From 23d3abb35183c0304e851a6301c1bac82a8b2931 Mon Sep 17 00:00:00 2001 From: Jeremy Penner Date: Thu, 3 Mar 2011 11:42:41 -0800 Subject: [PATCH] first cut at authors notes --- timemachine.xml | 22 ++++++++++++++++++++++ 1 file changed, 22 insertions(+) diff --git a/timemachine.xml b/timemachine.xml index ba322a6..da54671 100644 --- a/timemachine.xml +++ b/timemachine.xml @@ -130,5 +130,27 @@ +
+ +

Author's Notes

+

+ Hi there. That's all I've got for now. Thanks for trying my silly game. +

+

+ There are two UI ideas at play in this prototype. The first is that it might be interesting to see what + happens when we get rid of the parser, and simply give the player the ability to know what she is capable of + doing at any particular moment in the game. I don't believe that every game should follow this path, but + I don't see any reason why we can't create rich and interesting worlds by doing so. What appeals to me about + this idea is not just the simpler interaction from the user's perspective, but the ability to have greater + control of what you have to model. If something is not important to your game, you simply don't present the + option to the player, and she is not frustrated because she no longer has any way of trying it. Conversely, + if an interaction is subtle or non-standard, you don't need to worry about the user not being able to guess + the verb -- the verb is there; you just need to make it interesting. +

+

+ The second is that +

+ Restart game +