by Ice Cream Jonsey » Sat Aug 31, 2024 11:37 am
Because the road to finishing Cyberganked is unclear, and because I finally had a small idea for another small, hour-long game, I may take a break and work on this other idea instead.
Something I have never done is really, REALLY think about what people liked when it came to Infocom games. A lot of mine are interactive stories. But is there a quality or two that comes to mind when you think that Infocom games had?
Some examples:
Because they didn't have infinite space, the writing is terse, where mine usually isn't. I am trying to work on that.
The look of them was either white text on a blue background, which Hugo doesn't quite nail, because screens are SO massive now, but also I want to say white text on a gray background. I am in the mood for letting players choose whatever color combinations they want (and I think Hugor allows this) but that is another thing.
And of course, the puzzle design was meant to make you think and for the Infocom games I played, the puzzles were more important than the characters.
I am curious what else people think about. It is a style of game I would like to consider for a small dose.
Because the road to finishing Cyberganked is unclear, and because I finally had a small idea for another small, hour-long game, I may take a break and work on this other idea instead.
Something I have never done is really, REALLY think about what people liked when it came to Infocom games. A lot of mine are interactive stories. But is there a quality or two that comes to mind when you think that Infocom games had?
Some examples:
Because they didn't have infinite space, the writing is terse, where mine usually isn't. I am trying to work on that.
The look of them was either white text on a blue background, which Hugo doesn't quite nail, because screens are SO massive now, but also I want to say white text on a gray background. I am in the mood for letting players choose whatever color combinations they want (and I think Hugor allows this) but that is another thing.
And of course, the puzzle design was meant to make you think and for the Infocom games I played, the puzzles were more important than the characters.
I am curious what else people think about. It is a style of game I would like to consider for a small dose.