You Should Probably Play Facade
by Chris Remo, Jul 29, 2005 10:20am PDTRather suspiciously coincidentally, just after I happen to bring up designer/theorist Ernest Adams in relation to a Gamasutra article, the man goes and actually publishes an article on Gamasutra. Clearly I am psychic or something. Adams, always a popular speaker at events such as Game Developers Conference, has long been a champion of interactive storytelling as a medium, challenging game developers to come up with more creative ways of communicating with players. In his article You Must Play Facade, Now! he implores readers to download the freely-available game Facade (as the title suggests), as well as elaborates on why he thinks it's so important.
A new video game called Facade has just been released to the public. I'll say this right up front: Facade is one of the most important games ever created, possibly the most important game of the last ten years. More important than The Sims; more important than Grand Theft Auto; far more important than Half-Life. If you are a game designer, or you want to be a game designer, you must play this game.Are Adams' superlatives deserved? Well, Facade does make dramatic leaps in terms of how a story in a video game can be told. The game casts the player as a friend of married couple Grace and Trip; you arrive at their apartment as they are going through some marital rocky waters. Over the course of the game, you can help them get back together, drive them further apart, hit on one or both of them--you do whatever you want. You can say anything you want to them too, because the game uses a natural text parser, certainly the best anyone has put in a game. Facade uses procedural methods to interpret what your typed text means and what affect it will have on Grace and Trip; they respond with body language, facial expressions, and recorded speech. As designers Andrew Stern and Michael Mateas are quick to point out, the game is just an experiement. It was entirely designed and programmed by the two of them over five years. As such, the game's visuals are rudimentary, but the important elements (facial expressions and body language) are well-represented and easy to read. One can break the illusion of reality in the game by deliberately being a jerk and typing nonsense, but when doing so the characters react much more realistically than, say, the NPCs in HL2's scripted sequences... I first saw Facade at GDC 2004. Since then I have written editorials praising it, have met with its creators, and have eagerly awaited its release. Now that it's out, I hope gamers and designers realize the implications it has on storytelling in games. It doesn't have to be applied to this kind of theatre-like drama; these procedural algorithms can and should find their way into all sorts of games. The designers have expressed their hope that professional developers will use their technology, and hopefully we'll start to see games taking advantage of it soon. The game is available for download from FileShack. The developers' website is http://www.interactivestory.net.
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Comments
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I'm all for taking Zork to the next level with lifelike, responsive graqphics and characters that can learn and change from your involvement, discussions with them. Facade ain't that game though. Programmed by 2 guys, and its evident.
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http://en.wikipedia.org/wiki/Interactive_fiction
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Guess 1.47 GHz just doesn't cut it for those text based games with what look like shit ass gfxs.
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Sigh... still installing anyway.
very disappointed.
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It doesn't matter how amazing the technology or design is if the subject isn't compelling.
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Everything you type seems like it is ignored by the game all together.
It's very frustrating trying to interact and 'talk' with the NPCs only to have them misconstrue the most simple of sentences if they pay attention to it at all.
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Why is there no guns in this game? :/
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Is there a free Antivirus program/service?
Thanks in advance and sorry for the OT!
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Everything I'd type, they'd stop talking and look at me like "wtf?" and then say something like "oooooohkay, ha ha." like I'd just said something really weird and off the wall and innappropriate, when all I had done was say one of their names, or asked a question, prefaced by one of their names.
It seemed to choke on all but two things I said, and I was using normal english. No slang or internet-isms or anything.
Well, not until I got insanely frustrated at them after about a half hour and started telling them FUCK YOU I HATE YOU, TRIP YOU'RE AN ANNOYING SACK OF SHIT AND I DON'T BLAME WHATS-HER-ASS YOUR ANNOYING BITCH OF A SOON-TO-BE-EX-WIFE FOR MOURNING THE DAY SHE FLUSHED HER YOUTH AWAY INTO THE SEWER OF YOUR SOUL.
AND FUCK YOU TO GRACE.
see if I ever come back to your house. fuckers.
Then they asked me to leave and stopped responding to me at all. Inconsiderate bastards.
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But since the Adventure genre has been dead for a decade, I wouldn't put any money on this technology being applied anywhere significant in the near future. Maybe it has a place as a side-interface to advanced versions of The Sims.
When we have processing power and memory 10x that of what we have today, and are approaching good comprehensive voice recognition, this sort of stuff will come into its own.
Also Chris, remember to close your tags. Quit remoing up the place.
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It's good stuff. I congratulate you Remo on pimping it so much.
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how do we jump this hurdle as designers in a game such as this?
I think that idea and technology can be really great things in the future, but i don't think that the scenario that its being presented in currently is very good.
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It is great to see the shack devote some space to the state-of-the-art in gaming. I mean, take a look at what we've done...video games are viewed by non-gaming population as a cross between cartoons, dungeons and dragons and Terminator 2. There are a handful of different genres of games, and that's pretty much it.
Adeventure games started dying out because they were more like books, or interactive fiction than the above stereotype. You didn't pick up and adventure game to "get your fix" and then put it down a few minutes later. But even in those games, the range of what was possible, the degrees of freedom you were given, were quite limited.
I look forward to games that offer greater freedom (someone already mentioned Spore - a valid example), and are worthy of analysis from a literary perspective. I would love to see my kid's homework in high school be playing a particular game for 10 hours and come to class to discuss how the designers constructed the world for the gamer, what metaphors were used, and could have been done more artfully.
But the most exciting thing is that we have an article on the front page that isn't about UT 2007 or Quake Wars. What is exciting is that it looks like Chris will be writing more in-depth pieces on the other areas of gaming that sites like Gamespy and IGN will always ignore. Good job, I say.
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