Asyranok wrote:First Times is the only game that I've played so far that I could finish, because it was a really good game with good atmosphere. But, First Times included, everything has given me the impression that story is second fiddle to puzzles.
Asyranok wrote:Either WAKE sucks really really bad, or fewer people are trying it out and giving advice because there is a heavy dose of fiction in it - when all they want is puzzles. Just my take.
Leigh Alexander: The accessibility of new creation tools helps democratize the craft of interactive fiction. What challenges need to be overcome in the tools space to keep reaching more people?
Emily Short:... Good examples. Any new interactive storytelling platform or tool badly needs at least one cool, compelling work to help new users understand what the platform is capable of. Launch without that, and it's a lot harder for people to understand why they should care or what the affordances of the tool will be...
sgreig wrote:I think the other reason why other IF systems like Quest haven't been as popular as Inform is because some of the largest names in the IF community like Andrew Plotkin and Emily Short helped develop Inform 7 and have used it to create their games in the past, therefore it gets more exposure.
Asyranok wrote:While I agree with you, David - 2 of those games are by the same author< Craig Dutton. I have tried several of his games (which are commonly the highest rated on the website) and not one appeared to have any story to it.
sonic102 wrote:Maybe Craig was trying to mimic Photopia , Ramses and the like.
davidw wrote:Then I came to "A Pirate's Quest for Treasure" which is currently the highest rated Quest game on the site. Unfortunately, highest rated in this case doesn’t equate to good. I found a crate that didn’t have a description and couldn’t be taken (with no explanation offered for why). Moving around the ship was a pain because sometimes compass directions are adequate, yet other times I need to 'go {location}'. All in all, I didn’t find much to make me want to play it any further.
davidw wrote:You actually went on Wikipedia to get the definition of a crate to prove your point? Jeez. It's typical of bad game writers the world over to fall back on tedious excuses like "people know what a crate is so why bother having a description for it?" to explain away their own failings.
Wikipedia: This game sucks. Avoid it like the plague.
davidw wrote:You actually went on Wikipedia to get the definition of a crate to prove your point? Jeez. It's typical of bad game writers the world over to fall back on tedious excuses like "people know what a crate is so why bother having a description for it?" to explain away their own failings.
Wikipedia: This game sucks. Avoid it like the plague.
cdutton184 wrote:The point of the Wikipedia joke quote was to define your ignorance of 1) Not knowing what a crate's average size was so to answer why it can't be taken, and 2) That you didn't consider that I forgot to put an examine description in the first place, be rude about it when a simple polite, pointing out this fact would of sufficed.
Wikipedia: davidw - Rude, arrogant with a sense of humour bypass.
levicki wrote:...To be able to make a really good game easily, Quest would need some minor improvements and bugfixes first.
Moreover, for a good text adventure game good writing is essential.
Also, you need at least one person who knows how to write code and understands programming logic well.
Finally, if you really want to make it stand out and show what can be done in Quest, you need artists to draw cool characters and maps and make some unique music.
davidw wrote:… I worked for a time in a warehouse. One of my jobs was to load "crates" onto the back of a lorry…
But that's an irrelevant point anyway. If an item is mentioned in a room description, it should be possible to examine it. If I can't take the item, I should be given a reason why…
jaynabonne wrote:… I have a small body of Quest code I've been putting together which does some novel things that intrigued me in the interests of a game that I still would like to get back to someday...
jaynabonne wrote:And as far as concept and goal go, it might be worthwhile to come up with a bit of a "game bible" that lays out the general universe, similar to what they use on TV shows. Where "bible" could be a short, comprehensive document. In my experience, it always helps to have broad goals and principles to stick to when making down-and-dirty detail decisions.
cdutton184 wrote:I suppose I have to defend myself, I guess.
As for plots for my games:
A Pirate's Quest for Treasure. Story: Find as much treasure as you can to prove you're a better pirate.
Doctor Incognitus and the Scorpion's Sting. Story: You're a detective who ends up embroiled in stopping a madman destroying London.
Night of the Creeper: As a ghost-hunter you are determined to find out the mystery involving a ghost girl and the asylum she was a resident there.
I don't think I could write these games without a narrative (story) that doesn't connect from beginning to end.
