Game preferences?

I really really prefer being able to type commands over just clicking links. Does anyone else not like the clicking links version of text adventures?


I prefer to type commands. But sometimes it can be convenient to have the links there, in case you've worked out what to do but there's a lot of different ways it could be phrased. For example, there's one game I've been working on which allows all kinds of variations of "wedge lever", "jam lever", "put rock in lever", "use rock on lever", or similar things. I'm remaking a classic (early '80s) text adventure, and on the original the only acceptable invocation was "wedge lever". I figure that some people will prefer having a menu to choose from so they don't have to guess the right word; and some might prefer to type commands (in which case I do my best to make the game understand as many synonyms as I can think of so that you're not struggling to guess the words once you solved the puzzle.

Different tastes :)


A well written parser is not a game of guess the verb, too often, a writer will enter what they would type, not thinking of other ways of saying what they did...
Clicking links prevents guessing the verb, but, it could give a hint as to the function of an object..


Hyper links on the obvious then be able to enter commands to dig further. I don't care for all options being spelled out for me. However I have seen some great games that had pre-selected options and were fun. It's all in the writing...


I honestly hate the 'guess the verb game'. In general, I tend over Gamebooks rather than Parser games, but there are very good parsers right here in the community. So, when a game begins I feel far more comfortable when I see links or choices. If I start a Parser and the three first commands do not produces something interesting, I usually drop the game.


I don't know if any of you noticed the discussion on run-time selection of maps, hyperlinks and game panes last year?
https://textadventures.co.uk/forum/quest/topic/hclkhpzf2e2f_repc9ycgq/dynamic-hyperlinks-success

If not, you can try the facilities out in: http://play2.textadventures.co.uk/Play.aspx?id=m4a7-u7kyukbtvhaqtxq-g

My own preference is to use the map and hyperlinks but not the panes. The default, in this game, is to have everything switched off.


Davy, I found very interesting and impressive what you have achieved. I understand that most of the preference of getting rid of links is much about the challenge of a good puzzle in a Parser game. Am I wrong?


Thanks Deckrect, I like to give players a choice in how they play a game though I don't know if they find that helpful. I also enjoy the challenge of making the best use of Quest. I'm still learning! Using links does make a game a bit easier...like a hint system.


You need to prove yourself to the player before you have large pages of text in your game. There are too many games out there that are dribble. I see a big block of text and I cringe. I never place any text blocks that are more than a paragraph. As a writer, I know you can condense any page to a paragraph. I can forgive the writer if they lack skill; if they keep it short.

Give the information in a condensed description and if the player needs or wants more they can dig deeper.

It is different for a title or start page as some background or instruction needs to be given. However you better edit it many times to show me I am not wading through garbage or this player gets a bad first impression and will move on to another game.👀⚔


I’m all about the parser and puzzles whilst loathing how hard those games can be in equal measure.
Parser games make you stop and think about what is happening, something that novels can’t always achieve, and links can be just like turning pages also.


DavyB I like that system you’ve devised.
It could be implemented fully as a help/cheat system which you can only summon for one turn. And by doing that you could set levels of difficulty when starting a game with easy level giving you 7 uses of it, moderate 3 uses, and hard no uses.


Personally, I find it more a matter of taste and game design. I do really appreciate more Gamebooks than parsers, so links are a must. I have been working on a simple mix of gamebook and parser game, and I hope finding time to finish and publish this project. And the reason I prefer Gamebooks is that I prefer giving the player a character, and then to do so, I need describing this character. It has been a major part of my struggle in the world of Interactive Fiction. What leads me to Forgewright's comment about walls of text.

When I begun writing, I found myself giving the player one or more full page of text before any interaction. I found it would be a problem and probably would spook away any potencial player. So I started condensing text and breaking it among choices. Of course it brings more trouble, because I do not believe in insignificant choices. On my projects, every choice has some sort of impact. So, this scheme has been a major challenge, both for design as for writing too.


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