Façade Game

суббота 18 апреляadmin
Façade
Developer(s)Procedural Arts
Publisher(s)Procedural Arts
Designer(s)
Platform(s)Microsoft Windows, macOS
Release
  • WW: July 5, 2005
Genre(s)Interactive drama, interactive fiction
Mode(s)Single-player

Façade is an artificial-intelligence-based interactive story created by Michael Mateas and Andrew Stern. It was the winner of the Grand Jury Prize at the 2006 Slamdance Independent Games Festival and has been exhibited at several international art shows.[1] In 2010, it was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.[2]

Overview[edit]

Façade puts the player in the role of a close friend of Trip and Grace, a couple who recently invited the player to their New York City apartment for cocktails. This pleasant gathering, however, is somewhat damaged by the clear domestic confrontation between Grace and Trip upon the player's entry. Making full use of the incorporated language processing software, Façade allows the player to type sentences to 'speak' with the couple, either supporting them through their troubles, driving them farther apart, or being thrown out of the apartment.

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Incorporating elements of both interactivity and drama, Façade takes advantage of voice acting and a 3-D environment, as well as natural language processing and other advanced artificial intelligence routines, to provide a robust interactive fiction experience. The player can take an active role in the conversation, pushing the topic one way or another, as in an interactive stage-play. These stage-plays are stored as script text files which can be read after the player has finished.

Façade was released for Microsoft Windows in July 2005, as a free download from the InteractiveStory.net web site.

As of 2006, the creators of Façade were developing another title called The Party,[3] however, in December 2013, Michael Mateas confirmed that they were not currently working on it.[4]

The player will gain level-locked parts that can be used early on to gain an upper hand in battle. (Online Interactions Not Rated by the ESRB) Wage fierce battles for control of territories using the most powerful weapons of war: Armored Core! These same parts can be purchased within the game through normal progression. Armored core verdict day parts The Recon Pack features 173 parts that can be unlocked earlier than normal.

Facade game endings

Plot events[edit]

Most playthroughs end with either Trip and Grace managing an initial reconciliation and telling the player they need to be alone, or being so offended by the player that Trip forcibly removes them from the apartment. However, with active intervention, it is possible to inspire the two to rediscover their love for one another, or to push one to leave the other – sometimes admitting a past affair, one of many events decided at random when play begins.

Because much of it is designed to simulate 'on-the-fly' reactions to the player's or other characters' actions, and because the scenario features a random series of events (such as what conversational topics are brought up, what drinks Trip wants to serve, etc.) it possesses a certain amount of replay value.

The parser through which the player communicates to the actors is also notable for its ability to recognize and accept a large number of complex commands and respond to them adequately. Many questions can be fully parsed by the engine and the actors can respond in a variety of ways dependent on their mood, random fluctuations, and the player's past actions. For example, in one scenario, Grace may respond favorably to the statement 'I love your decorations.', while in another context she may believe you are being condescending to her. Although not every statement made by the player will be successfully parsed, often the engine will pull related information and integrate it using the built-in voice acting clips. As such, proper spelling and grammar is almost always required for optimal player experience.

Awards and recognition[edit]

Façade won the Grand Jury Prize at the 2006 Slamdance Independent Games Festival; an early, incomplete version was a finalist at the 2004 Independent Games Festival. It has been exhibited at several international art shows including ISEA 2004 and Game/Play 2006, and was the subject of a feature article in both The Atlantic Monthly in November 2006[3] and Games for Windows: The Official Magazine in May 2007.[5]

Reception[edit]

Façade has received a mixed reception: as technology and possibility it is widely considered a major advance in interactive drama, while opinions on how enjoyable it is to play are more divided.[a][6][7] Some find that when successful, it is very effective drama, while others find the drama to be a weak point. The open-ended narrative, with many possible outcomes, is often compared to Galatea by Emily Short.[b][6][7][8]

See also[edit]

Notes[edit]

  1. ^See Montfort and Murray for contrasting opinion.
  2. ^Montfort and Murray both make this comparison.

References[edit]

  1. ^'CoC Professor Wins Slamdance Gamemaker Competition'. College of Computing. Georgia Institute of Technology. February 14, 2006. Retrieved September 24, 2014.
  2. ^Mott, Tony (2010). 1001 Video Games You Must Play Before You Die. London: Quintessence Editions Ltd. p. 615. ISBN978-1-74173-076-0.
  3. ^ ab'Sex, Lies and Videogames', by Jonathan Rauch in The Atlantic Monthly, November 2006
  4. ^Michael Mateas (December 3, 2013). 'Michael Mateas' Twitter'. Retrieved December 7, 2013.
  5. ^'Type What You Feel'Archived 2009-08-19 at the Wayback Machine, by Evan Shamoon in Games for Windows: The Official Magazine, May 2007
  6. ^ abMontfort, Nick (July 15, 2005). 'Façade review'. SPAG. Archived from the original on October 1, 2012. Retrieved March 22, 2020.
  7. ^ abMurray, Matthew. 'Façade'. Brass Lantern. Archived from the original on December 12, 2005. Retrieved March 22, 2020.
  8. ^'Finally, the Curtain Opens on Façade'. Grand Text Auto. July 5, 2005. Archived from the original on October 23, 2007. Retrieved March 22, 2020.

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Façade_(video_game)&oldid=946804224'

Endings I've found so far:.Get kicked out: say enough offensive things or make enough unwanted advances. (Talking about Grace's melons is an easy way to trigger this outcome.).Get Grace to leave: ask Grace a lot of 'why' questions and whether she's happy/loves Trip, etc. I got Trip to admit that he purposefully asked her to marry him in front of a public to force her into it, and also that he just can't accept the idea of having an artist wife, hence pushing her into advertising instead. They calmed down and said they'd need to talk it over, and wished me a good night.As for what I did to get this ending, I picked up the 8-ball and quoted it through almost all of the scene («Ball says 'Maybe'»), said random but unoffensive crap, pointed at everything, and told Trip, who asked me if I was leading up to something: 'Nah it was just random crap.' :PStill, it was a very satisfying ending for the very low amount of meaningful input I've given this thing:P. I flirted and kissed Grace (agreeing about everything and saying she looked good somehow made me able to do that) and told (lots of times) that Trip cheated on her with Maria. In the end, both were uncomfortable, and akward Grace and mad Trip insisted that everything was fine with their marriage and that i should leave.

After they close the door on you, you can hear them saying:Trip: You were something else tonight!Grace: How could you say suchthings about me?Trip: Me?! What the fuck were you thinking?Grace:You have so many problems i don't even know what to do!Also, note that in every game, there is a time near the end where they say about what you've told them.

I noticed that the combination of those things defines the ending. What you've been saying, about marriage/trip/grace/communication/love/blah. Do you think that saiying that trip is cheating on me/we don't communicate/trip's stuff/grace's parents/blah blah is really going to add something?And then there is an ending for 'Yes' and one for 'No'. The number of ending is the squared number of subjects times 2 (maybe less, since sometimes diffrent things lead to a same ending, while some don't even matter).