1 Bad spelling (I'm not talking about typos) - so unnecessary
2 In-jokes (there was a thread about this here) but not just
in-jokes. Anything set in the author's own house/college/firm
3 Parodies of soap operas with which I was familiar
4 " " " " " wasn't "
5 Unnecessary detail in actions. In the midst of an adventure
about saving the Universe from man-eating Plasma Monsters, the
player has to perform a multi-command "puzzle" to get his shoes
on before he leaves his house, then he has to eat, drink and
visit the restroom every ten moves
6 Getting killed every 2 moves
7 Getting marooned. eg Once you've eaten the ice cream, there's
no way you're going to bribe the toddler that comes along much
later, so you have to start a large section again
8 HUGE epic-like adventures in boring worlds (borrowed from
Tolkien but with Weird Names) that you have no chance of
finishing in this lifetime (and nor has the author)
9 Unfair puzzles.
10 Unimaginative parsing. eg CLIMB STAIRS is accepted, but UP
isn't.
Of these, probably only 10 is partly the result of bad
programming. All the rest are bad style.
I found I seldom agreed with the final judgement, with the
exception of SOGGY, and my favourites were compact, classic
adventures which were soluble without resort to the source code.
Other judges seemed to favour the Grand Design (pet hate 8,
above).
What are YOUR top ten?
Gil
game because it always fell into one of the ten categories. I'd step back
from my source code for a minute and say to myself "Boy this sucks." After
that, the idea for the game would sit on the back-burner of my brain where
it would simmer for many years it seems. But then, on a BBS I found a file
Called CA-TSA, written by none other than yourself, which changed my
authoring skills immsensely. My biggest problem was that I never fully
designed the game out on paper before programming. That design-as-you-go
style is actually the worst possable idea anyone writing IF could have, and
it leads to many of the top ten problems. This is mostly due to the fact
that programming takes energy away from the story generation. I suggest,
if anyone reading this is still writing their games that way, that you stop
and think for a second. Get out a big notepad and a sharp pencil. Think
about all of the possable rooms in a given area of the game, and write them
down in a column. Next to the room names, fill in some possable objects
that the player might find in each room. Then, begin the puzzle writing
process by tying those objects to each other and asking yourself questions
like "Is this logical?", and "How many things could I possably do with THIS
object?". You may be surprised at how well your games grow in that
environment. (I sure have.)
"AGT Master"
Stee...@Usa.Pipeline.Com
>object?". You may be surprised at how well your games grow in that
>environment. (I sure have.)
Are any of your games available for d/l?
Matthew
>My top ten hates were:
>3 Parodies of soap operas with which I was familiar
>4 " " " " " wasn't "
What? Can you elaborate? Are you saying a common occurrence (common
enough to make #3 and #4 of your pet peeves) in the AGT contest was
people doing soap opera knockoffs?
Matthew
> That design-as-you-go
>style is actually the worst possable idea anyone writing IF could have, and
>it leads to many of the top ten problems. This is mostly due to the fact
>that programming takes energy away from the story generation. I suggest,
>if anyone reading this is still writing their games that way, that you stop
>and think for a second. Get out a big notepad and a sharp pencil. Think
>about all of the possable rooms in a given area of the game, and write them
>down in a column. Next to the room names, fill in some possable objects
>that the player might find in each room. Then, begin the puzzle writing
>process by tying those objects to each other and asking yourself questions
>like "Is this logical?", and "How many things could I possably do with THIS
>object?". You may be surprised at how well your games grow in that
>environment. (I sure have.)
Agreed. It's one thing to come up with a great new toothpaste. It's
another to get it into the tube.
--Cardinal T
I mean, what the hell kind of villain thwarts the hero's
progress with soup cans in the kitchen pantry?
--Russ Bryan
Cardinal, I follow up your post in the hopes that some
day I too will be quoted in your sig.
--Matthew Amster-Burton
Hey! This isn't what I said! What'd you do with my
quote?
--Bonni Mierzejewska
Urk. I will reserve judgement until I see it (and play it, which may
take longer since I use a Mac), but this has extreme annoyance
potential. My own instinct suggests that people who want an RPG will
play one.
Don
And worse. However, there were some truly awful AGT adventures submitted
based on all sorts of storylines. I mean awful programming, spelling,
lack of play-testing rather than awful storylines. Fortunately a few
good ones also got entered.
