Tuesday, April 18, 2023

Can Gamebooks Offer Infinite Replayability?

TL;DR - theoretically.
(But easier said than done.)

Gamebooks are typically made to be played again after reaching an ending. This is true for choose-your-own-adventure books with mutiple paths and endings; for solo RPGs where the player character might die in combat; or adventures such as Fighting Fantasy which include both combat and branching plots.

But how many times can a game be replayed?

For games with branching paths and endings, a game can theoretically be replayed until all possible paths have been explored (or until the reader found the One Good Ending™ and has no further reason to play, or until the reader has reached enough endings to get bored and just flip through the book).
But even when replaying, the reader will probably just return to one of the forks along the path, and not re-read thrle whole thing each time they go through it.

In games where replayability comes from character death, on the other hand, the replayability isn't done for the sake of playing the game again, but just as another attempt to get past the unfinished challenge.
This isn't necessarily a bad thing; the real possibility of losing makes the eventual victory so much more rewarding.

Games focused on puzzles, such as my own Zaltec games, have very little replayability (beyond the aforementioned death-induced retry), as puzzles can typically be solved just once.
(Unless a puzzle can have several possible correct answers, which is a really cool idea I'd like to tackle some day.)

Bottom line?
Gamebooks can be played a few times, and that's it.

So how can a game be made to allow infinite replayability?

Here are some ideas:

0. Computer-generated storylines and characters
That's basically a computer game or Interactive Fiction, not a classical gamebook.
Let's move on.

1. Random-tables for generating storylines and characters
Better.
A gamebook can include tables for rolling dice and adding elements to the story based on the results.
These random tables can be used to generate landscapes, combat encounters, non-player characters, goals and missions, dungeons, environments, and more.
While such random-generation might not be truly infinite, they can be combined to create nearly-infinite possibilities.

This kind of system has its downsides, of course:

- Downside the First:
It's difficult to randomly-generate high-quality narrative beyond elements within the story.

- Downside the Second:
Although each playthrough is technically different, it can still often feel the same to the readers; and we're discussing replayability value, not just "how many times can the game be altered."

- Downside the Third:
Such randomization makes the gamebook become more similar to a board game than a story (which might not be a bad thing if that's what the players are looking for).
Readers often turn to gamebooks for the sake of immersion and exploration.

These problems can be worked around, but it isn't easy.
And, of course, you can't randomize puzzles.

OR CAN YOU?
I plan to write a dedicated blog post just for that.
Spoiler: Consider the game of chess.

...and speaking of chess, here's the final idea:

2. Some kind of system where the elements of the story are not pre-written
Not in different branches, and not in random-tables.
Consider, as I mentioned, the game of chess.
- The game has consistent rules that don't require infinite writing, and yet -
- The rules allow the game to develop in practicially inifinite different ways (OK, not mathematically infinite, but still more possibilities than there are atoms in the universe (and there are a darn lot of atoms in the universe)).

Could a game system be written that allows the story to develop differently every time, like in chess?
Could such a system enable creating different characters, places, motivations, and backstories each time?
How could such a system be run by a single player, without a game master (like in TTRPGs) or a computer program (like in computer programs)?

I don't know.
But I hope to find out some day.

Sunday, April 2, 2023

Page-Number Puzzles

Gamebooks typically tell which pages or sections you may turn to. This is standard, and is the whole premise for Choose Your Own Adventure.

However, some gamebooks include page-number puzzles. These puzzles allow players to proceed to a next section by solving a puzzle, whose answer is the section number.
These puzzles can serve two main purposes:

1. They ensure players only procede after meeting some story requirement, such as obtaining an item or speaking to some character.
This sort of puzzle is found in such gamebooks as the Fighting Fantasy series.

2. They add a puzzle element for its own sake.
These puzzles are features in gamebooks such as Sorcery! and my own gamebooks, the Zaltec duology.

Here are some important things to keep in mind when creating such puzzles:

1. Make sure there is only one correct answer.

Consider the following theoretical puzzle in a gamebook:
"x+y=7. Go to page x*y."
The designer might mean the answer is page 12 (with x=3, y=4). But players might end up on page 5*2, or 6*1, or -170 (with x=17, y=-10).

It's very easy to make this mistake. Gamebooks do not have an "external referee" such as a Game Master or videogame code to make sure players don't end up on the wrong page.

Make sure to have people play-test your puzzles!

2. Make it obvious to the readers that they are meant to turn to the numbered page of section.

If they solve a riddle and end up with "42", they might not understand that they need to that section. There are various ways to make it clear, such as adding text; setting precedence earlier in thrle book; or making it visually obvious, such as by presenting the puzzle on a locked door.

3. Make it clear to the readers that the correct answer is the correct one, and an incorrect answer is incorrect.

Since there is no referee there to let the readers know whether they solved the puzzle correctly, the correctness of puzzles should be self-evident.

For this reason, plain old math problems are problematic (tee hee!). A reader might get the answer wrong and not realize it.

Some ways to deal with this:

- Use non-whole numbers, with the solutiom being whole (so if readers end up with 23.189994, they'll realize they got it wrong).

- Use puzzles whose answers produce text!
A cipher which translates to "GO TO PAGE TWENTY" will be clearly correct to the readers.

4. Have people playtest in order to gauge difficulty.

It's very hard to estimate how hard a puzzle is, when you already know the solution.

5. A good puzzle should make readers feel smart.

I wish I knew a method to accomplish this. I can only bring this up as something to strive for and to attempt to measure puzzles by.