Curious about you, IF, and people who play.
Hey all, I bumped into the topic of Interactive Fiction recently and became curious. I was kind of thinking about making one of my own, but wanted to learn more from the community first! I'm just really curious about you all, what you play, what you make, and things like that. If you're up for it, answer these questions in the comments.
- What's your favorite piece of IF so far and what really separates it from the rest?
- What do you look for when you want to play IF?
- When you play IF, is there a sweet spot in the amount of time it takes to play?
- If you write IF, can you post a link for me and others to read?
- If you write IF how do you get people playing it?
- If you write, what is something that worked really well, and something that flopped?
- What do you love about IF that you wish other people knew?
Posted Feb 29, 2016, 7:14 PM UTC
Fragile Shells I just liked the story, the limited space it takes place in, that it really kept my attention throughout.
It should be a 'page turner', more like a book than an RPG. I should want to read through each section, but never feel like I'm forced to re-read or put up with anything tedious.
Too many games have lots of empty rooms, they want to be an RPG, where I walk around a big 'world', but it always just feels tedious and empty. If I have to get out a pen and paper to map it, it's because you haven't made each room memorable enough.
Too many games I play are just filler, trying to look bigger than they are, and giving me 'space' instead of 'content.
I've found no more than a few hours to be sufficient. It really doesn't matter so long as the story keeps me interested, but I've found an hour or two to be about as long as I've played through.
Just that they still exist, and are still a lot of fun.
Thanks for answering. I'll checkout Fragile Shells.
It's really great! I also nearly answered 'Violet', which is another incredible example of what it looks like when you do it right.
Like I said, too many people try to make a game 'big'. Violet takes place entirely in 1 room, and it's on of the most FULL IF games I've ever played. There's not a wasted word, object, or action. Everything pays off.
I'm not saying I like 'minimal' games, only that when you confine your game to as little as you can get by with, it makes the game feel less stretched out, sparse and empty ... which is, unfortunately, what most IF feels like. Like an empty MUD, where you wonder if no one has logged in in a long time.
Violet is great. Plus, I was a tester, so I can take full credit for its success.
Haha, nice ... well, just keep doing that!
Honestly, when I want to play IF, I just look at the winners from the IF competitions. I'm not sure that's a great way to find new content, but there's so little new stuff being released that's any good (maybe I just don't know where to look?).
I think limiting games to an hour, or to a room, is a great thing. Honestly, if even AAA game designers knew how few people were seeing the end of their games, I think a lot more people would be tempted to tighten things up a bit.
I think that's actually really interesting. I've always been drawn to movies and stories that have a small, well-connected feel to them.
Have you played Caleb Wilson's work? His works, Lime Ergot and The Northnorth Passage, are both relatively constrained in terms of scope and rooms, but have the feel of a minutely detailed landscape.
I love a long novel, but it has to maintain a certain energy. It has to be more than just long.
I've played IF games where I'm walking around these more or less empty rooms, and I couldn't tell you much about any of those rooms. I can tell you more about the space outside the window in Violet, which is an area that doesn't even exist in the game, in a playable sense, than I can tell you about the entire game map of the last IF game someone asked me to try.
There's no connection between number of rooms, and how big the game feels. That's the hard thing to get people to understand. They think if they just make a slew of rooms, the world will feel big, and I think that's the biggest mistake people make when they create an IF game.