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I understood what you mean, Rob. Indeed, I think text adventures are the best type of game for someone with strong writing skills. Especially now with tools like Inform 7 and TADS, you really don't have to have a big understanding of programming (though it helps to at least understand the concepts). And I think the key to making a really great adventure game is knowing how to write really good descriptions and scenes. If it's done right, an adventure game, like a novel, is full of "imagery" instead of "images." Yeah, you don't have graphics or illustrations, but you have such descriptive prose that you don't have any problem "seeing" the action in your imagination.
It's an important point not to underestimate though the knowledge required to create a text adventure even with something like Inform, which I think should be a first choice since it creates Z-machine compatible files (the Infocom format). It's still a language with specific syntax. The other issue in text adventure creation is the script. Let's say a typical short story is 20 pages. The script then for a text adventure version might be 60 - 80 pages.
I would think for a first text adventure project and in the interest of learning the language and the possibilities of the language as well as the ins and outs of the actual writing (and naturally creating a compelling experience), that the actual "story" part should only be three to five pages, so the actual text adventure script could stay in the 15 - 20 page range. That's probably about all that would be manageable on the high end for the first time. I think inspiration for brevity could be taken from our popular one paragraph short story "festival": http://www.armchairarcade.com/neo/node/1173
IF
It's an important point not to underestimate though the knowledge required to create a text adventure even with something like Inform, which I think should be a first choice since it creates Z-machine compatible files (the Infocom format). It's still a language with specific syntax. The other issue in text adventure creation is the script. Let's say a typical short story is 20 pages. The script then for a text adventure version might be 60 - 80 pages.
Here's a sample script page for Amnesia, which gives an idea of some of what must be considered: http://cgw.vintagegaming.org/amnesia/IMG_0217.jpg
I would think for a first text adventure project and in the interest of learning the language and the possibilities of the language as well as the ins and outs of the actual writing (and naturally creating a compelling experience), that the actual "story" part should only be three to five pages, so the actual text adventure script could stay in the 15 - 20 page range. That's probably about all that would be manageable on the high end for the first time. I think inspiration for brevity could be taken from our popular one paragraph short story "festival": http://www.armchairarcade.com/neo/node/1173
As Emily Short's "famous" Galatea proved that having a "hook", no matter how short* the game, is the key to IF success: http://jerz.setonhill.edu/if/gallery/galatea/
* While Galatea seems short, it's actually a HUGE script in comparison to most IF works, but the point is one of perception
And a thorough description of Galatea in the Wikipedia format: http://en.wikipedia.org/wiki/Galatea_(computer_game)
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Bill Loguidice, Managing Director | Armchair Arcade, Inc.