I played through Planetfall recently (still an amazing game, about which more later); but, before doing so, I had to decide what platform to play it on, given the plethora of Z-Machine interpreters. And I decided to give Frotz on the iPad a try.
That was an experiment, but not a particularly eccentric one: I far prefer reading PDFs on the iPad to reading them on a computer screen, and it’s better for reading e-mail, blog posts, etc. as well. In general, if you want to read text, the iPad (in vertical orientation) is the way to go: it does a great job of being a programmable sheet of paper. So, given that, interactive fiction seemed like a pretty good match. (And in a horizontal orientation, it’s a natural match for point-and-click adventures; I certainly thought it was a good fit for Puzzle Agent.)
The verdict: it worked well, but not as stunningly so as I’d hoped. For one thing, a text adventure (at least in its Infocom iterations) isn’t something that you play just with a device: you play with pen and paper at hand, to make a map and take notes. So I couldn’t just curl up on a sofa with the iPad: I had to be sitting somewhere where I could write and draw. Now, that’s not necessarily a drawback for playing on the iPad as compared to a computer: I’d have the same problem if I were trying to curl up with a laptop! But it does mute one of the iPad’s main advantages.
Also, the interface isn’t a joy to look at and use the way, say, Reeder is. The margins are nonexistent, the font is too small, there aren’t the sort of surprising touches that the best iPad apps have. Again, this doesn’t make it any worse than a computer Z-machine interpreter would be, but it missed a chance to be better.
And, finally, there’s input. The iPad is great for reading and for touch interfaces; it’s acceptable but slightly annoying to use for typing. Which you do a lot of while playing a text adventure! Also, not infrequently you’d like to use the up arrow key to edit your previous input, but that’s not available on the iPad. So that’s a bit of a bummer, the one area where a computer has a clear advantage.
Those are the downsides; the truth is, though, that most of them aren’t downsides as much as a lack of a potential upside, and it remains a nicer device to get close to than a computer. Still, there’s a lot of room for improvement! At a minimum, I’d prefer better layout and typography; and if somebody could come up with a keyboard interface that was a little less grating (maybe providing an up-arrow somehow, maybe somehow working each game’s dictionary into the autocompletion?), that would be great. And if there were a good way to draw maps in-game, that would be awesome: I see that Frotz does have a note screen (though I only discovered it after finishing Planetfall), but most of the time what I really want to do is draw maps instead of typing textual notes.
My guess is that I still prefer text adventuring on the iPad to text adventuring on a computer. But it’s closer than I expected; I should probably do my next experiment on a computer instead. Fortunately, I was impressed enough by how well Planetfall has held up that I’ll probably do so sooner rather than later!
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Hi there!
I’m the author of Frotz, and noticed your post via a Google alert.
I’m always looking for ways to improve Frotz, and some of the missing features you mentioned are planned for future versions (customizable margins, ability to draw in the notes area), while others are already there (font size adjustment, command history). Should I make the largest font size larger, or did you not notice the setting? Command line history could certainly be improved, because double tap and selecting from a menu is not as easy as an arrow keystroke. But I also don’t want to clutter up the display with a bunch of extra always-on-screen buttons, taking screen real estate away from the game. (This is particularly important on the iPhone, which Frotz needs to run well on as well.) I was thinking of adding some more gestures, such as two finger swipe up/down to scroll through command line history, and then also add a prominent help pop-up to explain the available gestures.
You didn’t mention what I think is Frotz for iPad’s best feature over a computer: the ability to double tap a word anywhere in the text and copy it to the input line.
I was wondering if you wouldn’t mind filing brief bug reports/feature requests on the Frotz support page for some of your ideas, including any specifics you think are important.
4/13/2011 @ 7:54 am
Thanks for chiming in, I really appreciate it! (And thanks for Frotz, too!) Glad to hear that margin changes are in the works. No, I didn’t notice the font size options in the settings – though now that I turn on the settings, I see a Dropbox option for save files, which is quite cool. (Might be a nice way to get games on the device, too?)
Actually, giving the font size thing a try, I think maybe more than font size (and margins) is at issue – even with the larger font size (18 point seems to be my sweet spot), Frotz doesn’t feel right to me to read in the way that the best iPad apps (Reeder, Instapaper) do. Comparing Frotz to those apps, as well as to a few trade paperbacks that I pulled off of the shelf leave me a little unsure as to exactly what all goes into a reading experience that I really enjoy – maybe more space between lines would help? My hat is off to iPad app designers, it seems like there are a lot of subtle choices to be made there.
I wasn’t aware of the command history feature; and even once I found it in the help, it took me several tries to activate it. (I guess it only works if you’re tapping on the left side of the screen, or something?) And I also wasn’t aware of the “double tap a word” feature, but I agree, it’s super cool! (I did like the way you expanded single-character abbreviations, but the way.) Honestly, I don’t have concrete ideas about how I would really like input to work: that strikes me as a very hard problem, and I can’t just point at other applications as examples of how other people are solving those problems better.
I’ll go and file a couple of feature requests, as you suggested; thanks again!
4/13/2011 @ 9:35 pm
A lot of these issues come from the fact that Frotz was originally an iPhone app, and the UI was designed for that, and then tweaked to work on iPad later. I spent a lot of time making the game selection part nice on the iPad in the last major update, but haven’t really made a proper pass at in-game UI usability.
For the command helper and command history, you’re supposed to just tap near the game command prompt. Works fine on the iPhone, but is finicky and not as nice on the iPad. I need to make the pop-up dialogs bigger, the active area for the tapping bigger, and add permanent buttons attached to the keyboard to bring them up as well. I was also thinking real history editing ala cursor keys could be accomplished with a two-finger swipe up and down, or perhaps, hold one thumb down and swipe with the other finger.
Anyway, I appreciate the feedback! Thanks taking the time to review Frotz and give your suggestions.
4/13/2011 @ 10:21 pm