Wow! First reply was quicker than I hoped. Thanks.
Well, all of the essays on IF theory that I've read, I've found useful, but if I'd have to choose one, I'd go with Graham Nelson's Bill of Player Rights[...]
Just found it in a stack of messages someplace. He raises some excellent points, and they're the sort of thing that's good for me to have spelled out so I'm mindful of them.
I'd play a bunch of IF games and think about what you like and what you don't like, too.
Yeah... busy working on that. I played
I-0 some time ago and loved it, though when I eventually downloaded
Varicella I resorted to a walkthrough rather than spend six months of my life sweating over it. I admired
Varicella, though.
All sorts of people raved about
Sand, by Andrew Plotkin, and I hated, I mean hated hated
hated it. I'm not a big "on-rails" guy to begin with, but with this one, I figured out the big secret of the thing within fifteen moves, and I couldn't believe that so many people had thought so highly of it.
Robb's games are always worth the time. I was working a slightly later shift when
FoD came out, and I remember that the second night, after I figured out the Video Store puzzle, I played nine hours straight in a frenzied mania. It was close to 10 am the next day when I finished, and I literally read the ending, took out my contact lenses, and crashed in bed for four hours before my next shift.
One day, I hope to have somebody entranced by something of mine like that.
I'm rambling again, dammit.
And remember, someone is sitting down to play your hypothetical game so don't make them work too hard for the payoff. Give them lots of sugar from the beginning, don't make the game too open-ended so that it becomes intimidating...
I
think I understand what you mean by that, but I'm worried I'm missing something... Are you referring to goals and subtasks and all that? Keep the flow going, make sure it never stops being interesting? Or am I missing something else?
Personally, I most enjoy games that have a definite cinematic quality to them.
As above, I
think I get it... if it's not too much trouble, could I ask you to comment more on this point and the ones above?
By the way, thanks for the suggestions: I just downloaded
Punk Points, and within about five moves I've decided it's very, very cool. As I type, the pitifully slow 2k a second pipeline at my parent's house is trickling out
Heroine's Mantle.
It's really all about execution.
Oh, definitely agreed. Robb, among others, gets away with things I wouldn't put up with in a lesser author because of the brilliance of his prose style, and the general panache with which he pulls stuff of.
I'll shut up now, and thanks again for the great advice.
--------------
Protagonist X
Wow! First reply was quicker than I hoped. Thanks.
[quote]Well, all of the essays on IF theory that I've read, I've found useful, but if I'd have to choose one, I'd go with Graham Nelson's Bill of Player Rights[...][/quote]
Just found it in a stack of messages someplace. He raises some excellent points, and they're the sort of thing that's good for me to have spelled out so I'm mindful of them.
[quote]I'd play a bunch of IF games and think about what you like and what you don't like, too. [/quote]
Yeah... busy working on that. I played [i]I-0[/i] some time ago and loved it, though when I eventually downloaded [i]Varicella[/i] I resorted to a walkthrough rather than spend six months of my life sweating over it. I admired [i]Varicella[/i], though.
All sorts of people raved about [i]Sand[/i], by Andrew Plotkin, and I hated, I mean hated hated [b]hated[/b] it. I'm not a big "on-rails" guy to begin with, but with this one, I figured out the big secret of the thing within fifteen moves, and I couldn't believe that so many people had thought so highly of it.
Robb's games are always worth the time. I was working a slightly later shift when [i]FoD[/i] came out, and I remember that the second night, after I figured out the Video Store puzzle, I played nine hours straight in a frenzied mania. It was close to 10 am the next day when I finished, and I literally read the ending, took out my contact lenses, and crashed in bed for four hours before my next shift.
One day, I hope to have somebody entranced by something of mine like that.
I'm rambling again, dammit.
[quote]And remember, someone is sitting down to play your hypothetical game so don't make them work too hard for the payoff. Give them lots of sugar from the beginning, don't make the game too open-ended so that it becomes intimidating...[/quote]
I [i]think[/i] I understand what you mean by that, but I'm worried I'm missing something... Are you referring to goals and subtasks and all that? Keep the flow going, make sure it never stops being interesting? Or am I missing something else?
[quote]Personally, I most enjoy games that have a definite cinematic quality to them. [/quote]
As above, I [i]think[/i] I get it... if it's not too much trouble, could I ask you to comment more on this point and the ones above?
By the way, thanks for the suggestions: I just downloaded [i]Punk Points[/i], and within about five moves I've decided it's very, very cool. As I type, the pitifully slow 2k a second pipeline at my parent's house is trickling out [i]Heroine's Mantle[/i].
[quote]It's really all about execution. [/quote]
Oh, definitely agreed. Robb, among others, gets away with things I wouldn't put up with in a lesser author because of the brilliance of his prose style, and the general panache with which he pulls stuff of.
I'll shut up now, and thanks again for the great advice.
--------------
Protagonist X