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Writing without playing?

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Erik

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Feb 19, 2003, 3:43:01 PM2/19/03
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hello,

Since re-discovering IF (I remember Infocom and its ilk from my
childhood), I've been interested in writing a game - a long-time
interest, from my juvenile BASIC games to AGT to my current use of
Inform.

Perhaps paradoxically, however, I really don't enjoy playing games -
IF or graphic games, never really have, actually, besides footie sims,
civilization, and the occasional spat with the Sims...

Thus, my experience with IF is rather narrow - I long ago played Zork,
LGOP, and a few other Infocom games, played early Sierra games (but
not in years), and have played some of the modern games (esp. those
oft mentioned as the crown jewels of the genre), but generally, have
little playing experience.

To get to the crux of my question, then, can you still write games
when you don't actually play them? - for me, the fun is in the
creation (although i've never actually finished a game, and have
numerous 3-5 year old, half-completed games on my computers), but i
worry that my games will either be too simplistic and linear, or too
complex and non-traditional.

I suppose no answer is truly possible until i finish a game and get
feedback from reviews, but I would like to create something that the
community enjoys, not solely for my own edification.

Curious to see what people think.

Gadget

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Feb 19, 2003, 4:12:39 PM2/19/03
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I prefer creating to playing as well. But I think the same is true for
IF as is for normal writing: Every writer starts as a reader. By
reading you discover how other people handle certain subjects, themes
and ideas. It shows you what the current 'state of the art' is and
above all, can help you develop your personal taste. If nothing else,
I think it helps to see what works and what doesn't.

But no-one is going to force you to play anything before you are
allowed to start designing... There is no IF-creating-licence as far
as I know and the IF-Inquisition is not yet organized. So in the end
you can only answer the question for yourself: do *you* feel you
*need* to play before you can design?
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It's a plane...
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Ben Caplan

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Feb 20, 2003, 9:00:16 AM2/20/03
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Gadget at gad...@SPAMBLOCKhaha.demon.nl pontificated:

> <snip> the IF-Inquisition is not yet organized. <snip>
^^^
<gasp><shudder> How long do we have left to write freely?!

Gadget

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Feb 20, 2003, 9:31:14 AM2/20/03
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On Thu, 20 Feb 2003 08:00:16 -0600, Ben Caplan <b...@hayscaplan.org>
wrote:

They will come when you least expect them.

David Welbourn

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Feb 20, 2003, 11:08:16 AM2/20/03
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"Erik" wrote:
>
> To get to the crux of my question, then, can you still write games
> when you don't actually play them?

Yes. Very much so. I don't understand this attitude, but it's certainly one
that I've heard before, and more than once. And we've got some very
excellent games from such people. So, yeah. You want to just write? Not a
problem.

-- David Welbourn

Howard

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Feb 20, 2003, 12:18:34 PM2/20/03
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Stephen King has made it clear that to be a good writer you need to be a
good reader. You also need to read a lot if you want to write a lot.

Can you write without playing? Sure!

Will what you write be any good? Debatable at best. See formula above.

Good luck,

Howard
http://www.malinche.net

Quintin Stone

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Feb 20, 2003, 2:07:46 PM2/20/03
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On 19 Feb 2003, Erik wrote:

> To get to the crux of my question, then, can you still write games when
> you don't actually play them? - for me, the fun is in the creation
> (although i've never actually finished a game, and have numerous 3-5
> year old, half-completed games on my computers), but i worry that my
> games will either be too simplistic and linear, or too complex and
> non-traditional.

I think it's certainly possible to make a decent IF game without playing a
lot of other IF games. However, those people who do play a lot of other
games will likely find that it rehashes a lot of old ground, maybe repeats
puzzles or plots that were included with other games, and/or that it
doesn't really push the boundaries of the genre or style. I obviously
haven't played any of your games (you said they're all unfinished). I'm
basing this on reviews of other games and my own work. It's surprising
how often people repeat things from games they've never played. I found
stuff in Babel that I'd included in my own game, and I then discovered a
review of Babel that discussed things similar to another game Babel's
author said he'd never played.

Also when you don't play games, you don't realize the new and interesting
things people have already done. And so, you never think to branch out in
these directions. I've got one IF almost done that I started working on
before really playing a lot of good amateur IF and keep wondering to
myself if it's just too mundane in comparison for anyone to enjoy. Ah
well, we'll find out when I release it.

/====================================================================\
|| Quintin Stone O- > "You speak of necessary evil? One ||
|| Weapons Master & Coder < of those necessities is that if ||
|| Rebel Programmers Society > innocents must suffer, the guilty must ||
|| st...@rps.net < suffer more." -- Mackenzie Calhoun ||
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\====================================================================/


Erik

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Feb 23, 2003, 4:01:26 PM2/23/03
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Quintin Stone <st...@rps.net> wrote in message:

> I think it's certainly possible to make a decent IF game without playing a
> lot of other IF games. However, those people who do play a lot of other
> games will likely find that it rehashes a lot of old ground, maybe repeats
> puzzles or plots that were included with other games, and/or that it
> doesn't really push the boundaries of the genre or style. I obviously
> haven't played any of your games (you said they're all unfinished). I'm
> basing this on reviews of other games and my own work. It's surprising
> how often people repeat things from games they've never played. I found
> stuff in Babel that I'd included in my own game, and I then discovered a
> review of Babel that discussed things similar to another game Babel's
> author said he'd never played.
>
> Also when you don't play games, you don't realize the new and interesting
> things people have already done. And so, you never think to branch out in
> these directions. I've got one IF almost done that I started working on
> before really playing a lot of good amateur IF and keep wondering to
> myself if it's just too mundane in comparison for anyone to enjoy. Ah
> well, we'll find out when I release it.
>

Valid points all. I try to minimize tired-ness by reading reviews and
design articles, although to a certain extent, repetition is
unavoidable, I do aim to create something unique enough that people
don't just say it's another tired fantasy adventure, or what-not. As
others pointed out, it's a difficult discussion to have in the
abstract, without a piece of my specific work to judge. I suppose I
did overstate in my original post, as I do play some IF, I'm just
incredibily quick to quit and delete something I don't enjoy, a
decision i often make within five minutes of playing. Moreover, there
are games that I've only played a little, but enjoy their style and
atmosphere enough to see them as examples of quality IF to emulate.

Hopefully, I should have my first finished work done by mid-summer,
classes & work notwithstanding. It may be rather dark for some
people, but I suppose a game that somepeople love and others find
horribly disturbing will at least create a buzz.

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