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Twerkteam Pizza
Sep 26, 2015

Grimey Drawer
Dear (son/daughter),

How are you? I am doing well, and I hope this thread finds you in good times. I know our relationship has been rocky ever since I told you that Video Games were just a distraction, but I was only worried that they are taking away from your studies. I don't think you can learn to much about (college major) from shooting lasers at monsters all day, but what do I know I'm a fictional persona created by a 22-year-old.

Last week, I stumbled upon a type of electronic entertainment media called "interactive fiction" that I think you should try. It requires a lot of reading, but the immersion may help you read a little better.

I don't know if you've played any of these games or not, but I recommend that you go to this website and download some of the 'interpreters' for your computer device.

If you're just getting started on these types of games, I suggest you start out by playing this tutorial by Adam Cadre. After you do that you should look for other games, possibly at ifdb or at this neat little INFOCOM Directory you can play online.

If you've already are familiar with Interactive Fiction, we should talk about some of your favorite games! What do you like about the medium of Interactive Text? Why does a small portion of the population love these games so much?

Feel free to discuss whatever as long as it relates to the topic of Text Adventures!

See you soon,

(Parental Figure)

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Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

FactsAreUseless posted:

What makes a good text adventure vs. a bad one? What do you enjoy doing in a text adventure? I haven't really played any.

So to this question there's pretty much two camps that relate to game theory in general: Story vs. Mechanics. That is to say, what do you like to do more: to listen or to solve a puzzle?

I personally like reading long texts and hearing some interesting stories, and I love that text adventures make the story-telling much less linear. Some story games I could recommend would probably be Narcolepsy by Adam Cadre and Shade by Andrew Plotkin (although Shade is a little harder than typical 'story heavy' games).

My favorite IF game by far though would be Amnesia by Thomas M Disch. You'll need the manual (which is available in PDF online) to get past some anti-piracy mechanics (because there are a LOT). That said, this game is loving awesome. Disch literally mapped out most of Manhattan before he made this game, and you can explore most of it too. Game is boss.

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer
Also, if anyone can find this post-2000 IF game I've been looking for that'd be awesome.

Basically, the game is you talking to a dead girl (with a vast amount of options and dialogue).

I only read the description of the game and never downloaded it, but I found it one night maybe two years ago, said I'd download it, AND I CAN'T FIND IT.

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

YEEEEESSSSSSS

OH MY GOD THANK YOU I AM DOWNLOADING EVERYTHING SHE'S MADE

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer
I have not tried my hand at this, may download inform 7

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Highblood posted:

Are there any games that fit more into the RPG genre? I'm thinking like a MUD except singleplayer. I've always liked MUDs but they are all severely lacking in story, usually depending on player interaction for actual fun. So any text adventures with stats and equipment and what not?

I have no clue what a MUD is, and so far all I can find are games that seem ridiculously hard for the sake of being ridiculously hard.

Like it was said earlier, INFOCOM is really difficult and infuriating. I can't think of too many text adventures with that much difficulty besides the crap they made before the INFOCOM era.
Luckily, you can try one of those pieces of garbage because Adam Cadre ported one here.

FYI if you haven't played any text adventures then this one will for sure turn you the gently caress off. I haaaated this one and Adam Cadre is one of my favorites.

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

I'm going to play this game today, thanks for the review. In return, if you like mind boggling but internally consistent play Amnesia by Disch

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

SimonChris posted:

Cool, a text adventure thread! I've written a few games myself. I still have a bunch of iTunes promo codes for PataNoir and Death off the Cuff, so if anyone wants a free copy of the iOS versions, just PM me for a code :).

Can we be friends.

Also what platform do you write with?

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

SimonChris posted:

Sure, friend :). My games are all written in Inform, except for AlethiCorp, which is a web game using ASP.NET MVC.

