Can anyone recommend some titles which explore types of gameplay
outside of the usual adventure game puzzle, but still maintains
unambiguous "IF-ness"? That is, I'm not interested in "IF Abuses", but
games which actually have a PC controlled by a player moving around in
a mostly usual world with the typical interactions. One-on-one combat
is an example of this that I've seen a number of times, so I'm looking
for other types still: strategic or tactical warfare (involving
numbers of troops), card game-like play, something more arcade-like,
or whatever. I'm really interested in seeing anything that's
"gameplay" but not a typical adventure-game puzzle.
I'm exploring the mechanisms for advancement in games that don't
employ puzzles: how to best advance the plot, or the PC's abilities,
and so on. I am a dreadful puzzle-solver, so I'm interested in writing
games that have alternative types of gameplay. I've got pretty well-
laid mechanics of gameplay in a WIP, but I want to see how other
authors have integrated their mechanics into the rest of the story.
Thanks,
-- Christopher Armstrong
This is a repost from memory; google groups seems to have eaten my
last attempt at a post (at least, it hasn't appeared for me after a
couple of hours).
Can anyone recommend some IF that makes use of non-puzzle gameplay? I
don't mean IF Abuses, but rather IF using mostly normal idioms where
instead of figuring out puzzles as the primary advancement mechanic,
there's some other type of skill or luck-based gameplay. For example:
strategic or tactical warfare involving multiple troops, some sort of
card game-based system, or other more arcade-like gameplay (this is
purposefully vague). I've seen one-on-one combat, so I'm not quite as
interested in more examples of that, but if there are some good
recommendations I'd still like to hear them.
I am rather dreadful at solving puzzles, and I'd like to make games
that involve a more repeatable, skill-based gameplay. I have some well-
laid mechanics for a WIP, but now I'm particularly interested in how
other authors have integrated non-puzzle gameplay into the advancement
of story and character. How do you make a repeatable gameplay mechanic
not feel repetitive? How do you prevent players from rushing past
whatever obstacles you've placed for them? I have some idea of how I'd
like to answer these, but I'd like to see other examples.
Thanks.
-- Christopher Armstrong
I'm not quite sure what you're looking for, but "Lock and Key" and
"Varicella" spring to mind. I may have completely misunderstood you,
mind.
> I'm not quite sure what you're looking for, but "Lock and Key" and
> "Varicella" spring to mind. I may have completely misunderstood you,
> mind.
My computer just ate my reply post, so I'm just going to say:
Varicella -- not what the OP had in mind, Lock and Key -- maybe what
the OP had in mind. Other possibilities include Slap that Fish! and
Sylenius Mysterium.
--
Daphne
Slap That Fish! definitely applies. I haven't yet played Varicella or
Sylenius Mysterium; I'll check them out.
POSSIBLE SPOILERS, or at least discussion on the nature of LOCK & KEY,
below
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Lock & Key's puzzle is pretty close, except that it's just one puzzle
and then the game is over.
If the game:
* had you design multiple dungeons, perhaps in different shapes and
with different requirements,
* gave the PC access to different tools over time,
* required the player to deal with different types of prisoners, and
* allowed the player to use his experiential knowledge to deal with
certain situations (without *necessarily* losing first, as L&K does,
if I'm not missing anything)
then it would definitely be an example of the type of thing I'm trying
to do. Those points are just examples; I'm sure there are other things
you could do with that core game mechanic to turn it into a
repeatable, skill-based activity. Although, the last point seems to be
less of a possible way to change how L&K works and more of a general
design tenet. I'll have to think about that some more.
I think L&K's core mechanic is a pretty good one that could definitely
be extended in this direction.