first cut at authors notes

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Jeremy Penner 2011-03-03 11:42:41 -08:00
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</verb> </verb>
</word> </word>
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<section name="notes">
<nev name="start">
<h2>Author's Notes</h2>
<p>
Hi there. That's all I've got for now. Thanks for trying my silly game.
</p>
<p>
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.
</p>
<p>
The second is that
</p>
<b><a href="javascript:location.reload()">Restart game</a></b>
</nev>
</section> </section>
</story> </story>