While I agree with you, David - 2 of those games are by the same author< Craig Dutton. I have tried several of his games (which are commonly the highest rated on the website) and not one appeared to have any story to it - and I base that SOLELY on my limited interactions in each of those games; so I could be wrong about that. I gave up in all of his games because there seemed to be no story, though.
davidw wrote:If an item is mentioned in a room description, it should be possible to examine it. If I can't take the item, I should be given a reason why - unless the item in question in a wall or the floor, which would make the reason kind of unnecessary. It's bad game design to not include descriptions of items and then hide behind the excuse that "everyone knows what they look like anyway".
levicki wrote:Of course, you can like it or not and you can give reasons why you don't like it, but unless you also show others that you can do better, your words won't have much weight among people who are aware what kind of effort is necessary to make even a mediocre game. There are many free game creation tools (Quest, Inform 7, TADS, Game Maker Studio, etc) so what are you waiting for?
davidw wrote:"Half-Life" is a completely different type of game so it's hardly relevant to a discussion about a text adventure. Whether the crate mentioned is scenery or not, it ought to have a description. That's text adventure basics.
davidw wrote:As for someone writing a game and giving it away for free - so what? If the game is bad, it doesn't really matter if it's free.
davidw wrote:That's a strange comment to make. Are you saying people aren't allowed to criticise games unless they've written a game of their own? I've never directed or acted in a film, so does that mean I shouldn't be able to say I dislike a film?
You are a prince, carrying nothing, outside the tower of the princess you wish to wed. However, before she'll even let you inside the tower, she demands that you must first prove your love by bringing her the head of an orc, the rib bone of a goblin, and a diamond the exact size of a golf ball.
cdutton184 wrote:If davidw(hatever) you have written 58 games on ADRIFT why are you bullying people here? Maybe you get back and write your 59th.
levicki wrote:Scenery is scenery, regardless of the game type. Would it be better if the game told you that you have no time to examine crates? Because that is what you seem to be doing in your own games which is even more lame because you can apply that generic excuse to all objects without description and yet you demand from others to have unique object descriptions. Talk about double standards.
levicki wrote:Well, my argument is that you have not wasted anything except your time, and you decided to do that willingly -- its not like someone forced you to play it.
levicki wrote:I never made any game, but because everyone on the Internet is obviously entitled to an opinion I will criticize one of yours which I didn't even play:
levicki wrote:That sounds like a typical fairy tale (prince wants princess' hand but she has demands, blah, blah) setting which is utterly boring and exploited like zillion times so far. From your synopsis it seems as if those characters have no background -- they are just there and have to do something or other. So, you have already failed on the story part, and if I may notice that is exactly what you criticized others for here.
davidw wrote:It's not double standards at all.
davidw wrote:"Half Life" isn't a text adventure so a description in text of crates in a game like that would be pointless.
davidw wrote:It's bad game design to not cover things like that, and, incidentally, probably one of the key reasons why Quest has been around for so long and yet is still remarkably unpopular: because the games written with it are, for the most part, pretty dire. And you know why they're dire? Because the kind of standards that are pretty much an unspoken rule in other systems don't exist here. People can write a terrible Quest game and other people will tell them it's great, even while knowing it's anything but. Games are badly designed, badly written and just bad full stop, yet does anyone actually bother pointing this out? No, they pretend said games are actually decent, so the bad games just keep on coming. Maybe, just maybe, if someone wrote an honest review of a Quest game and didn't simply say it was amazing because it was a Quest game, then Quest wouldn't be so unpopular.
davidw wrote:Are you saying we should pretend bad games are great so long as they're free?
davidw wrote:And there my opinion of you, which was never very high to begin with, sinks to an all time low.
davidw wrote:You're going to criticise a game you haven't even played simply because you've had a disagreement with the author? That's pathetic on so many levels I wouldn't even know where to start.
davidw wrote:Maybe - for example, if you'd actually bothered to play the game you're criticising, or read the same page on IfWiki you got that information off - you'd have realised the game in question was one I wrote for a speed-comp, specifically a one hour comp, i.e. you need to write, test and fully complete your game in an hour tops. With such tight time constraints, you don't really have a week or two to come up with a fully detailed plot or ideal game world.
davidw wrote:But, of course, you didn't play the game, so you wouldn't know that.
Pertex wrote:cdutton184, please be kind to davidw (and every other visitor here). He has written more than 1000 posts here so he seems to know something about Quest.
cdutton184 wrote:
Pertex, have you read David's profile page and tell me what is 'kind' about 99% of his reviews. Why would anyone be kind about someone with such vitriol.
davidw's profile: http://www.textadventures.co.uk/profile/166/