Play This Thing is now running my review of Treasures of a Slaver’s Kingdom by S. John Ross.
Two small things
JayIsGames gave a brief mention to To Hell in a Hamper: the use of the cover art there is a good sample of how outside bloggers would like to be able to show off IF. (Not that I’m obsessed with this at the moment or anything.)
The XYZZY awards were yesterday! Congratulations to the winners and nominees.
A really intriguing post on IF and storytelling
Jeff Nyman has written up some experiences using Inform 7 and TADS 3 with authors new to IF (or at least new to IF programming) and their responses about storytelling this medium and the specific tools involved.
Deluxe Doors extension
Added a new extension:
Allows for doors that are implemented as having independent ‘faces’ — to put a knocker on that can only be seen from on side, for instance, or to allow the player to lock one side with a key but the other with a latch. Also introduces a ‘latched door’ kind.
Your journey begins at the giant mushrooms.
In general I am in favor of narrative in games. However, a trend I totally do not get is that which says we should glue a framing fantasy story around some completely abstract puzzle or arcade game-play.
For instance, I just spent an hour or so with an angular-shooting game called Sparkle. Not great, not terrible. I had some fun with it on the higher levels of the demo, but not so much fun that I want to buy the complete version of the game.
Continue reading “Your journey begins at the giant mushrooms.”
Ideas for Interactive Fiction
Recently there has been a bit of an argument raging on several blogs about how much a game idea stands alone, how much it’s worth without any implementation, apropos of Squidi’s 300 game mechanics page.
I’m not going to dive into this debate, mostly because the point I’d want to make has already been made eloquently and repeatedly by other people: that the process of implementation includes a certain amount of further design work, raises questions that aren’t covered by the original specification, and so on. It tends to warp an idea in other, subtler ways, too. (A great book on this, not about game design but about art, is Baxandall’s Patterns of Intention. It’s a compelling description of how external and internal forces shape creative production, which I read in college and still go around recommending whenever I have the slightest excuse.)
On the other hand, not every game idea is viable even in its basic form: it’s either not a description of anything that could be elaborated (because it’s about incidental features of the game), or it leads inevitably to terrible implementation problems. So Squidi has genuinely accomplished something by serving up an assortment of ideas at least some of which are really pretty decent starting places.
I occasionally look through the search terms that have led people to this site, to see whether I’m providing what people are hoping to find, and one of the things semi-frequently mentioned is “ideas for interactive fiction” or “if premises” or the like. I wonder what these people are looking for — maybe, in fact, something like Squidi’s list, only IF-specific instead of directed to other kinds of (primarily video) games.