As for the mobile apps, they are made by wrapping the Inform games in native code, using Andrew Plotkin's iOSGlulxe for the iOS apps and this Android code for the Android apps. I'm also working on a windows desktop version using WPF. I hope to get that up on Steam when it's done.

I will buy them all on steam as soon as you do so friend :)

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

SimonChris posted:

I also highly recommend trying out Device 6, which uses a completely unique technique to tell a story using text. I wasn't a big fan of the puzzles, but the presentations and atmosphere are top-notch.

I actually played this game (and did a report on it) for my experimental literature class. It's really fun, 10/10 would recommend to the point of speaking in memes

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer
Bumping my own thread because

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Sounds like it was written by a 14 year old...

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Milky Moor posted:

This made me curious and so I actually decided to go and find out about the author's background.

He's apparently a television writer. I say apparently because there's no credits to his name and the most concrete information I can find is that he writes pilots for television. He's got four books on Goodreads, but they're all his Choice Of games.

I did kind of hope it was a particularly earnest kid.

Tbh if was a kid under the age of 16 it would actually be pretty promising. Dude sucks though if he's promoting himself on goodreads

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Milky Moor posted:

Yeah.

Somehow, this has reminded me though, that you can set your own theme song in Heroes Rise (seriously, the trilogy is big on personal vanity customisation) and one of the options is My Heart Will Go On. I don't know why, but it's there. Needless to say, I picked it and kept thinking of this particular cover whenever my hero was doing something Cool.

https://youtu.be/PX7zPlQjAr8

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer
So if I wanted to make my own game I'd pretty much have to learn code, yes? Some guy told me to learn C

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Lord Windy posted:

I'm writing it up. Hopefully it will be ready tomorrow/day after. The example code was small, and the documentation didn't do a good job explaining how certain things happen. So I did a heap of playing around to get to grips with how Tale loads rooms/npcs/actors. It isn't necessary to know that to code with Tale well, but I wanted to be able to say how things work instead of leave it at 'here be dragons".

Hey, if you want to make it into a more concrete form than forum posts, I could condense it into a PDF for yah. I mean you probably could too, but this is a neat guide and would be a fun skill to have for a liberal arts/social science double major like myself.

John F Bennett posted:

edit: For those who want to create a text adventure but don't want to do programming, there is also Adrift. I have used it years ago and found it fun to create something with it.

gently caress yeah just downloaded this gonnago to town once I'm done with bullshit today

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Potsticker posted:

Well, that answers my question from earlier.

Why did he do so??

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

potatocubed posted:

I'm pretty certain I've defended Inform's documentation here before, but now I've gone back to actually using it I've changed my mind. :suicide101:

For example, here's my current situation and the solution I've come up with:

I want the player to be able to stand in the bathroom and fill a bucket with water from the taps. The command is 'FILL BUCKET WITH WATER'.

The bucket's all set up. Standard container, works just fine.

'Filling with' is also set up as a new verb. Again, works just fine.

But you can't fill the bucket with water, because nothing called 'water' exists anywhere in the world, so when you type the command Inform just rejects it out of hand. This is important, because it does so before it checks the filling with rules so I can't even intercept it and create my desired end result. You can check this by running your story in Inform and typing RULES ON as a special command. Trying to interact with things that aren't present doesn't trigger any rules at all -- it just straight fails.

So I make an item called 'some water' and stash it Nowhere. Turns out that Inform also rejects noun-oriented commands out of hand if the object isn't in the same location.

So I put the water in the bathroom. Now you can fill the bucket with it, but you can also see it in room item listings.

So I make it scenery. Which means you can still interact with it - 'X WATER' in the bathroom lets you look at the water - but at least it's not listed so people might not think to do that. Except now it can't move to the bucket because you can't put scenery in a container. You also can't have two objects with the same name, so I can't have water-the-object and water-the-scenery, which would otherwise solve this problem (in conjunction with some instead rules). I could work around this with the printed name instruction, but that produces its own oddities.