I've felt for a long time that some of the adventures entered into the
AGT contests and given "highly commended's", reflected very badly on the
reputation of AGT. Sadly, a lot of this dross is still around today,
even in the IF archives.
An Alien ate my cardigan and suchlike... <Shudder.>
--
Bob Adams
For those of us who don't fancy a long drawn out typing session of
repeated "ducks" and "swings", can you include "kill monster" as a
command so as we can get on with the adventure?
--
Bob Adams
>Aye. Almost all storylines start out good, but some of them do [falter] and
>make me wonder what the author was thinking. Let me add to this by saying
>that stinky storylines are not only isolated to AGT games.
Well, no, of course not.
>My most recent example of this, was the Inform game Theatre.
Now you're on thin ice, son.:) IMO, Theatre is one of the top, oh, six games
available at GMD, storywise.
>I was hooked to that game at first, enjoying the creepy
>atmosphere and the nicely done puzzles. But everything came to a
>screeching halt when I entered the sewers under the theatre and found the
>witch.
The ending was admittedly somewhat rushed.
>What really bugged me was that I thought a ghost was haunting the
>place,
Then you came to the wrong conclusion. Not the authour's problem.
>not a for-some-strange-reason-she's-still-alive witch.
The game made it quite clear early on that you were dealing with a being who
was, if not immortal, at least long-lived. Why shouldn't she still be alive?
>And her father, turned into a goblin, was equally dissapointing, because HE
>was still alive!
So...?
>Those parts didn't make any sense,
How not?
>On Aug 09, 1996 23:50:55 in article <Re: BAD adventures>, 'Bob Adams
><ams...@amster.demon.co.uk>' wrote:
***** THEATER SPOILERS *****
>Let me add to this by saying
>that stinky storylines are not only isolated to AGT games. My most recent
>example of this, (And I've probably said it before.) was the Inform game
>Theatre. I was hooked to that game at first, enjoying the creepy
>atmosphere and the nicely done puzzles. But everything came to a
>screeching halt when I entered the sewers under the theatre and found the
>witch. What really bugged me was that I thought a ghost was haunting the
>place, not a for-some-strange-reason-she's-still-alive witch. And her
>father, turned into a goblin, was equally dissapointing, because HE was
>still alive! Those parts didn't make any sense, and took enjoyment away
>from what might have been a very entertaining story.
I think that you may have misunderstood what was going on a little bit.
You may want to play the game over again. I rather liked the game's
story, and I think it was much more coherent than the majority of the AGT
games that I've played. Sadly, AGT seems to have a higher of really bad
games than any other system I know of.
--
/<-= -=-=- -= Admiral Jota =- -=-=- =->\
__/><-=- http://www.tiac.net/users/jota/ =-><\__
\><-= jo...@mv.mv.com -- Finger for PGP =-></
\<-=- -= -=- -= -==- =- -=- =- -=->/
SPOILERS (btw, "Theatre," in its entirety, is not an example of a bad
adventure)
> Now you're on thin ice, son.:) IMO, Theatre is one of the top, oh, six games
> available at GMD, storywise.
>
> >I was hooked to that game at first, enjoying the creepy
> >atmosphere and the nicely done puzzles. But everything came to a
> >screeching halt when I entered the sewers under the theatre and found the
> >witch.
>
> The ending was admittedly somewhat rushed.
>
> >What really bugged me was that I thought a ghost was haunting the
> >place,
>
> Then you came to the wrong conclusion. Not the authour's problem.
>
> >not a for-some-strange-reason-she's-still-alive witch.
>
> The game made it quite clear early on that you were dealing with a being who
> was, if not immortal, at least long-lived. Why shouldn't she still be alive?
>
> >And her father, turned into a goblin, was equally dissapointing, because HE
> >was still alive!
>
> So...?
>
> >Those parts didn't make any sense,
>
> How not?
What I found disappointing about the game was the inconsistent use of
paradigms from two different schools of horror. On the one hand there
were elements such as the haunted ticket booth/haunted theatre/animated
mannequins-- sort of understated, supernatural,
there's-something-behind-you horror-- which were very well done.
OTOH there was the library slug and the pit monster-- basic
sub-Lovecraftian schlocky stuff-- which I guess is OK if you like that
sort of thing.
IMO these two elements didn't mix well.
You could even go further and say that, for the most part, the whole
underground tunnel bit bore little resemblance or relevance,
stylistically, to what had gone before, and the snake-in-the-box was,
again stylistically (and physically?), an anomaly.
