In analyzing Colossal Cave Adventure, it is easy to notice the similarities of the game and narration with an actual novel. When it comes to the way the story is played out it is almost the same as the player starring in their own action adventure story. Like all games, there are restrictions and boundaries. The player must remain within the lines of the program, but the way commands are set up and the ability to explore really gives the player a sense of freedom. The game gives the illusion that players create their own unique story as they move along and try to survive in a mystical world full of dangers.

In analyzing Colossal Cave Adventure, it is easy to notice the similarities of the game and narration with an actual novel. When it comes to the way the story is played out it is almost the same as the player starring in their own action adventure story. Like all games, there are restrictions and boundaries. The player must remain within the lines of the program, but the way commands are set up and the ability to explore really gives the player a sense of freedom. The game gives the illusion that players create their own unique story as they move along and try to survive in a mystical world full of dangers.

More recent games focus more on graphics and visual effects. It is easy for players to become distracted by a visually pleasing game and unintentionally ignore the storyline. Colossal Cave Adventure is very simple and its visuals are almost exactly that of an actual paper novel. In novels readers get descriptions of the story which allows them to picture what is going on in their mind. This is the same for reading the descriptions in Colossal Cave Adventure. The difference is that Colossal Cave Adventure interactive and non-linear, while regular book stories are linear and are a controlled experience set up by the author. The sequences of events in the story are specifically ordered and the order will not change(Costikyan). Games must be nonlinear, at least to the point where players feel like they have an active part in the story and their actions have a response(Costikyan). In Colossal Cave Adventure players can make wrong decisions and die, or just take a less direct route to the right answer. There are also non-linear novels that give three or four options at the bottom of the pages of different ways the story progresses and readers can make a decision on to what direction they want to go in the story.

All good fictional narratives begin with an introduction also called an exposition. This is the part of the narrative that sets up the setting and starts the story. Colossal Cave Adventure opens by explaining the ‘what’ and ‘why’ of the story after the player reply ‘yes’ when it asks if you would like instructions. “Somewhere nearby is Colossal Cave, where others have found fortunes in treasure and gold, though it is rumored that some who enter are never seen again.”(Jerz) The “what” is Colossal Cave. This enticing intro also informs the player of the “why’, treasure! The narrator also explains that they will be “your eyes and hands”. Players are to use commands of one or two words to direct them. Although using one or two words to maneuver around the world is constricting, the descriptions of where the player goes is very fulfilling.

After the initial instructions the narrator drops the player of in the setting. “You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.”(Jerz) In these two sentences, the player now knows the “who” (the player themselves) and that he or she is dropped in the middle of this magical world at the end of some mysterious road. The area where the player is placed is so great because it has so many options to choose from. The narrator explains that you are standing at the end of a road before a small brick building. Anyone would be curious as to what could be waiting on the other side and along a road in the forest. The narrator then adds that there is a small brick building with a stream flowing out of the building and into a gully. There are so many interesting things that can be found in each of these areas, encouraging the player to investigate them all, building up the storyline as they go along. Instead of a first person narrative, there is no need to explore or analyze the main character. Since the player is playing as themselves, they are already aware of the complicated workings within him or herself. They are playing as themselves in this game world which is, to an extent, an early example of virtual reality.

Conflicts are very important for any narrative and especially games. There are many different mini climaxes that evolve into one as the story unravels. The player must deal and adapt to the environment that can be unforgiving and not always having an easy way out. There is a thief that follows the player and tries to steal their treasures all the while players must fight dwarves, solve puzzles and dodge giants to succeed.

The gameplay is essentially the interaction with the storyline. The storytelling in this game is unique and especially original for its time. As one of the first interactive stories, one where the player becomes more immersed in the story the longer they interact along with conflict and storytelling, Colossal Cave Adventure really lures in players using the common love for a good story and keeps them playing.

 

References

Costikyan, Greg “Where Stories End and Games Begin”. (2001) Web. Costik.com Nov 5 2009 http://www.costik.com/gamnstry.html

WikiAnswers. “Q: What are the components of a story?” (2009) Web. Answers.com Nov 5 2009 http://wiki.answers.com/Q/What_are_the_components_of_a_story

Jerz, Dennis. “Colossal Cave Adventure – Will Crowther (c1975); Will Crowther and Don Woods (1976)” (2004)Web.  Dennis G. Jerz Nov 5 2009 http://jerz.setonhill.edu/if/canon/Adventure.htm