Posted: Fri May 11, 2012 6:45 pm
Thanks a lot for this.
I am very character driven with my writing, and I think that that tripped me up a little bit when writing a lot of the PC's remarks to everything. As a first time IF author people have no idea what to expect from me, so when they see that my protagonist is a crabby bitch who hates everything they come to the conclusion that I am a crabby bitch who hates everything. I'll touch on this more later, but I don't think people realize the degree to which I have divorced my PC's voice from my authorial voice.
I don't think that's strange at all. Every story needs conflict; what better than to drop a girl into asetting where a lot of people don't like girls?
The scary hicks attack because she is fixing their gate? Is that an attempt at some Southern dialect, like "she's fixing to break through our gate"?[/quote]
I hate to do this because it sounds so fucking pretentious, but that bit isn't supposed to make sense. It's actually a dream the person I'm basing this on had. It doesn't have much more significance than to be creepy.
I've implamented custom descriptions for the car's radiator, the radio, the air conditioning, the back seat, what's beneath the back seat, the trunk, the hood, trees on the twisty path, mist, ground, the gate, the stable house, the porch, and so it goes. Most of those have responses if you try and itneract with them in ways that make sense as well (climb a tree or turn on the radio, for instance). One of my favorit things about IF is the idea that you are walking about in a world. There is no reason to mention the glove compartment in the description of the car because it has no relevance to the story, but that doesn't mean it isn't there. If a player tries to >x glove compartment and is told there is no glove compartment when we all know cars have glove compartments, that reminds the player he's typing into a computer program, rather than inhabiting a world. Immersing a player into your world is, to me, the whole point. It may seem infesable to program in absolutely every object every player can think of, but I don't think it is. If someone complains to me "I tried to do <thing> but the game wouldn't let me," nine times out of ten I will implament that thing. Everywhere I can place custom text is an opportunity for the player to learn more about his character and the world he's in. Every one of these easter eggs is another gem for a player to discover on his third or fifth playthrough when he thought oh hey just for fun I'll >x seatbelts and finds out that not only did I write a joke there, but he can belt himself in and doing that reveals a character point way earlier than I intend to introduce it plot-wise. That stuff is fun. Games are supposed to be fun.
Don't get me wrong, I think that the "only expect to refer to objects I refer to in the flavor text" method is a reasonable suspension of disbelief agreement to make between author and player, and it works great in tons of games written by people who aren't me. But 13-year-old me always felt vaguely cheated whenever I couldn't refer to an object I felt should be in a scene, so when the time came to write my own IF I thought I'd chalenge myself to throw in as much crap as possible and find ways to tie it all into the character.
Yeah, uh, no. If I ever do end up finishing it I don't want to spoil too much, but I wasn't going for an abortion angle at all--the lost child is more a thematic element than anything else. And she's not a whore, not even an x-whore--I didn't explain this right out because I intended to do it in trippy flashback at a later point in the game. Basically how it went was: she did a lot of drugs, then one of her friends died in front of her of an overdoce, so she tried to get off drugs, had a hard time coping with all that, so she turned to sex. As... stress relief.Roody_Yogurt wrote:Disappointingly, it attacks somewhat easy targets like drug addicts and sexual deviants and abusers. Even the ex-junkie, ex-whore protagonist, after having cleaned up her life, is living in some kind of "cautionary tale" limbo (both figuratively and eventually literally). There's some foreshadowing that the game's central issue will be the protagonist's guilt over an abortion (going for some kind of botched-childhood trifecta)- I could be wrong; maybe that is not the case.
I am very character driven with my writing, and I think that that tripped me up a little bit when writing a lot of the PC's remarks to everything. As a first time IF author people have no idea what to expect from me, so when they see that my protagonist is a crabby bitch who hates everything they come to the conclusion that I am a crabby bitch who hates everything. I'll touch on this more later, but I don't think people realize the degree to which I have divorced my PC's voice from my authorial voice.
I have a ton of sympathy for my PC. I would like for the player to also have sympathy for this PC. More than that--if the player has no sympathy for the PC then the rest of the game is not going to be worth playing because it is literally all about her. The idea was to set up this girl as really bitter and resentful and not terribly personable, then peal back her onion, so to speak, over the course of the game, so you get a good look at how someone so jaded and unlikeable on the surface got that way.Roody_Yogurt wrote: The game has some sympathy for the PC and her drug-addled friends.
