Dragons</i>, interactive fiction has
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<a id="p380" name="p380"></a>
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tended to follow the <i>Dying Earth</i> stories (c. 1950) of Jack Vance<a id="s48_fnref1"
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name="s48_fnref1"></a><a href="#s48_fn1">†</a> where spells are at
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once dramatic flourishes, complex mental exercises which must be memorised,
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and highly specific tools with outré names like “Xarfaggio's
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Physical Malepsy” and “The Excellent Prismatic Spray”.
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Many schemes of magic have been tried, and naturally each designer
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wants to find a new one. Sometimes spells take place in the mind (‘Enchanter’),
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sometimes with the aid of certain objects (‘Curses’);
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sometimes halfway between (Level 9's ‘Magik’ games, David
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Williamson and Pete Austin, 1985–6). Keying magic to objects is
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advantageous because objects are tactile and part of the game's other
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play. In other respects, too, magic needs to be subject to the discipline
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of being easily subdivided and described. “Change a belt or staff
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into a small poisonous serpent” is far more amenable to designing
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(and parsing) than “convert up to 1000 cubic feet of rock to
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mud or quicksand”.</p>
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<p class="aside"><span class="warning">▲</span>
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If the map is very large, or a good deal of moving to-and-fro is called
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for, designers have frequently used magic to provide rapid transport: such
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as the magic words in ‘Advent’, or the eight colour-coded
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collars in ‘Dungeon Adventure’, or the teleport booths
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in ‘Planetfall’ (Steve Meretzky, 1983), or the black and
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white dots in ‘Adventure Quest’ (Mike, Nick and Pete Austin,
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1984, 1983). Finding and deducing how to use this transport system can
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be a puzzle in itself, one whose solution is optional but rewarding.</p>
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<p class="dotbreak">� � � � �</p>
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<p class="normal">2. <i>Narrator and protagonist.</i>
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Some narrators behave like a French “new novelist”, reporting
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only what the protagonist is currently seeing and doing. Others
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enjoy access to what the protagonist thinks and believes:</p>
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<p class="output">Aunt Jemima has two cats, Jane and Austin, but she
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finds Austin especially annoying – this ought to make Austin your
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natural ally, but as it is you tend to glower at each other.</p>
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<p class="normal">Here the narrator of ‘Curses’ (Graham
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Nelson, 1993) tells the player that the protagonist doesn't like somebody.
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In a different game this could have been established by events, showing
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rather than telling. Indeed, the protagonist's relationship with Austin
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might have been neutral until established by the player's choices.</p>
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<p class="indent">It is the narrator who speaks the game's opening words,
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sometimes called the “overture” and conventionally used
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to say what sort of person the protagonist is, and what he or she is
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trying to do. Overtures vary widely in how direct and indeed how honest
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they are. Many, like ‘Curses’, leave the player guessing
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or misdirect as a form of tease. This is a reaction against the overture
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style of the 1980s, exemplified by ‘Snowball’ (original
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<a id="p381" name="p381"></a>
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<p class="output">The interstar freezer, Snowball 9, has entered its
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target starsystem. And it will soon enter the star unless you can do
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<p class="normal">Such directness was itself a necessity considering that
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players of the day expected any game to be a treasure hunt unless they
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were told otherwise. The overtures to quest games became highly predictable:
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here is ‘Enchanter’ (Marc Blank and Dave Lebling, 1983):</p>
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<p class="output">You, a novice Enchanter with but a few simple spells
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in your Book, must seek out Krill, explore the Castle he has overthrown,
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and learn his secrets. Only then may his vast evil…</p>
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<p class="normal">And so on and so forth. What makes such briefings
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disappointing is partly that they often run on far too long and are
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full of words like “dread” and “imbue”,
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and either take themselves very seriously or, which is worse, don't.
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Here is about a quarter of the “overture”, or opening
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text, of ‘Beyond Zork’ (Brian Moriarty, 1987), a game
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not meant as a comedy:</p>
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<p class="output">Y'Gael's dry chuckle stilled the murmur of the
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crowd. “You forget your own history, Gustar. Are you not author
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of the definitive scroll on the Coconut of Quendor?”<br>
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A tumult of amphibious croaks and squeals drowned out Gustar's retort.
