Hidden Objects: The 
    Stories They Could Tell -- Quests
      By Becky Waxman
       
      
      
      This is the 
      second in a series of editorials about storytelling in Interactive Hidden 
      Object Games (IHOGs). In a
      
      previous editorial  I discussed character-driven IHOGs, which 
      tend to be linear, with well defined characters, twisty plots, and 
      challenges that often spring from the protagonist's talents or abilities.
      
      
      The games I am about to 
      describe are quite different from character-driven games and have a 
      greater sense of freedom. The personality of the protagonist is not as 
      developed as in character-driven games, and the plot is usually less 
      complex. The game environments are much larger and encourage nonlinear 
      exploration -- allowing the gamer to choose what to examine first and (to 
      some extent) the order in which to take on challenges. (This may involve 
      significant back-and-forthing through the gameworld.)
      
      The gamer slips into the 
      protagonist's role, not by solving puzzles related to the protagonist's 
      character or occupation, but by being caught up in the urgency of a quest. 
      Most of the puzzles spring from the forbidding, often fantastical 
      environments that the hero sets out to explore, understand, or conquer. 
      Some examples: the hero might be challenged to rescue people, restore 
      natural environments, repair mechanisms, explore under water, enable 
      portals to alternate realities, travel in time, bypass guards or security 
      systems, and use magical or chemical concoctions.
      
      The Hero Quest
      
      The hero quest or hero's 
      journey is a common narrative theme in books, films, and games, sending 
      the protagonist to an unfamiliar, foreign place or to a familiar place 
      that has been radically transformed by time or disaster. In order to "find 
      himself," the hero must first lose himself and then struggle to discover a 
      way back. The quest is a test of character; courage and self-sacrifice are 
      common themes. The quest can also be a journey into hidden or unpleasant 
      truths, where knowledge acquired or actions taken are essential for 
      setting things right upon the hero's return. The stakes are always high, 
      with the fate of a family, a village or even a civilization resting on the 
      hero's shoulders.
      
      Non-player characters (NPCs) 
      encountered on quests may be victims or allies of the villain or even 
      heroes who have previously failed the quest. The NPCs sometimes have 
      knowledge that the hero needs, or they guard artifacts and ancient/sacred 
      places. Often they are not fully developed as characters, but are there as 
      gatekeepers or task-givers.
      
      The villain in IHOG hero 
      quests usually doesn't get a lot of screen time. He may be a shadowy 
      character with one particular ambition -- eternal youth, absolute power, 
      or revenge. His influence is felt in the environment or through the 
      actions of other characters. The hero must learn enough about the villain 
      to locate and/or identify him and then (since a handy policeman is never 
      around to make an arrest) figure out how to defeat him. Sometimes the 
      environment itself becomes a "villain" in the form of storms or natural 
      disasters.
      
      Below are six examples of 
      IHOGs with a hero quest (or heroine quest, since many of the protagonists 
      are female). These could be broadly classified as games with fantasy, 
      historical fantasy, disaster, science fiction, and horror themes. I've 
      also included a game that would probably best be described as a dark fairy 
      tale.
      
      *Note: 
      I'm aware that many gamers partner with their young 
      children to play IHOGs. I've put an asterisk in front of each game that is 
      more appropriate for teens and up, rather than young children. There were 
      two close calls. Shaolin Mystery: Tale of the 
      Jade Dragon Staff
      is 
      appropriate for children until the end of the story, when there's one 
      brief but indelibly violent image. Time Dreamer has a couple of 
      vulgarities in it, but otherwise is appropriate for children, except that 
      the atmosphere is dark and the plot moves between different time periods, 
      so that a child might have trouble following it.
      
      A Gypsy's Tale: The Tower of Secrets
      
  
      
      
      Set in a fantasy world not unlike that of 
      the King's Quest games, A Gypsy's Tale contains the most 
      nonlinear story of all the games discussed here. You assume the role of 
      Reylin, a wandering gypsy hired to break the curse on a tower. You learn 
      that there's more to breaking curses than originally envisioned and that 
      much goes on beneath the surface.
      
      The graphics are painterly and nostalgic. 
      The atmosphere is quaint, with forest scenes and dwellings that would 
      accommodate a hobbit, should one drop by. The environments are meant to 
      charm and entice; until the game's end they are lovely and welcoming, 
      though evil's influence is also apparent. 
      
      The game starts out slowly, but picks up 
      as you begin to meet the characters, including a gnome, a water horse and 
      a real estate agent (the interactions are brief and the characters are not 
      voiced).
      
      The Hidden Object (HO) challenges include 
      finding items in various categories and searching for items or parts of 
      items shown as images surrounding a wheel. In the latter instance, once 
      found, the items automatically combine to form the finished object. 
      Puzzles include inventory challenges, pattern puzzles, and creating 
      potions and other concoctions.
      
