IntroComp and Hooks

In a post explaining the purpose of IntroComp, Stephen Granade wrote

I think IntroComp has benefit beyond people turning specific intros into games. Neil deMause started the competition because so many games’ openings were terrible, and he wanted people to think more about how they hook players.

In practice, it feels as though IntroComp is used this way less than I’d like. Many of the entries turn out to be alpha-tests of one kind or another: the author is showing us an unfinished system that doesn’t have its narrative in any kind of shape, because he wants to know whether the mechanics work or whether the setting strikes people as interesting.

It would be useful if IntroComp were more of a referendum on Writing a Good Hook, because we need some more of that. IF hooks have to accomplish two separate things:

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Some impressions on Introcomp

I tried the IntroComp 08 games and was turned off by most of them on the first playing (and wrote up notes about why). Later I felt guilty about that and gave several a second try. So the comments for some of these are divided into first impressions and second impressions. Sometimes the second impressions are warmer.

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