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Y'Gael hobbled over to a table laden with mystical artifacts, selected
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a small stone and raised it high.<br>
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“The Coconut is our only hope,” she cried, her eyes shining
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in the stone's violet aura. “Its seed embodies the essence of
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our wisdom. Its shell is impervious to the ravages of Time. We must
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reclaim it from the Implementors, and hide it away before its secrets
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are forgotten!”</p>
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<p class="normal">Self-indulgent, self-parodying, slack, told in the
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past tense, uninteractive and basically dumb. If Moriarty felt that
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the quest of the game was hackneyed, a better response would have been
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to restructure the game, not to allow the narrator to show disdain for
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it. The same author's overture to ‘Trinity’ was by contrast
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honed to perfection:</p>
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<p class="output">Sharp words between the superpowers. Tanks in East
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Berlin. And now, reports the BBC, rumors of a satellite blackout.
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It's enough to spoil your continental breakfast.<br>
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But the world will have to wait. This is the last day of your $599
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London Getaway Package, and you're determined to soak up as much of
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that authentic English ambience as you can. So you've left the tour
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bus behind, ditched the camera and escaped to Hyde Park for a contemplative
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stroll through the Kensington Gardens.</p>
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<p class="normal">A good deal has been achieved in these two paragraphs.
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Apart from details – mention of the BBC, of continental breakfasts,
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of the camera and the tour bus – you know who you are (an
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unadventurous American tourist, of no
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<a id="p382" name="p382"></a>
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consequence to the world), where
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you are (Kensington Gardens, Hyde Park, London, England), and what
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is going on in the world beyond (bad news: World War III is about to
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break out). Also, nobody knows where you've gone. In style, the opening
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of #8216;Trinity’ is escapism from a disastrous world out of control,
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and notice the way the first paragraph is in tense, blunt, headline-like
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sentences, whereas the second is much more relaxed. For a second example,
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‘Ballyhoo’:</p>
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<p class="output">As you trudge along in the wake of the outflowing crowd,
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you thumb through your memories of this evening. Your experience of the
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circus, with its ballyhooed promises of wonderment and its ultimate
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disappointment, has been to sink your teeth into a candy apple whose
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fruit is rotten.<br>Never mind the outrageous prices, the Mt. Everest
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vantage point, the communistically long lines, the audience more savage
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than the lion act. And it wasn't the shabbiness of the performances
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themselves that's got you soured on Spangleland. No, instead it's that
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the circus is a reminder of your own secret irrational desire to steal
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the spotlight, to defy death, and to bask in the thunder of applause.</p>
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<p class="normal">Many players will have no desire for any of that:
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but then the narrator is not talking about the player, only the
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<p class="aside"><span class="warning">▲</span>
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More detailed briefing information, if it is needed at all, can be
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placed interactively into the game – and not necessarily made
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available all at once: see the books in the library of ‘Christminster’
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(Gareth Rees, 1995).</p>
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<p class="dotbreak">� � � � �</p>
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<p class="normal">3. <i>Player and narrator.</i>
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The narrator chooses how much to tell the player and which scenes to
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show instead. When the game lapses into a cut-scene, a passage of
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text in which something happens which the player cannot interact with,
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it is because the narrator has chosen to override the player. Gareth
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Rees (Usenet posting 8/8/95):</p>
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<blockquote>I decided not to use this technique, partly because I
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think it's an admission of defeat, a statement that the medium of
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adventure games is too inflexible to write the kind of character
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interaction we want to.</blockquote>
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<p class="normal">Cut-scenes risk dislocating the player's engagement
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with the game, and the level of trust between player and narrator. By
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the end of a successful game, the narrator can take greater risks, taking
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advantage of friendship so to speak. At the start, and especially in
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the overture text, the narrator does well to avoid cut-scenes and
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presumptions. Thomas Nilsson advises designers to</p>
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<blockquote>Create an image of him or it [the narrator] and stick to
