The Battle of Walcot Keep: Difference between revisions

From IFWiki

No edit summary
 
m (Text replace - '[[Category:Games in 2004' to '[[Category:Works in 2004')
 
(9 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{game infobox|title=The Battle of Walcot Keep|image=|authors=Steve Breslin, Eric Eve, Lindsey Hair|illustrator=Michael Bechard|released=13-Jun-2004|authsystem=[[TADS 3]]|language=English|license=[[Freeware]]|competition=IF ART 2004}}
<table style="width:100%;margin-bottom:1em;clear:both"><tr><td>{{genre wanted}} {{comp3rd|2004 IF Art Show|Honorable Mention}}</td></tr></table>


==Introduction==
{{game infobox|title=The Battle of Walcot Keep|image=|author=[[Steve Breslin]], [[Eric Eve]], [[Lindsey Hair]]; illustrated by [[Michael Bechard]]|publisher=n/a|released=13-Jun-2004|authsystem=[[TADS 3]]|platform=TADS 3|language=English|license=[[Freeware]]|color=none|graphics=optional|sound=none|cruelty=TBD}}
This game explores a number of key programming and structural features of IF, emphasizing complex spaces, and AI agents. The game is multi-threaded, but the player (as a ghost) cannot influence the outcome. Even while the game challenges the felicity of report for multiple NPC actions per turn, the game also makes aesthetic statements about agency and the role of PC as observer.


==The Game==
==Theoretical Study==
The first thing that happens in the game is that the player-character dies. He then, as a ghost, observes a medieval battle between NPCs, across a spatially complex area. Earlier IF featured monadic rooms, but this game features a very open space: guards firing arrows from towers, attackers swinging on ropes from one room to another. All of this is animated by a state-of-the-art NPC-AI system.
This game is probably more important as a theoretical study than a conventional play piece. It explores a number of key programming and structural features of IF, emphasizing complex spaces, and AI agents. The game is multi-threaded, but the player (as a ghost) cannot influence the outcome. Even while the game challenges the felicity of report for multiple NPC actions per turn, the game also makes aesthetic statements about agency and the role of PC as observer.
 
Earlier IF featured monadic rooms, but this game features a very open space: guards firing arrows from towers, attackers swinging on ropes from one room to another. It anticipates Steve Breslin and Eric Eve's Tads-3 Connected Space extension, which breaks even further away from monadic rooms.
 
All of the action is animated by the [[Reactive Agent Planner]], an NPC-AI system adapted for Tads-2 by [[Nate Cull]], and expanded by Steve Breslin for Tads-3.
 
==How It Begins==
The first thing that happens in the game is that the player-character dies. He then, as a ghost, observes a medieval battle between NPCs, across a spatially complex area.


==Notable Features==
==Notable Features==
* Complex space, visually connected rooms.
* Thoroughgoing automated NPC behavior.
* Thoroughgoing automated NPC behavior.
* Complex space, visually connected rooms.
* Multi-threaded.
* Possibly the first multi-threaded game whose resolution cannot be influenced by player action. Possibly a critique of agency or critique of multi-threaded game design.
* Possibly the first multi-threaded game whose resolution cannot be influenced by player action.
* Possibly a critique of agency or critique of multi-threaded game design.
 
==Versions==
===Version 1.0===
* ''The Battle of Walcot Keep'' ([[Steve Breslin]], [[Eric Eve]], [[Lindsey Hair]]; 13-Jun-2004; [[TADS 3]]).
** {{babel|ifid=TADS3-8C62B521737A41DF404DC1E3C7D97976}}
** Illustrated by [[Michael Bechard]]
** [[2004 IF Art Show]]: Honorable Mention
** {{ifarchive|art/if-artshow/year2004/|battle.t3}}


==Links==
==Links==
* {{baf game|The Battle of Walcot Keep|2688}}
* {{baf game|The Battle of Walcot Keep|2688}}.
* {{ifdb game|The Battle of Walcot Keep|vvf6ej4vxwwxqnjy}}.


[[Category:Games]] [[Category:Games in 2004]] [[Category:TADS 3]]
[[Category:Works|Battle of Walcot Keep, The]]
[[Category:Works in 2004|Battle of Walcot Keep, The]]
[[Category:IF Art Show works|Battle of Walcot Keep, The]]
[[Category:TADS 3 works|Battle of Walcot Keep, The]]
[[Category:Genre wanted|Battle of Walcot Keep, The]]
[[Category:Cruelty to be determined|Battle of Walcot Keep, The]]

Latest revision as of 21:01, 22 October 2014

Genre wanted
Genre
wanted
White comp ribbon.png
2004 IF Art Show
Honorable Mention
The Battle of Walcot Keep
Author(s) Steve Breslin, Eric Eve, Lindsey Hair; illustrated by Michael Bechard
Publisher(s) n/a
Release date(s) 13-Jun-2004
Authoring system TADS 3
Platform(s) TADS 3
Language(s) English
License(s) Freeware
Multimedia
Color effects none
Graphics optional
Sound/Music none
Ratings
Cruelty scale Cruelty to be determined

Theoretical Study

This game is probably more important as a theoretical study than a conventional play piece. It explores a number of key programming and structural features of IF, emphasizing complex spaces, and AI agents. The game is multi-threaded, but the player (as a ghost) cannot influence the outcome. Even while the game challenges the felicity of report for multiple NPC actions per turn, the game also makes aesthetic statements about agency and the role of PC as observer.

Earlier IF featured monadic rooms, but this game features a very open space: guards firing arrows from towers, attackers swinging on ropes from one room to another. It anticipates Steve Breslin and Eric Eve's Tads-3 Connected Space extension, which breaks even further away from monadic rooms.

All of the action is animated by the Reactive Agent Planner, an NPC-AI system adapted for Tads-2 by Nate Cull, and expanded by Steve Breslin for Tads-3.

How It Begins

The first thing that happens in the game is that the player-character dies. He then, as a ghost, observes a medieval battle between NPCs, across a spatially complex area.

Notable Features

  • Complex space, visually connected rooms.
  • Thoroughgoing automated NPC behavior.
  • Multi-threaded.
  • Possibly the first multi-threaded game whose resolution cannot be influenced by player action.
  • Possibly a critique of agency or critique of multi-threaded game design.

Versions

Version 1.0

Links