I want to thank everyone who took the time to play Transparent. I know it was a somewhat difficult and obtuse game to get into due to both mistakes and some intentional design choices I made. I have received excellent feedback which will go towards making the post-comp release a more enjoyable and playable experience.
I started working on the game late, which is my fault and a horrible habit I have. Comps are the most motivational force to get me to write, and I’m really happy that there are a lot more springing up throughout the year. I thank all of the organizers who are creating new comps and giving authors this kind of goal and inspiration instead of having to resort to releasing unheralded games blindly onto the IFDB conveyor belt.
The major elements of what became Transparent have been in my mind for years. When I decided to enter the 20th annual comp (on the date of the deadline to submit intent!) I fused an old screenplay I had written (film crew investigating a psychologically impacted house that won’t sell) with a concept for a theme park haunted attraction (the exterior layout and extended backstory of Thorne Manor.) The dealmaker for me was Daniel Stelzer’s generous offer to let me use his amazing music extension, and I decided I could whip out a relatively compact and interesting game in a month.
All projects insidiously expand to fill every bit of your free time and grow three sizes larger like the Grinch’s Christmas heart. If you write a parser game, don’t be surprised whenever this inevitably happens.
Writing the game wasn’t the problem. I’d started enough bad games that I actually was able to avoid some pitfalls ahead of time and structure my code so that I didn’t get lost in a morass of random undirected effort. I maximized every spare moment I had building the map in Trizbort and writing room descriptions in my spare time at work, and painting the image of the house in the newest MSPaint (which is shockingly good, I discovered!) on my work computer. What I wasn’t able to predict and account for was that my very experienced beta-testers weren’t going to help me very much at all in the final week before the deadline, which was when the entire game came together and the finale/solution/endings went in. The photography system got lots of testing. Lots of individual parts of the game got tested. But I never got anyone to make it all the way through the game from beginning to end to give impressions of the overall feel and play of the thing. This is my fault. If my testers had no other lives, I probably would have been convinced to fix the inventory limit earlier, and to fix the “light” synonym problems, and to pace the game more intelligently, and provide a slightly better motivational through line for the PC. It ended up being like a stage show filled with good individual elements and scenes that never had a complete dress rehearsal before opening night.
The multimedia elements actually were the least problematic element in creating the game!
Horror is a very difficult genre to write, and I had several goals in mind:
I didn’t want to ever tell the player that they were scared. I wanted the dread to build up organically with the player noticing subtle changes in the environment, either as planned events, or as a result of the butler’s behavior. For example, every door makes a sound. I wanted the player to hear doors opening and closing when they weren’t doing it and make them come to their own conclusion that someone else was in the house. Some reviewers interpreted this as a poor choice when the PC would not react explicitly to large-scale events such as a crawling disembodied hand, or flat-out poltergeist manifestations.
I intentionally kept the PC gender-neutral, so a player could insert themselves into the character instead of feeling they were playing a pre-set person apart from them.
I wanted the mansion to have a multilayered backstory, but I didn’t want to cram any of it down the player’s throat as blatant exposition. I wanted curious players to be able to search for it if they cared to, and I didn’t want to explain it all completely. I hoped players would be able to fill in gaps for themselves and that imagination would render the unknown possibilities more vivid than if I directly spelled out what exactly happened before in a cutscene.
I wanted the game to masquerade as a simple re-playable scored photograph-hunting expedition (conceptually similar to Captain Verdeterre’s Plunder,) that would eventually ensnare repeat players to stumble across hidden secrets that led to extra endings.
Unfortunately, in my attempt to not lead explicitly, I didn’t make it clear enough that just taking pictures and leaving the property was a completely valid ending. More than one reviewer explored the mansion and decided that the trail ran cold and they didn’t know what to do next. This was actually one of my diabolically evil intentions: I wanted some people to decide there was no mystery and leave, (very much like the film crew probably did with other haunted locations) only to read later of others who had different and more extensive experiences in the house. Thus the house would build up it’s own little meta-mystery. The separate endings I had intended as Easter eggs.
This didn’t work for two reasons.
One: I put the extra endings in the walkthrough feelie, which was probably stupid.
Two: I have to imagine that player expectations have evolved since the days of Infocom where there could be a game like Zork… “Hey, a locked house!” “Fill this cabinet with treasures. Go!” …and players would persistently work their way deeper into a game because that’s what you do. In past days of IF yore, if there was a locked door, you searched for the key. If a mysterious phone was ringing in a locked room in an abandoned house with no phone service, you wanted to find out why. If you had a map with a big blank space marked DON’T GO HERE, then you inferred that was your goal. Expectation of what is a clue and what is motivation are much different now, and many have been groomed to expect the multiple-choice format rather than the essay question. Players are less likely to put on a hardhat and dig their own way down into the Great Underground Empire then they were twenty years ago.
That’s not an condemnation of modern IF players, that’s just a miscalculation on my part on how IF has changed. The post-comp release will have extra clues and more inventory space and a clearer through-line to keep players motivated. I’m very fortunate to have had this learning experience.