authors notes
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<nev name="start">
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<h2>Author's Notes</h2>
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<h2>Author's Notes</h2>
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<p>
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<p>
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Hi there. That's all I've got for now. Thanks for trying my silly game.
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Hi there. That's all I've got for now. Here's some thoughts about what I'm trying to accomplish.
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</p>
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<p>
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<p>
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There are two UI ideas at play in this prototype. The first is that it might be interesting to see what
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There are two ideas at play in this prototype. The first is that it might be interesting to see what
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happens when we get rid of the parser, and simply give the player the ability to know what she is capable of
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happens when we get rid of the parser, and simply give the player the ability to know what she is capable of
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doing at any particular moment in the game. I don't believe that every game should follow this path, but
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doing at any particular moment in the game. I don't see any reason why we can't create rich and interesting
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I don't see any reason why we can't create rich and interesting worlds by doing so. What appeals to me about
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worlds by doing so. What appeals to me about this idea is not just the simpler interaction from the user's
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this idea is not just the simpler interaction from the user's perspective, but the ability to have greater
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perspective, but the ability to have greater control of what the author has to model -- if something is not
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control of what you have to model. If something is not important to your game, you simply don't present the
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important to your game, you simply don't present the option to the player. Conversely, if an interaction is
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option to the player, and she is not frustrated because she no longer has any way of trying it. Conversely,
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subtle or non-standard, you don't need to worry about teaching the player what the parser understands -- the
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if an interaction is subtle or non-standard, you don't need to worry about the user not being able to guess
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verb is there. Your job is to make it interesting.
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the verb -- the verb is there; you just need to make it interesting.
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</p>
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</p>
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<p>
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<p>
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The second is that
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The second is to allow the player to interact with the story at any point that he has uncovered. Quite
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frankly, I am really uncomfortable making big decisions in most games. But a game should be the perfect
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place to make big decisions and explore the consequences!
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What bothers me is not that the consequences are unknown, but that my actions are irrevocable; that if I do
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something that I later understand was foolish, I am unlikely to be given a chance to redeem myself without
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playing through the game again. Always showing the player the entire story and allowing him to make changes
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at any point is a promise that he will never be punished for trying something, even if his character
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is; that he can learn from mistakes and move on. In this way, I can construct much harsher situations than may
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ordinarily be considered "fair"; I can do away with repetition of description and dialogue "just in case" the
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player forgets the vital information contained within; I can allow the player to dig himself into a hole, because
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I can give him the tools to quickly dig himself out.
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</p>
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</p>
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<b><a href="javascript:location.reload()">Restart game</a></b>
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<p>
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</nev>
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I guess there's the time travel bit, too. I don't advise trying it, personally; building a model of the world
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in code where causality can occasionally be violated turned out to be much more difficult and time-consuming
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than I expected. I have no explaination for why I would have thought coding time travel paradoxes would be easy.
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</p>
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<p>
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I would love to hear any and all feedback about your experience playing this game. I can be reached
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at jeremy dot penner at gmail dot com. Thanks for playing.
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</p>
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</nev>
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</section>
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</section>
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</story>
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</story>
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