george wrote: ... I don't think there should be a rule to emphasize the use of Quest's special features though, but rather a creative prompt/theme or genre. I feel that this combination has the best chance of producing a decent number of games, and also is the most friendly to newcomers who want to bang out a game. It also makes it easier to advertise and possibly draw in some people from intfiction.org.
I'm really not sure about the time thing. A simple, easy game could pack a LOT of stuff into a short time, which kind of goes against concept here. Fitting a complete story into a short space is the basic challenge of flash-fiction. If I picture myself making an entry with a target game-play time, it kind of frightens me. How do I know how long it is before it's done? What do I do if my beta testers tell me it's taking way more or less time than I expected? Different people have different play-styles. Some people ignore everything that looks like a distraction and run to the end. Other people are "completionists" that may take their time reading ALL the scenery descriptions and trying silly things to see what happens (me). Some people even just read faster than others.
Out of curiosity, I'd appreciate hearing from anyone who played my game "Day Of Honor" to tell me roughly how long it took them.
Or Adam Holbrook's "Captain Jumbo." They were designed with a 6 room limit, along with some other restrictions. Since I'm familiar with how they were made, the time it took people to play them might tell me something useful. Just a thought. If you haven't played Captain Jumbo, it is a trip.
After doing some googling and looking at genre definitions on ifwiki, I'm seeing that what I had in mind is, well, not typical of the IF community. Part of the point was to make games that would be shorter than "the big comps" to fit with a shorter time-frame for the competition. That immediately put me back to thinking about text-adventures as flash-fiction. I see two relevant catagories: IF competition entries ("typically designed to be played in under two hours"), and mini-comp entries ("typically small in scope, but need not be"). I was not planning a "mini-comp" in the sense that it is defined on ifwiki. What I was picturing was restrictively short games that are well put together, which, like flash-fiction (typically anywhere from 200-1000 words), are intended to challenge the author's ability to tell a [u]complete[/u] story with few words. Although, in this case, it would be a short game, with as many words as it takes. Now, we don't have to do that, it's still all up in the air, but I want to make sure we're all talking about the same thing.
TriangleGames wrote:I have to admit I'm a little surprised to hear anyone say "complicated rules and creativity are pretty much exclusive of each other." One of the things I love most about programming is that it combines the logical rules and absolutes of math with the creativity and flexibility of writing fiction. Figuring out the best way to make a program do what I want is part of the fun for me. Maybe it's only because I'm not actually fluent in any specific programming language, but I would certainly consider programming to be "complicated rules," even with a custom IDE like Quest, and game design is definitely creativity.
TriangleGames wrote:
For the idea of having designers use stories written by other people, I've heard of things like that before, but I've never participated in any. Are the match-ups usually treated as one game to one story, or can multiple designers choose the same story? If it's one-to-one then we'd need to make sure it was organized somehow. If it doesn't matter, than we could just put up the stories and let people do what they want. My only concern is that some people might prefer to use their own story. Do you think it would ruin the idea if we left designers the option to use their own? BTW, I understood the plan to suggest that the stories could be written by anyone, including both people planning to make a game and people who just feel like contributing a story without making a game. Is that right?
Quest Comp 2014
Welcome to QuestComp 2014, the second annual Quest exclusive IF competition!
Join the adventure, and be a Questing hero!
The QuestComp organiser is Evan Williams. The competition is being set up and can be discussed in
the QuestComp forum thread.
To declare your intent to enter or to submit a story or game entry, please contact
[email protected]. (Sorry about the american "z" ;)
Competition Overview
This year's theme is flash fiction. We'll be asking for story submissions in flash fiction format
of up to 1,000 words. Entrants will then choose a story to adapt into a game.
Like the classic hero, your reward will be honor, respect and glory.
Fortune smiles upon thee! There is also no entrance fee.
Dates
April 8: Deadline for flash fiction story submissions
April 10: Stories will be posted, entrants may claim stories and begin game design
June 1: Deadline for game entrants to declare intent to enter
July 1: Deadline for submitting finished games
Guidelines for story writers
* Anyone may submit a story, regardless of whether they intend to enter a game
* Stories are to be written as flash fiction of up to 1,000 words. Flash fictions are complete
stories with a beginning, a middle, and an end, conflict, obstacles, etc. If you have any doubts
about what constitutes flash fiction, please ask the organiser or go here:
http://en.wikipedia.org/wiki/Flash_fiction
* Submit stories as plain text, the organiser will need to post them to the QuestComp blog for
viewing and claims.
* Please submit your own work only. Do not submit interesting stories you found.
* The game designers (entrants) will be given artistic license to modify your story as they see
fit, as long as they credit you appropriately. No takebacks.
* You can submit as many stories as you like; we want entrants to have plenty of options.
* There is no quality standard. You can submit stories even if you don't think of yourself as a
good writer.
* There is, of course, no guarantee that your story will be used! So try to write something that
is compelling and evocative.
* Entrants and writers are allowed to communicate, ask questions, make clarifications, etc. but
there's no commitment for either to do so, and they should do so directly rather than via the
organiser.
Rules For Entrants And Submissions
* Anyone may enter a game, regardless of whether they submitted a story
* All entrants must declare their intent to compete no later than June 1.
* Each entrant should submit one(1) game only, no later than July 1.
* Entrants are not to discuss the contents of their game publicly during the judging period.
* Stories will be posted here: http://questcomp.blogspot.com/
* You claim a story by leaving a comment on it containing the word CLAIMED and your name. You do
not need to register an account for this, but anonymous comments require word verification.
* Claiming relates one author to one story: you cannot claim an already-claimed story, nor can
you claim a second story. First come, first served.
* Don't hog the stories. Don't pick a story unless you are sure you want to use it. It will be
extremely lame if you grab the coolest story before you have any idea about the game, then realise
that you're stuck for ideas: then nobody gets to use that story! So be considerate, and don't rush
in headlong.
* Your chosen story should be more than a vague inspiration. While you have full artistic license
to make any changes you wish, remember that this is an adaptation from story to game. You may
write a new ending, change the title, add or remove supporting characters and conflicts, etc, but
not to such a degree that the audience cannot recognise the story.
* Credit the writer/contributor clearly (nicely is always good form as well).
- Entrants who also submitted a story may claim their own story.
- It is recommended that you test how well your game works when played online – you can upload a
game to the site and set visibility to “unlisted” for testing.
Rules For Judges
* Judges are encouraged to play each game as long as they want and try to finish each one.
However, they are not required to finish before voting (especially if the game takes more than
about 1-1/2 to 2 hours).
* Judges should vote on at least two games.
* Anyone may judge.
* Games should be scored on a 1 to 10 scale, 10 being best.
* Judges may discuss the games during the judging period, but should clearly mark posts/topics,
for the benefit of those who want to avoid spoilers.
* Beta-testers are allowed to vote on the entries they beta-tested.
Legal
* While “freeware” multimedia is permissible, entrants assume personal responsibility for the
contents of their games and may be disqualified if any copyrighted material is used without
consent from the owner.
* Entrants grant the competition and textadventures.co.uk the non-exclusive right to distribute
your game for free.