authors notes
This commit is contained in:
parent
db65294e2c
commit
813f1d10e6
|
@ -134,23 +134,40 @@
|
|||
<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.
|
||||
Hi there. That's all I've got for now. Here's some thoughts about what I'm trying to accomplish.
|
||||
</p>
|
||||
<p>
|
||||
There are two UI ideas at play in this prototype. The first is that it might be interesting to see what
|
||||
There are two 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.
|
||||
doing at any particular moment in the game. 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 the author has to model -- if something is not
|
||||
important to your game, you simply don't present the option to the player. Conversely, if an interaction is
|
||||
subtle or non-standard, you don't need to worry about teaching the player what the parser understands -- the
|
||||
verb is there. Your job is to make it interesting.
|
||||
</p>
|
||||
<p>
|
||||
The second is that
|
||||
The second is to allow the player to interact with the story at any point that he has uncovered. Quite
|
||||
frankly, I am really uncomfortable making big decisions in most games. But a game should be the perfect
|
||||
place to make big decisions and explore the consequences!
|
||||
What bothers me is not that the consequences are unknown, but that my actions are irrevocable; that if I do
|
||||
something that I later understand was foolish, I am unlikely to be given a chance to redeem myself without
|
||||
playing through the game again. Always showing the player the entire story and allowing him to make changes
|
||||
at any point is a promise that he will never be punished for trying something, even if his character
|
||||
is; that he can learn from mistakes and move on. In this way, I can construct much harsher situations than may
|
||||
ordinarily be considered "fair"; I can do away with repetition of description and dialogue "just in case" the
|
||||
player forgets the vital information contained within; I can allow the player to dig himself into a hole, because
|
||||
I can give him the tools to quickly dig himself out.
|
||||
</p>
|
||||
<p>
|
||||
I guess there's the time travel bit, too. I don't advise trying it, personally; building a model of the world
|
||||
in code where causality can occasionally be violated turned out to be much more difficult and time-consuming
|
||||
than I expected. I have no explaination for why I would have thought coding time travel paradoxes would be easy.
|
||||
</p>
|
||||
<p>
|
||||
I would love to hear any and all feedback about your experience playing this game. I can be reached
|
||||
at jeremy dot penner at gmail dot com. Thanks for playing.
|
||||
</p>
|
||||
<b><a href="javascript:location.reload()">Restart game</a></b>
|
||||
</nev>
|
||||
</section>
|
||||
</story>
|
||||
|
|
Loading…
Reference in a new issue