So I spend an hour last night loving around with rulebooks, trying to create an item which exists only as a placeholder name so the god drat interaction rules will fire. No joy.

Then today, I hit upon the answer!

While the player is in the bathroom, Inform treats any reference to the word "water" as "taps". :pseudo: The taps are scenery already, and trying to fill the bucket with them triggers the filling with rules -- so I can intercept that call and move the water object into the bucket. This also means that FILL BUCKET WITH TAPS will also fill the bucket with water, which is a very minor side benefit of this arcane setup.

I'm sure there's a better way of doing this, probably using rulebooks somehow, but hosed if I know what it is.

...Bad.

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

I honestly think Birdland deserves best game, but Midnight Swordfight was fun for the 10 minutes time I had to play it today

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Milky Moor posted:

Eh, it depends. I can't say something like Choice of Robots isn't amazing IF with a straight face. However, the purist in me does think there should be a separation between parser IF and CYOA IF.

Now, something that comes from the Twine arena? Like the stuff by Porpentine, like Cyberqueen? The stuff that people tell me demonstrates how great Twine can be? Then we can start talking about things that aren't really IF.

If edgy grotesque pornography and repetitive scenes of vomiting, urinating or making GBS threads yourself isn't your cup of tea, don't click the link. 4/5 stars on IFDB, called "a masterpiece" with "excellent writing" with no choices that actually change things but that's okay because it is "deconstructing" the "power fantasy".

Yeah. When I think IF, I definitely think 'power fantasy'. I can't help but read a lot of Twine things which are - sort of like Sergi's Heroes Rise stuff - made by people who don't really know the history of the medium, which I know sounds horribly elitist of me. But I'm also yet to play a Twine game I'd call truly great, too, because I think the 'click on hyperlinks with no idea what moves forward or what leads into a loop' mechanic is loving terrible.

I weirdly agree with your twine argument, because off the top of my head I can't name a Twine game that didn't seem convoluted

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Megazver posted:

Twine is, like, fine. It lowers the bar on who can submit something but that's, like, also fine. The poo poo will get flushed down the drain, anyway, and we'll get an extra couple of good games out of it. If you only want parser, just play the games made on parser platforms. Last year's Twine-based Birdland placed fourth in the Comp and won a bunch of XYZZYs and I thought it was fantastic.

Porcupine's schtick is creating weird worldbuilding through evocative imagery. Not every game works for me - I am not a big fan of oh-so-edgy mood pieces either - but I did enjoy With Those We Love Alive and Ruiness, for example. I think you might like Ultra Business Tycoon III. It's pretty game-y and it's amusing and it has puzzles, even though it's a Twine game.

Personally I prefer the kind of limited parser games CEJ Pacian and Chandler Groover make. It's a promising direction for IF to head in.

I forgot Birdland was twine

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Megazver posted:

Aaron Reed's books about learning Inform is pretty good.

Ordered

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Lichtenstein posted:

I've been on a bit of an Inkle binge and am craving good CYOA recommendations!

I tried a few Choice Of demos, but they left a bit of a meh impression. I don't really know how to properly phrase my concerns, but they felt more like a dating sim (with dating substituted for given game's topic) than a cool story/fun game.

Actually, choice of robots is really good imo.

If you haven't played Birdland do so, it's great.

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

potatocubed posted:

I'm a huge fan of Choice of the Deathless. And the Kindle books it's based on. (Max Gladstone, if you're interested.)

In a more traditional IF vein, I also love Counterfeit Monkey.

Seconding Counterfeit Monkey

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

corn in the bible posted:

parsers own and are the best, parsers 4 lyfe

This but unironically

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

corn in the bible posted:

who said it was ironic

Oh man, I'm sorry

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Twerkteam Pizza
Sep 26, 2015

Grimey Drawer
Since I graduated I've started working on a text adventure of my own. I'm typing it up on an alphasmart lol

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