The endgame was rubbish.
Jools
--
Okay, well, as long as there are not more than 4 battles you can
compensate us by not putting in any huge tedious mazes. :)
* Susan * <Sus...@ix.netcom.com>
Actually I wouldn't mind something like this, as long
as there was some real skill involved in figuring out
the right techniques for fighting each opponent, e.g.
The dwarf takes a swing at you from his right
shoulder, momentarily exposing his left flank.
> thrust right
He dodges your attack, and you collect his axe
with your neck. Your life is over.
whereas if you'd done
> block left
His axe meets your sword with a mighty clash,
throwing him off balance.
> thrust right
Your sword sinks into his spleen and he crumples
to the ground, gasping "Who designed this combat
system anyway..."
Greg
> Okay, well, as long as there are not more than 4 battles you can
>compensate us by not putting in any huge tedious mazes. :)
(Looks at game currently in development)
Oh well, back to the drawing board :-)
======= Text adventure games =======
== They're not just for beautiful ==
========= people anymore ===========
There are very few people writing IF who know how to construct a story.
One reason that I haven't produced any IF computer games in the past, gee,
ten years, is that I decided I could get more of an edge on other IF writers
by learning to write traditional linear stories first. I decided not to
sink time into another interactive fiction until I got one short story
published. Since then I've been writing stories, reading mountains of
"How to Write" books, and papering my office with rejection slips.
The problem with this approach is that if you are inept enough, like me,
you can go ten years without actually publishing anything, and in all
that time get zero feedback, except from writers' groups
full of other people who don't know how to get published.
(After a few dozen photocopied rejection slip you begin to wonder if
the editors even READ your stories...)
Anyway, this group focuses on the hi-tech side of IF, and I think that's
appropriate, but people who want to write good IF should realize that
they're going to need a long intership studying the basics of story.
Our "puzzle" mindset may have obscured this, but I think it's true.
I would think people who are serious about writing IF would also
be serious about writing other types of fiction. Am I wrong?
Let me start an informal poll here. Who of our IF authors also writes
static fiction?
Phil Go...@cs.buffalo.edu
*** pedantic mode ON ***
Before we start splintering into hostile camps, let me gently suggest
that Michael meant "combat games". Combat RPGs bore me, but I think of
RPGs in general as what IF is striving towards.
Phil Go...@cs.buffalo.edu
hey, did I forget to switch pedantic mode off? funny, that...
>I would think people who are serious about writing IF would also
>be serious about writing other types of fiction. Am I wrong?
>Let me start an informal poll here. Who of our IF authors also writes
>static fiction?
I dabble. I haven't had time in awhile though, with all my I-F projects.
The experience is useful, but is by no means an end-all be-all sort of
thing. There are simply too many differences between the two artforms to
port too many techniques over. A lot of fictional devices break down when
you aren't sure that the player will ever see them. Still, as shown by my
authorship guide, a sufficient amount of carry-over does exist to ensure
that I-F writers must have some skill in writing F.
--
<~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~~~~~~~>
< Join in the 1996 Interactive Fiction Competition. | ~~\ >
< The Deadline is September 30, 1996. Enter, judge, betatest or ?? | /~\ | >
<_______________________...@uclink.berkeley.edu_|_\__/__>
Not me. The only writing I have done has been for puzzles and games. Some
of this has been more static than text adventures, though.
I'm certainly serious about *reading* static fiction. And I'm doing it as
comparison, not contrast. I mean, I read books and think "I want the
story / writing in my IF to do *this* sort of trick." Or, more often,
"Damn, I wish the story / writing in my IF were this good."
--Z
--
"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the
borogoves..."
: I'm certainly serious about *reading* static fiction. And I'm doing it as
: comparison, not contrast. I mean, I read books and think "I want the
: story / writing in my IF to do *this* sort of trick." Or, more often,
: "Damn, I wish the story / writing in my IF were this good."
Oh, gawd, I can relate to that. I've tried writing (static, if you will)
non-fiction over the years but have concluded I'm really not very good at
it. Sometimes that makes reading a really good book a bit depressing.
- Neil K.
Me three. I write non-fiction <blatant plug> (see, for example, the cover
story of this week's _In These Times_) </blatant plug>, but I haven't
written any static fiction since high school. One of the reasons I got
into writing I-F was that it would give me a way of writing fiction while
hiding my ineptitude behind the conventions of a game.
