Marzipan wrote:
But in the end, none of that is 'worth it' unless you're enjoying the actual game creation process on some level.
Marzipan wrote:I wouldn't say it's dead around here [...]
but it's difficult to find the motivation to push on with these games, when there's no like-minded people to feed off.
XanMag wrote:but it's difficult to find the motivation to push on with these games, when there's no like-minded people to feed off.
This is exactly why I enjoy getting on the forum, asking questions, and doing my best to answer questions. It is the lack of like-minded individuals that post here that keep me interested in coming back.
Marzipan wrote:The main reason to make a game should be for yourself, but don't look at the forum here and think the regular posters are your entire potential audience. There's tons of people who play but don't post. And more who are interested in interactive fiction in general, whether playing or creating, and just don't specifically use Quest and thus have little reason to post here.
HegemonKhan wrote:"who wants to play a text adventure game, when they can play Fallout 4 or Skyrim or San Andreas or Call of Duty or etc etc etc ???"
davidw wrote:If people happen to like your games and provide you with lots of feedback telling you what a great guy you are because of what an amazing game you've written, that's just the icing on the cake.
george wrote:The other edge of that sword is that Quest, as a general rule, has a very poor (and in my opinion undeserved) reputation in the wider text adventure community. Either people don't know about it, or consider it a 'lesser' tool.
OurJud wrote:If Quest does have a BR, it's because of the users. Too many people using Quest release half-finished, error-infested, and downright silly games.
OurJud wrote:Too easy? I am that idiot and I still struggle.
It may be too easy if you're talking about creating a game with half a dozen rooms and no puzzles, but I'd say Quest was far from easy if you intend to unleash its full potential.
If Inform is as inaccessible as you make out, then I for one am even less inclined to give it a try. I have neither the time, desire nor inclination to waste hours of my life learning to use software to make a game I can already do with Quest.
OurJud wrote:Too easy? I am that idiot and I still struggle.
It may be too easy if you're talking about creating a game with half a dozen rooms and no puzzles, but I'd say Quest was far from easy if you intend to unleash its full potential.
It looks like the number of people who could vote on it was limited due to it being in Quest; I didn't have enough time to learn a new system before the competition, but I have been working with Inform, which has a steeper learning curve at the beginning but makes it a lot easier to do certain more complicated things, so I hope to have much livelier and more interactive environments in my next game (as well as the game being playable offline to more people).
OurJud wrote:I posted the question, but it needs approving first.
In all honesty I can't see me even trying Inform. I've put too much time into learning Quest.
I also have to say if the 'last post' dates are any clue, activity there is no better than it is here.
OurJud wrote:Seems they don't offer any means of playing Inform games online, which kind of puts the nail in the coffin for me. I know it's preferable to have someone download your game, as performance is usually smoother when it doesn't have to rely on internet speeds, etc, but to not have an online option for casual TA players is poor in my opinion.
Marzipan wrote:Again, I hadn't been suggesting you switch over to Inform or anything of the sort, just pointing out that there were other places to take general game design questions or ask for opinions where you might get a wider range or more detailed answers than you do here, from people who have been playing and writing IF a very long time.
OurJud wrote:My question about customisation has now had a couple of answers, and it seems the way forward would be to publish the game on my website and then use CSS. Not really what I was looking for.
I don't say this out of any devotion to Quest, but Inform and its forum seems to be very inaccessible. I browsed the Announcement and Beta Testing section, with the intention of simply trying a game which had been built with inform, so that I could see what my starting point would be in terms of layout and design, but all I found was endless links to .zip files and other websites where the game could be downloaded.
Seems they don't offer any means of playing Inform games online, which kind of puts the nail in the coffin for me. I know it's preferable to have someone download your game, as performance is usually smoother when it doesn't have to rely on internet speeds, etc, but to not have an online option for casual TA players is poor in my opinion.
george wrote:No, you need an interpreter like Gargoyle, Spatterlight or Zoom. But you can go to IFDB and play many Inform games online without downloading anything.
davidw wrote:I'd much sooner just download and play games.
Marzipan wrote:Hard to recommend a game when you have to go 'but wait, first download this program...no THIS version not that one, then download the separate game file...' And that's more trouble than most people idly browsing the internet will be willing to put in for something they only have a mild spark of curiosity over.
Marzipan wrote:One of the biggest weaknesses of ADRIFT, IMO, is the lack of accessibility to new players there. There's nowhere on the not terribly inviting looking site to just click and try out a game, which was fine 10 years ago but only hurts that community today even if it's meant to be another 'pick up and write' easy to use program like Quest.