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it. Receiving comments about your (limited) progress in the game might
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be funny, as long as they are not out of character.</blockquote>
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<a id="p383" name="p383"></a>
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<p class="normal">Indeed many narrators are self-effacing and unintrusive
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so long as the player pursues the “correct” line of choices,
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but immediately emerge as wry, sardonic or knowing once this line is
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deviated from. The tiniest phrases betray this:</p>
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<p class="output">><tt>wave</tt><br>
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You wave, but nobody waves back. Life's like that.</p>
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<p class="output">><tt>look behind hanging</tt><br>
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Nope, no more keys.</p>
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<p class="output">You are falling towards the ground, wind whipping around you.<br>
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><tt>east</tt><br>
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Down seems more likely.</p>
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<p class="output">Austin, your incorrigible ginger cat, lounges around here.<br>
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><tt>austin, go south</tt><br>
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I can see you've never had a cat.</p>
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<p class="normal">‘Kingdom of Hamil’; ‘Sorcerer’;
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‘Spellbreaker’; ‘Curses’. It is no coincidence
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that these responses are often jibes at the player's progress. Like
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the player, but unlike every character in the game (including the
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protagonist), the narrator knows that it <em>is</em> a game: it's the
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narrator who announces the rules, awards points and offers clues. The
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un-mimetic passage from ‘The Hitchhiker's Guide To The Galaxy’
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quoted in the previous section…</p>
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<p class="output">Ford lowers his voice to a whisper. “I'm not
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supposed to tell you this, but you'll never be able to finish the game
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without consulting the Guide about lots of stuff.”</p>
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<p class="normal">…is funny (if it is) because Ford is usurping
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the narrator. Nobody would turn a hair at the more conventional
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<p class="output">Ford hands over the book and turns away.<br>
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[Please type “consult guide about stuff” to look up its
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entry on “stuff”, and so on.]</p>
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<p class="normal">Indeed in some games it might be said that the parser,
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who asks questions like “Which do you mean…?” and
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in some games speaks only in square brackets, is a fourth character,
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quite different from the narrator.</p>
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<p class="indent">Playing games with the narrator is one of Steve Meretzky's
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favourite comic techniques. Here is a more moderate, more typical example:</p>
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<p class="output">(It's no wonder this section of Mars is considered the
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Ruined Castle Capital of the Solar System.)</p>
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<p class="normal">More moderate, yet even in ‘Leather Goddesses
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of Phobos’ such a remark feels the need for parentheses. It is
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only in parody that the narrator goes in for commentary full-time.</p>
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<a id="p384" name="p384"></a>
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<p class="aside"><span class="warning">▲</span>
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This is a common tactic for designers of juvenile or silly games, who
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hope thereby to suggest that because the game is knowing about its
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shortcomings it is therefore more sophisticated, more mature. But
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it seldom is. Cf. the numerous ‘Zork’ pastiches which
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were intended to be parodies, or Big Al's ‘BJ Drifter’
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<p class="aside"><span class="warning"><b>•</b>
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<b>REFERENCES</b></span><br>
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For surveys of the quite extensive range of approaches to player identity
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in the canonical games, see ‘Character Gender in Interactive
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Fiction’, parts I and II, by Doug Anderson (<i>XYZZYnews</i>
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3 and 6) and ‘Player Character Identity in IF’, John Wood
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(<i>XYZZYnews</i> 9). Notable gender ambiguities include the ‘Snowball’
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trilogy, whose protagonist is one Kim Kimberley, and ‘Jigsaw’,
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which attempts a romantic sub-plot without specified genders on either
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<span class="warning"><b>•</b></span>In later life, W. H. Auden (1907–73)
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considered the ghostly identity narrating a poem to be one of its two
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gifts to the reader: “The first question [the reader asks] is
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technical: ‘Here is a verbal contraption. How does it work?’
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The second is, in the broadest sense, moral: ‘What kind of guy
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inhabits this poem?’ ”</p>
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<hr class="footnotebar">
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<p class="aside" style="margin-top:0"><a id="s48_fn1"
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name="s48_fn1"></a><a href="#s48_fnref1">†</a>
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Though Dave Lebling cites the <i>Earthsea</i> novels of Ursula K. LeGuin
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as the main influence behind ‘Enchanter’.</p>
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