Roody_Yogurt wrote:For a game with a female protagonist, it makes some odd choices, portraying the world as largely misogynistic.
I don't think that's strange at all. Every story needs conflict; what better than to drop a girl into asetting where a lot of people don't like girls?
Fair enough. The tone of the game is somewhat unrelenting. I had hoped that all the custom responses (more on that later) would break up the dismalness but people seem to be coming away from it with a bad taste. In my defense, she's in an other-world, at this point, so everything she sees is filtered through the lens of her perception and magnified to horror-level. I'm glad people are unsettled, that means I was able to communicate something but people seem to take that as a failing of the game so I'm not sure quite what to do. (besides, well, finish it, I guess)Roody_Yogurt wrote:I can understand the reasoning for the abundance of this in the game, I think it loses its plausibility and effect when it's painted with such broad strokes.
The scary hicks attack because she is fixing their gate? Is that an attempt at some Southern dialect, like "she's fixing to break through our gate"?[/quote]
I hate to do this because it sounds so fucking pretentious, but that bit isn't supposed to make sense. It's actually a dream the person I'm basing this on had. It doesn't have much more significance than to be creepy.
Years of training.Roody_Yogurt wrote: I'm also not sure how an ex-junkie working a crappy job somehow has the physique of a young Terminator 2 Linda Hamilton. I mean, it's kind of cute in its sheer insensibility, but still.
I commented on my own writing? I don't quite recall what you're referring to.Roody_Yogurt wrote:The writing is quite flavorful throughout (something that it even comments on at one point).
Correct. That is exactly what I am doing. Did you try it?Roody_Yogurt wrote:Encourage the player to refer to one not-mentioned object and you're basically saying, okay, refer to anything you can think of.
I've implamented custom descriptions for the car's radiator, the radio, the air conditioning, the back seat, what's beneath the back seat, the trunk, the hood, trees on the twisty path, mist, ground, the gate, the stable house, the porch, and so it goes. Most of those have responses if you try and itneract with them in ways that make sense as well (climb a tree or turn on the radio, for instance). One of my favorit things about IF is the idea that you are walking about in a world. There is no reason to mention the glove compartment in the description of the car because it has no relevance to the story, but that doesn't mean it isn't there. If a player tries to >x glove compartment and is told there is no glove compartment when we all know cars have glove compartments, that reminds the player he's typing into a computer program, rather than inhabiting a world. Immersing a player into your world is, to me, the whole point. It may seem infesable to program in absolutely every object every player can think of, but I don't think it is. If someone complains to me "I tried to do <thing> but the game wouldn't let me," nine times out of ten I will implament that thing. Everywhere I can place custom text is an opportunity for the player to learn more about his character and the world he's in. Every one of these easter eggs is another gem for a player to discover on his third or fifth playthrough when he thought oh hey just for fun I'll >x seatbelts and finds out that not only did I write a joke there, but he can belt himself in and doing that reveals a character point way earlier than I intend to introduce it plot-wise. That stuff is fun. Games are supposed to be fun.
Don't get me wrong, I think that the "only expect to refer to objects I refer to in the flavor text" method is a reasonable suspension of disbelief agreement to make between author and player, and it works great in tons of games written by people who aren't me. But 13-year-old me always felt vaguely cheated whenever I couldn't refer to an object I felt should be in a scene, so when the time came to write my own IF I thought I'd chalenge myself to throw in as much crap as possible and find ways to tie it all into the character.
Yeah, really, the only major decisionpoint in the intro is the scene in the graveyard. As a player, I love interactivity; as an author, a branching plotline is a nightmare. This was my attempt to meld those two concepts: few split points that lead to different endings, but each split gives you lots of leeway. As far as that goes I don't think it's a problem for a game to have rails, because... well... it's a game. The trick is to hide them. And from what I've read I think that I succeeded rather well in that, at least.Roody_Yogurt wrote:It doesn't seem like there are a ton of choices per "scene"