      Many tasks involve solving something 
      that's gone wrong in the environment -- bringing a garden back to life, 
      fixing a fountain, making it rain, healing a deer. You'll nearly always be 
      doing several tasks at once. You can wander through the gameworld, but 
      there's also a map with hotlinks. This nonlinearity works with the story, 
      partly because the map makes it easy to visit every location to see if 
      anything has changed or if the characters have something new to say. (One 
      downside to the game's nonlinearity is the role of invisible triggers; if 
      you miss a trigger you might have to resort to the hint system in order to 
      progress.) The game toys with your expectations as to how a story in a 
      fantasy world ought to unfold, and it provides a satisfying ending.
      
      *Shaolin Mystery: Tale of the Jade Dragon 
      Staff
      
  
      
      
      This is a journey through ancient China 
      and through fantasy environments that house fragments of the fabled jade 
      dragon staff. Our heroine -- a young woman named Yu -- watches as a 
      childhood friend, Zihao, is arrested by the Imperial guards. She manages 
      to talk to him in prison, and he reveals that he is the true emperor, 
      trying to escape his power-usurping uncle. Zihao's execution looms unless 
      Yu can reassemble the fabled jade dragon staff, which will allow Zihao to 
      take his rightful place on the throne.
      
      Yu is loyal, resourceful and determined, 
      though not much else of her personality is revealed. The villain is a 
      distant figure -- his rule is characterized by encounters with the 
      oppressed city dwellers, rebels, and prison guards. The story unfolds in 
      chapters, with cut scenes showing still images, and with a narration 
      voiced by the heroine between chapters (character dialogs aren't voiced). 
      By game's end, Yu has witnessed strange and wonderful sights in the realms 
      of myth, and is beginning to understand the depth of magic and myth.
      
      The graphics appear hand drawn and include 
      city locations as well as magical environments with monumental structures, 
      spectacular flora and odd fauna. Varied animations add a sense of ambient 
      movement. The locations -- especially later in the game -- evoke a sense 
      of mystery and awe; they are meant to fascinate and intimidate. Each 
      location has creatures to converse with, though dialogs are so brief that 
      character interaction is overwhelmed by the mystery and color of the 
      landscapes.
      
      Puzzles include inventory challenges, 
      pattern analysis, assembly challenges and mini-games with Asian themes. 
      You will be manipulating the environment -- replacing missing crystals, 
      adjusting weights, snaring insects, awakening dormant spirits. Each 
      location has HO "find" lists with unusual objects to admire. Each location 
      also contains images arranged in a circle that depict items that must be 
      found. The image wheel challenges seemed to fit the environments and the 
      story better than the "find" lists. A diary, or some way to provide a bit 
      of background information about the fantastical places Yu explores, would 
      have satisfied this gamer's desire to know even more.
      
      *Nightmare on the Pacific (Premier 
      Edition)
      
      
  
      
      
      The good ship "Neptune" has wandered into 
      the path of a hurricane, and during a brief lull, rescue helicopters 
      attempt to evacuate everyone on board. One passenger, Sarah Brooks, 
      chooses to remain on the sinking ship because she knows that her children 
      and husband are trapped somewhere below. Can she find them and get them 
      out before the ship goes under?
      
      This game uses a current day setting and 
      naturalistic graphics, but the normally safe environment of a cruise ship 
      has become a horrifying mockery of itself, as the ship founders, breaks in 
      half, and part of it turns upside-down. You are dealing with rising water, 
      failing electrical systems, locked doors, massive chunks of debris, and 
      even an opportunistic shark.
      
      I didn't expect the drama of a disaster 
      story to work well with HO "find" lists, but Nightmare on the Pacific 
      combines the two surprisingly well. It makes sense, under the 
      circumstances, that items have fallen, skidded across the deck, and ended 
      up in a heap. It's fascinating to see what has happened to the inside of 
      the ship as the storm slowly rips it apart. In the pub area, for instance, 
      you could have a drink at the underside of the bar, should you choose. 
      (Bottom's up!) The groaning of the ship's timbers and various watery 
      noises are accompanied by ominous music that merges with the sound layer. 
      The main character's voiceovers are believable and add to the atmosphere 
      of urgency and strain.
      
      In addition to the "find" lists, the game 
      contains inventory puzzles, and challenges in which you unlock or force 
      doors to open, restore valves, put out a fire and remove a chandelier. The 
      Premiere Edition includes a prequel which adds a brief backstory and lets 
      you see a small portion of the ship before the storm strikes.
      
