Tdarcos wrote:What the hell kind of stupid imbecile makes discs for a game and doesn't charge for them?
This is gonna be hard to believe, but you comprehended that wrong. I am going to sell the hard copies.
If the user wants it for free, you put up a download link and let them download it. That's what the Internet is for. If you have to spend money then the person wanting it by disc should pay for it. I mean, Internet distribution is going to cost basically zero. Distribution by CD or DVD is about equal, about 20c each, a penny for a disc carrier, 5c for the envelope and 44c to mail it. That means it costs about 70c to send out a disk. Even a minimum $2 fee is reasonable and $5 seems acceptable if someone wants it on disc bad enough.
OK, you're wrong, because I am getting the hard copies made with a professional duplicator and packaging company. Are you just talking about shipping them? I have no idea what you are saying here.
I'll say this, either you're expecting to sell people a hint book for CryptoZookeeper or your game has to be easily solvable. It's why I gave up on your game, it wasn't intuitive. The puzzles were esoteric and overly complicated, the help was nonexistent, and the game frustrating and unsolvable.
Paul, there were seven spots in the game where the game itself told you how to talk to people. Ben and I had an e-mail conversation with you DIRECTLY TELLING YOU the steps needed to converse with people. You still weren't getting it. The only way it could have been less "esoteric" would be if someone broke into your house and literally typed the commands into your computer.
I mean, you look at Portal 2, a few of the puzzles are very difficult, but at least you can find help when you get stumped.
Seven different spots. SEVEN DIFFERENT SPOTS. The "Help." The routine that checks to see if you've spoken to anyone in the first five turns and tells you how to do so if not. Typing ">about". Etc. etc. etc. etc. etc. There was nothing else I could do!
One of the things that made me decide CryptoZookeeper was unforgivably bad was that if you didn't do something eventually the dog would kill you. This is unacceptable. Using the "gold standard" of the two best of the IF programs, Collossal Caves adventure and Dungeon, unless you did something stupid, like jump a cliff, attack someone or walk around in darkness, you don't get killed.
Colossal Cave and Dungeon came out in the 70s and are so far removed from being the "gold standard". There were 30 years of advances between Colossal Cave and a game today.
But if you want to talk about game design, we can talk about game design. Do nothing in Planetfall by Infocom for as long as you can and tell me how long the game is. Do nothing in Hitch-Hiker's Guide by Infocom and tell me how long the game is. Do nothing in Leather Goddesses and tell me how long the game is till your bladder bursts. Do nothing in Spellcasting 101 and tell me how long the game is until your stepfather kills you. If
anything, the whole "initial puzzle is a deadly one" is a text game TROPE.
This is the 8th game I have made. I was in a documentary about them. I have played at least a hundred, probably 500 text adventures. I know what I am doing. A guy who's last experience with the genre was the
very first one ever, which came out in 1976 or something is going to tell us all what the state of the genre is like.
This renders CZ nonplayable.
Do nothing in Duke 3D Shareware and Doom Shareware and you die. Play virtually every single arcade game and do nothing and see how long the game lasts. Do ... do you understand how retarded it would be if you were playing a game and it just let you chill forever? You have just pronounced 80% of all computer games nonplayable.
And it was nonintuitive, and exploration or trying commands does nothing for you, or, again, increases the likelihood you get killed. I'm not stupid - at least I don't think I am - but the game was just too complicated for me and failed my expectations of what an IF game is supposed to be. Fun, not frustration.
You have a certain inability to comprehend things people are telling you. You're not stupid, and your ability to speak about IF as if you know everything there is to know about the genre with a 35-year gap in games is a bit maddening, but that's fine. But here's the logic leap you never made:
- The dog is trying to eat me
- How can I get him to stop eating me?
Let me turn it around. Let's say you are designing a game. A dog is going to eat you. The point of the dog eating you is when the dog talks and says "Sorry" before doing so, thus demonstrating to the player that there are element of cryptozoology (the talking dog) in everyday life.
You won't kill the player, so that's out, but let's table that for a second. Player is getting eaten by a dog -- how would YOU design a puzzle around that? Perhaps we can all learn something here, my friend.