by Ice Cream Jonsey » Tue May 09, 2006 7:15 pm
Draal wrote:I tried to play "A mind forever voyaging" and wasn't determined enough to get past the first major dialogue sequence.
It took me MANY times to get into AMFV. I agree with you completely. And I believe that the packaging and backstory that AMFV had is really, really good -- I was psyched to begin the game, but yeah, there was a little bit of "the point of the game is trying to find the point of the game" to it.
Do programmers go out of their way to make players slog through a few nigh impossible text sequences before the game is even presented and the player is even somewhat familiar with the logic?
It's weird because, at least for text games, you can do anything with the first fifteen minutes. There's no scene you can dream up that you can't fully implement at the beginning of a text adventure. You can write long descriptions for each piece of scenery, anticipate every action, get plenty of feedback (testers are plentiful for the beginning of a game, and then tend to have real-life committments in a lot of cases, thus giving you less testers as you go on) and all the while you don't have to worry about dealing with things that came before because there is no before.
I give Slouching a free pass because I knew getting into it what I was in for. It's probably the last "What's Going On?" game I'll play in the near future. But yeah, I hear you, Draal... the questionable first puzzle is a pain in the ass. I should confess that I put one in Fallacy of Dawn, although in the process of cleaning up the end (hopefully I will finish that up this month) I tried to make the very beginning more fluid as well.
Immerse me before you hate me.
Heh, heh.
[quote="Draal"]I tried to play "A mind forever voyaging" and wasn't determined enough to get past the first major dialogue sequence.[/quote]
It took me MANY times to get into AMFV. I agree with you completely. And I believe that the packaging and backstory that AMFV had is really, really good -- I was psyched to begin the game, but yeah, there was a little bit of "the point of the game is trying to find the point of the game" to it.
[quote]Do programmers go out of their way to make players slog through a few nigh impossible text sequences before the game is even presented and the player is even somewhat familiar with the logic?[/quote]
It's weird because, at least for text games, you can do anything with the first fifteen minutes. There's no scene you can dream up that you can't fully implement at the beginning of a text adventure. You can write long descriptions for each piece of scenery, anticipate every action, get plenty of feedback (testers are plentiful for the beginning of a game, and then tend to have real-life committments in a lot of cases, thus giving you less testers as you go on) and all the while you don't have to worry about dealing with things that came before because there is no before.
I give Slouching a free pass because I knew getting into it what I was in for. It's probably the last "What's Going On?" game I'll play in the near future. But yeah, I hear you, Draal... the questionable first puzzle is a pain in the ass. I should confess that I put one in Fallacy of Dawn, although in the process of cleaning up the end (hopefully I will finish that up this month) I tried to make the very beginning more fluid as well.
[quote]Immerse me before you hate me.[/quote]
Heh, heh.