      Time Dreamer
      
      
  
      
      
      This game has a creepy atmosphere and a 
      surprisingly sophisticated story, especially for a game that otherwise 
      fits the definition of a hero quest. You awaken from a coma to discover 
      that your father (a research scientist) is now dead and your hometown is 
      being taken over by your father's employer -- a corporation called INFAM 
      (it isn't clear at first if this is supposed to have the sense of "in the 
      family" or "infamous").
      
      You are visited by a friend of your 
      father's named Giovanni, who has steely eyes and an odd little moustache. 
      Giovanni explains that you have an unusual talent -- you can travel 
      through time while you sleep, theoretically granting you the chance to 
      change reality. Giovanni wants to help you mold the environments in the 
      past so that your father will still be alive in the present.
      
      In Time Dreamer, you not only 
      travel into the past, but also into the future. Graphics in the game are 
      sometimes naturalistic, and at other times surreal, and the locations are 
      more restrictive than in the other hero quest games I've described. You 
      visit your home at various stages in time, plus the INFAM offices -- going 
      from the corporation's modest beginnings to its futuristic culmination. 
      Quirky music adds greatly to the atmosphere.
      
      During your travels, you will interact 
      briefly with other characters; dialogs are unvoiced. You will uncover 
      family secrets and evidence of dirty dealing. As your understanding 
      increases (despite slip-ups), you begin to make better time-related 
      decisions.
      
      The game features inventory puzzles, 
      sabotage challenges and HO "find" lists, some with a wacky sense of humor. 
      Certain items foreshadow events in the game and perhaps give an alternate 
      explanation for what's going on. On the "casual" setting, you can choose 
      to see items in silhouette in addition to the word descriptions.
      
      The plot in Time Dreamer advances 
      in nonlinear chunks; at points I felt as though I was hanging onto the 
      correct sequence of events by mere fingertips. Reading the diary helps 
      greatly to keep track of time periods, what's going on in each, and the 
      results of the changes made in time. 
      
      *Nightfall Mysteries: Asylum Conspiracy
      
  
      
      
      Strong-willed, and well-intentioned, 
      Christine has left her home and travelled to an isolated island after 
      receiving a letter from her grandfather. Cut off from civilization, she 
      finds an (almost) abandoned asylum. 
      
      Christine's task is to find out what has 
      happened in the past at this ominous place, and, with the help of others, 
      decide what to do about it. The game gradually gives up its secrets as 
      Christine puzzles her way through the asylum and deep into the island. 
      Cassette tapes left by previous inhabitants give a patchwork auditory 
      record of events, and tease as much as they explain.
      
      Challenges include inventory puzzles, 
      placing items in the correct order, and solving complicated locks. The 
      asylum is built to impede anyone attempting access -- many of the tasks 
      involve bypassing the security measures. Much of the place is tumbling 
      down, so that fixing machinery to gain access is also important, as is 
      creative use of certain medical equipment. The game contains traditional, 
      close-up "find" lists. Sometimes the HO screens are eerily beautiful. 
      Other times they are distinctly unsettling -- especially the ones with a 
      bizarre sense of humor. 
      
      Asylum Conspiracy 
      has an antique, hand painted look, sometimes glowing with iridescent 
      light. Odd angles throw the viewer off guard. The various locations speak 
      of terror, pain, luxury and cruelty. (The notebook contains a map, but it 
      is not hot linked.) You wouldn't expect an asylum to draw the you in, but 
      somehow this one does. 
      
      Dialogs with a handful of characters are 
      brief. Voiceovers are excellent. You learn snippets of the characters' 
      histories -- enough to make them sympathetic, though not enough to feel 
      deeply involved. They seem alarmingly willing to let Christine continue on 
      alone to confront an ultimate evil. By the end of the game, you have an 
      inkling as to what is behind the horror, and will probably be wildly 
      curious as to how the villain has managed to propagate this scheme for so 
      long.
      
      *PuppetShow: Souls of the Innocent
      
  
      
      
      Children in a European village have fallen 
      asleep and can't wake up. You assume the role of an investigator trying to 
      figure out the cause and provide a cure. Clues in the village lead to an 
      abandoned castle in a barren valley, occupied by hundreds of animatronic 
      "puppets." These puppets are similar to the automatons in Syberia, 
      though definitely creepier. They are the chief characters you meet. (The 
      game is not voiced.) 
      
      Souls of the Innocent 
      is an odd combination -- a game with dark, sinister themes, yet bright, 
      hand drawn graphics. The castle is equipped with bizarre contraptions, 
      many different types of locks and keys, and signs of genius devolving into 
      madness. An ancient evil, long dormant, has been awaiting the right 
      catalyst in order to be revived.
      
