Silver wrote:f the game mentions blood on the floor, I examine it and the game goes 'meh?' I will assume it's still in beta and (as a player) probably stop playing it or (as a game moderator) send it to the sand pit unless its like the Blackpool Illuminations in all other respects.
Silver wrote:It's like this: "you walk into the lounge which has an old thread-bare carpet on the floor and tatty wallpaper adorning the walls. There is a table and chair in the centre of the room and an ornamental rhinoceros with a large tusk sitting on a shelf."
>examine tusk
You can't see that.
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You'd be surprised how many games are like that.
OurJud wrote:"Silver"
It's like this: "you walk into the lounge which has an old thread-bare carpet on the floor and tatty wallpaper adorning the walls. There is a table and chair in the centre of the room and an ornamental rhinoceros with a large tusk sitting on a shelf."
>examine tusk
You can't see that.
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You'd be surprised how many games are like that.
Mmm, that seems like a strange example to me. I can imagine why you'd type 'examine rhinoceros' as that would probably include the tusk's description, but why would you want to examine the tusk alone?
If you apply that logic, then every element of an object would need it's own description, wouldn't it? The eyes of a doll, the bed sheets on a bed, the door handle on a door...
OurJud wrote:I suppose this would be a good place to ask for opinion on an aspect of my own game. Luckily I've hardly started on it and so far have only mapped out the player's apartment, so the feedback shouldn't be too discouraging... but I had planned to use non directional exists throughout (I know Jay has already mentioned that some players find this disorientating). However, my concern is the inputting aspect, and the fact that 'n' is so much easier and quicker to type than 'go bathroom'.
So I ask, would you as a player be irritated by having to type 'go [wherever]' every time you want to move?
jaynabonne wrote:To follow up on SIlver's post: the general consensus is that noun's mentioned in descriptions should have their own descriptions (to a depth of perhaps three, I believe - though I just tend to try to not mention further stuff in my descriptions.)
In the example he gave, I'd expect there to be additional descriptions for carpet, floor, wallpaper, walls, table, chair, rhinoceros, tusk and shelf. It might seem extreme when listed like that, but... people will do it since the description calls them out specially!
Silver wrote:Why should one preclude the other? Providing further descriptions for nouns doesn't prevent you from adding feeling to your prose.
So how do you create an atmosphere and sense of 'being there' if everything you describe is expected to have its own look description? What you suggest means that room description should be restricted to, 'You are in the [room]. There are exits north and
OurJud wrote:"Silver"
Why should one preclude the other? Providing further descriptions for nouns doesn't prevent you from adding feeling to your prose.
No, what I'm saying is that your room description seemed fine to me, but Jay suggests all that the 'things' you mentioned require their own description. Wouldn't this mean an awful lot of work for anyone who likes to be descriptive with their rooms? I can understand players might want to 'look' at these things, just to check, but I don't see what's wrong with a default 'Nothing special', unless the object is relevant to the game's story.
Silver wrote:"OurJud"
[quote="Silver"]It's like this: "you walk into the lounge which has an old thread-bare carpet on the floor and tatty wallpaper adorning the walls. There is a table and chair in the centre of the room and an ornamental rhinoceros with a large tusk sitting on a shelf."
>examine tusk
You can't see that.
______________________
You'd be surprised how many games are like that.
Mmm, that seems like a strange example to me. I can imagine why you'd type 'examine rhinoceros' as that would probably include the tusk's description, but why would you want to examine the tusk alone?
If you apply that logic, then every element of an object would need it's own description, wouldn't it? The eyes of a doll, the bed sheets on a bed, the door handle on a door...
jaynabonne wrote:Marzipan, the amazing thing to me is that when you approach the author of such a game and say why it's no fun, they basically say, "Well play it again and choose the other choice." They are really refusing to look at it from the player's point of view. All they know is they have this "cool game I wrote that my friends all love", and they can't understand why the rest of the world just goes "meh." And no desire for growth and development as a game creator...
OurJud wrote:
I once read somewhere that the number of words per line should not exceed 12, as the reader struggles to move from one line to the other, and it's true.
Silver wrote:"OurJud"
I once read somewhere that the number of words per line should not exceed 12, as the reader struggles to move from one line to the other, and it's true.
So you can use the whole width of the screen so long as you use really big text size to keep it down to twelve words max.
jaynabonne wrote:I've just spent the past twenty minutes pondering the layout of my game. lol
Marzipan wrote:Doesn't seem to be an issue with Quest games at least. I don't know if it's just a setting I have on or what but when I play it's always centered and about the width of a page.
OurJud wrote:Games that use the whole width of the screen.
I once read somewhere that the number of words per line should not exceed 12, as the reader struggles to move from one line to the other, and it's true. I find it very difficult indeed to read a body of text that stretches the whole width of the screen.
It's even more of a frustration when the game shows real promise like those linked to in the recommendations thread.
davidw wrote:"OurJud"
Games that use the whole width of the screen.
I once read somewhere that the number of words per line should not exceed 12, as the reader struggles to move from one line to the other, and it's true. I find it very difficult indeed to read a body of text that stretches the whole width of the screen.
It's even more of a frustration when the game shows real promise like those linked to in the recommendations thread.
It's interesting that the very line you mention the 12 word limit has (on my browser) no less than 19 words on it