Of course, I want to make the F in my I-F better and better, but at least
I'm getting writing done, and read, without being smothered under a pile
of rejection slips...
Neil
---------------------------------------------------------
Neil deMause ne...@echonyc.com
http://www.echonyc.com/~wham/neild.html
---------------------------------------------------------
> Sadly, AGT seems to have a higher of really bad games than any other
> system I know of.
Ah, but isn't this inevitable when you make programming 'easy'? Is it not
true that if you give any fool the power to create his own adventure,
then you will get a lot of adventures made by fools?
Heaven knows what terrible things could issue forth if someone made it
possible to write a game with NO CODING... ;)
--
Den
,_________________________________________________________________________,
| "I don't know the word 'available'." - a hypothesised excerpt from the |
| forthcoming masterpiece 'Avalon' |
'~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~'
: The only area that could be
: considered a maze would be the forest outside the castle. It's actually a
: series of rooms that look identical, giving the player the feeling of being
: lost in an enchanted forest. (Every 5 steps in one direction will take you
: back to where you started from.)
This sounds kinda cool - a maze that isn't really... ;)
--
John Holder (jho...@frii.com) http://www.frii.com/~jholder/
UNIX Specialist, Paranet Inc., Denver, Colorado, USA, Earth
Death is just God's way of dropping carrier detect...
>Heaven knows what terrible things could issue forth if someone made it
>possible to write a game with NO CODING... ;)
Perhaps this is one of the weighty issues addressed on Pearl Jam's new
album, No Code.
Matthew
>I would think people who are serious about writing IF would also
>be serious about writing other types of fiction. Am I wrong?
>Let me start an informal poll here. Who of our IF authors also writes
>static fiction?
I don't know that I can be considered an IF author, since I've never
actually completed anything more than a goofy exercise to show to my
friends, but I'll chime in anyway.
I've never been any damn good at writing fiction. In third grade or
so, I decided to write a novel. I plotted out all the chapters, then
got sick of it in chapter two and had everyone run over by a truck. I
don't think I'm any better now. So, like Neil, I'm a journalist.
Worse yet, a rock journalist. I write for Addicted to Noise
(www.addict.com), Microsoft Music Central (www.musiccentral.msn.com),
and freelance elsewhere, including (here comes my plug--prepare to hit
'n') the 9/1/96 Sunday San Fran Chronicle. "Pop Quiz," in the
Datebook section.
Strangely, though, as long as I don't try to write way outside my
experience, the writing I've done for IF project I've started isn't
too bad. Maybe it's the exhilaration of not having to produce more
than a paragraph at a time.
Matthew
>I would think people who are serious about writing IF would also
>be serious about writing other types of fiction. Am I wrong?
>Let me start an informal poll here. Who of our IF authors also writes
>static fiction?
I'm pretty much a jack-of-all-trades--as of yet, it remains to be
determined if I'm good at any of them. I've written, of, probably 200
pages worth of short stories--my first published fiction appeared in The
North American Review earlier this year. I spent a year writing
non-fiction for _Washingtonian_ magazine. I finished the first draft of my
first novel in the spring, and hope to have it revised and ready to send
out by the end of the fall. And I'm finishing up my first screenplay.
Also, I've written 3 TV spec scripts with a partner. If all goes well, in
a few weeks I'll be starting a paid job as a joke-writer for a humorous
Web page.
And in the best of all possible worlds, I'd finish my contest entry in
time to enter it--but I'm not sure that's going to happen.
I think that writing anything imporves ones writing; I'm a better writer
of IF for having written static fiction, and vice versa.
For one thing, writing Save Princeton gave me confidence that I can see a
major project through from start to finish. This was a useful thing to
know about myself when I sat down to write page 1 of my novel.
Also, I think that the intellectual rigor of programming is a useful skill
to apply to static fiction. It's much harder for a writer to cheat when
writing a game; in a static story, if two events don't quite follow
logically, one can often get away with it, but a logical flaw can render a
game unplayable.
Nonetheless, I think that, right now, it's easier to write an acceptable
game than an
acceptable novel, because we have lower standards for games. The plot and
characters of Save Princeton, for example, would not have been good enough
for a novel.
I do think it's harder to write a great game than a great novel--partly
because there isn't as long a tradition to show one how it's done, and
partly because programming is such a damn pain in the ass.
-Jacob