      As the quest progresses, you encounter 
      different variations of the human form -- the puppets, dolls, figures in 
      paintings, skeletons -- most in a stage of disassembly, decay, or 
      entrapment. Animations in the game are varied and add considerably to the 
      queasiness of the atmosphere, as does the unusual background music with 
      punctuated vocals. Despite the delicate use of color, the environments are 
      meant to disturb and frighten. The whole effect is wrenching enough that 
      at one point I abandoned the game and then returned because I had to know 
      how it was all going to turn out. 
      
      Puzzles test your abilities at pattern 
      analysis, inventory application, and (occasionally) your willingness to 
      experiment. Repairing, using, or stopping the puppets is part of the 
      challenge, as is fixing machinery and getting past unusual locks and other 
      types of barriers. Traditional "find" lists make up the HO challenges.
      
      
      The castle you are exploring contains 
      three towers, each harder to reach than the last -- and by the time you 
      finally mount the steps into the third tower, you are wildly curious as to 
      what is finally going to be revealed.
      
      Conclusion
      
      To recap: in hero quest Interactive Hidden 
      Object Games, you are interacting with challenging, expansive, strange and 
      exotic environments -- much more than with other characters. You have some 
      degree of control over where you go and the order in which you accomplish 
      some of the tasks. Nonlinearity often means that the story is fairly 
      simple and the pace may be uneven. If the story is complex, nonlinearity 
      means that keeping track of events can be a challenge in itself. 
      
      
      Random Thoughts
      
      Some thoughts after playing the hero quest 
      IHOGS described above.
      
      Backstory
      
      A few of these games would have been more 
      satisfying if they had provided more backstory. I personally enjoy 
      learning more about the gameworld in diaries and journals -- but I know 
      that extensive text passages aren't necessarily every casual gamer's 
      favorite thing. Two of the games provide backstory in different, 
      intriguing ways. Nightfall Mysteries: Asylum Conspiracy contains 
      cassette tapes scattered throughout the locations that can be played to 
      give a sense of how the Asylum employees were faring before Christine 
      arrived. Nightmare on the Pacific (Premiere Edition) provides a 
      playable prequel level after the main game is complete. 
      
      Going at Your Own Pace
      
      Hero quest games can be full 
      of dramatic tension (Nightmare on the Pacific) or they can be more 
      contemplative (Shaolin Mystery: Tale of the Jade Dragon Staff). The 
      nonlinear exploration in these games lets the gamer examine everything 
      much more closely than she could if this same story was being told in (for 
      instance) the form of a film. Taking your time and drinking it all in does 
      tend to reduce dramatic tension -- since the gamer controls the pace, the 
      pace can become quite slow. As a slow gamer myself, I just want to confirm 
      that games that give the option to take things slowly are just as 
      enjoyable (in fact, more so) than games that speed things up by using 
      timed challenges. Slow gamers appreciate having a "relaxed" vs. "timed" 
      option, and, as a result, probably come through the experience with an 
      increased appreciation for all the details in the gameworld.
      
      Heroines and the Men they 
      Leave Behind
      
      An intriguing aspect of IHOG 
      hero quests is the issue of the protagonist's gender. Most IHOGs have 
      female protagonists (this is common in casual games, since the majority of 
      casual gamers are female). Two of the games noted above involve storylines 
      in which an able bodied male character with knowledge of the environment 
      chooses to stay behind while the female protagonist goes on to (what is 
      for her) an unfamiliar place filled with evils and/or physical dangers. 
      For the heroine to take on dangers that no one else can face suits the 
      theme of a hero quest, but this sometimes involves downright odd decisions 
      on the part of male NPCs. If capable, strong men choose to stay behind, 
      they need a good reason. Taking care of a child -- the excuse in the games 
      I've played -- isn't a sufficient reason.
      
      First, Admire Fantastical 
      Environments -- Second, Look for a Pestle, a Pear and a Peanut
      
      Finally, the issue of "find" 
      lists. In games like hero quests that are focused on environment-based 
      challenges, close-up "find" lists -- especially those with items that have 
      nothing to do with the story or the environment -- tend to disrupt this 
      gamer's sense of immersion. Partly it's because I have to suddenly start 
      thinking verbally (keeping random words in memory, most of which have 
      nothing to do with the quest). Partly it's because the close-up areas are 
      often different in appearance (and sometimes different in theme) than the 
      rest of the gameworld. In my experience with hero quest games, HO 
      challenges that use image wheels or fragments of objects are better at 
      retaining that sense of immersion in the environments, unless great care 
      is taken to make the "find" lists suit the environment and overall theme.
      
      Coming Up Next
      
      Look to this space to see more discussion 
      of stories in casual games. But first, a slight detour into a different 
      theme, the next installment in this series: "Casual Adventures -- Testing 
      the Atmosphere." 
      
      **Hero quests in IHOGs bear 
      some resemblance to Joseph Campbell's conception of the monomyth. You can 
      read more about it at Wikipedia.
       
      
        
          
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