Design and documentation journal for my interactive fiction (text games); also reviews and other miscellaneous stuff.

Showing posts with label play transcripts. Show all posts
Showing posts with label play transcripts. Show all posts

Friday, July 9, 2010

Intro Comp 2010: Tourist Trap

Spoilers for Tourist Trap follow.


>ask man about luggage
[In this game, you don't need to specify a person or topic when talking. Just type TALK, or T for short, and I'll show a menu of things you might want to say.]


And then the game goes ahead and pretends I typed TALK anyway.
I can practically feel the game standing solicitiously behind me and rubbing my temples. That's nice. Keep going.

Oh. That was short. But yeah, I totally want to play more of this. I like the idea of travelling with someone else - maybe more than one someone else - and the game is warm and forthcoming. Besides, the afterword promises debauchery.

Interest in playing more: 95%. (Hey, I can't be too easy.)
Interest in playing more if it were polished to within an inch of its life: Uh, it played well for me, although I didn't beat about the corners.

Transcript saved for posterity.

Wednesday, July 7, 2010

Intro Comp 2010: Plan 6 from Inner Earth

Since I'm not on a feed, and no one but me reads the hot hot development journaling, I'm not going to bother giving a long and complex spoiler tag. Why bother? Still, it's sort of interesting in a stream-of-consciousness sort of way. Still, it's not like I'm James Joyce, so maybe we should begin.

Spoilers follow.

Random Thoughts:

Hey, shout out to Lubbock, Land of Baptists!

Second sentence in, and I have a niggle. After ellipses, the next word is usually not capitalized.

Also, show titles should be capitalized like titles. Also also, that should be "one of the biggest boondoggles". (I will try to stop now.)

I don't spend countless hours shaking damp hands. Was this character a politician before she went to work in the bunker lab?

Buttons aren't implemented, even though there's "a plethora" of them. Nor is my favorite chair. Nor can I switch off the lights. Nor are posters portable.

>x laser beams
They are red. Doesn't look like a "Don't touch me" warning?

>touch laser beams
You feel nothing unexpected.


Right-o, then.

Wait, was I able to win? I had 0 points. Also, security person in Lubbock uses a mixture of British and American spellings.

Summary

This needed beta-testing. And then more beta-testing. I think the idea has potential. Even if you set aside the rampant grammar and underimplementation issues, the game feels half-assed. The room layout doesn't make any sense. The lack of guards doesn't make any sense. The description of the terminal doesn't make any sense (what YEAR is this?).

Some of those things are okay if you've got good suspension of belief, but the whole thing just feels really shallow.

Interest I'd have in playing more if the rest of the game was like this: 0.
Interest I'd have in playing more if the game was polished to within an inch of its life: 50%. The premise isn't that interesting, and I wanted a Laser Pistol, dammit.

Note: Transcript of play is archived here.

Wednesday, May 12, 2010

IF Reviews: What an Author Wants

There's been a lot of talk since the October comp about who reviews are FOR in the community, and how nice someone should be when writing. I basically think that transcripts and beta-testing are for the author, and reviews are for the players.

That is: in development, an author needs a clear vision of how she wants the game to go over, both objectively (bugs, hunt-the-verb, hunt-the-noun, communication of facts) and subjectively (difficulty, ease of understanding, pleasure of reading, communication of themes and story). I think transcripts are a tremendous boon to the former, and helpful to the latter. For the rest, the author needs to either communicate his needs to his beta testers, or suss it out from comments. You need a significant sample size to get a feel for whether players in general find the game difficult, whether they like the writing/setting/story, and what bits need fixing.

A review is a single report of what the player finds significant, which is almost guaranteed not to match up to what the author wants to know. I have no way of knowing what the author wants unless she put in an ABOUT command. Did she want it to be funny? Poignant? Nostalgic? Did she want the player to struggle with the puzzles, or breeze through? Did she want the player to notice the multitude of Shakespearean quotes and winks throughout?

Authors should be seeking out constructive criticism, rather than expecting it to come pretailored in reviews.

So that's where I draw the line. It feels presumptuous of me to review something with the intended audience of an author without being invited to do so personally, and without any idea of what he wants. It comes perilously close to "fix this game so I like it" territory. While often I have something specific to advise, sometimes it's just general distaste, or unease, or dull, exhausted rage.*

What I want from a review as an author is not entirely different from what I want as a player; this is especially true for "literary" works, where I'm interested in the reviewers interpretation of themes and characters, how smooth gameplay was, where the game fell short. Here's the crucial different, though:

As an author, I'm interested in the player's experience in and of itself. The goal is that person's enjoyment.
As a player, I'm interested in my own enjoyment, and in the ability to translate that review into the likely play experience I'd have.

I'm going to start playing and posting transcripts of randomly chosen games from the IFDB at frequent intervals. It's essentially an exercise for me, but also an opportunity for other writers. I wish more people put up their transcripts; I think understanding how people (lots of people) are playing IF is important for writing well.

*Mazes, people. Take them out.