https://www.ifwiki.org/api.php?action=feedcontributions&user=Pesononline&feedformat=atomIFWiki - User contributions [en]2024-03-28T14:41:32ZUser contributionsMediaWiki 1.39.5https://www.ifwiki.org/index.php?title=Craft&diff=12040Craft2005-12-19T10:54:16Z<p>Pesononline: /* Game */ added Graham Nelson's _Craft of Aventure_ and sorted by author</p>
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<div>Craft articles listed here attempt to answer an author's "how do I do X" questions, like "How do I craft better NPCs?" or "How can I craft better puzzles?" Articles are grouped into categories based roughly on the [[XYZZY Awards]], plus an extra category for promotion, eg: "How can I promote my game?"<br />
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''For articles about classifications, terminologies, and "what is X" questions, see [[Theory]].''<br />
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''For examples on coding specific game features, see [[:Category:Tutorials]].''<br />
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<div style="border:solid black 1px;text-align:center"><br />
[[#Game|Game]] - [[#NPCs|NPCs]] - [[#PCs|PCs]] - [[#Promotion|Promotion]] - [[#Puzzles|Puzzles]] - [[#Setting|Setting]] - [[#Story|Story]] - [[#Use_of_Medium|Use of Medium]] - [[#Writing|Writing]] __NOTOC__<br />
</div><br />
<br />
==Game==<br />
''This section can be about design, the game as a whole, or a general catch-all for articles that cover several topics.''<br />
<!-- My current plan is to list the links by article's author. -- Dswxyz --><br />
* [http://www.xyzzynews.com/xyzzy.18d.html Lessons Learned the Hard Way] by [[Jim Aikin]] for XYZZYnews #18. Write a [[walkthrough]]. [[beta-testing|Beta-test]]. Be systematic. And comment, comment, comment.<br />
* [[Design Patterns]] by David Cornelson. Tries to define patterns in IF game design.<br />
* [[IF Cliches]] by [[Nate Cull]]<br />
* [http://www.xyzzynews.com/xyzzy.1e.html 10 Steps to Great Game Design] by [[C.E. Forman]] for XYZZYnews #1.<br />
* [http://www.xyzzynews.com/xyzzy.6h.html The Hazards of Invisibility, or, Making Your NPCs Respond The Way You Want Them To] by [[C.E. Forman]] for XYZZYnews #6. A caution against rushing the design phase.<br />
* [http://mirror.ifarchive.org/if-archive/info/Craft.Of.Adventure.pdf The Craft of the Adventure.] by [[Graham Nelson]]. 2nd ed. The IF Archive, 1995. A good starter with some general points about what makes good IF.<br />
* [http://www.drizzle.com/~dans/if/great-games.html How to Write a Great Game] by [[Dan Shiovitz]]. Focuses on construction, interaction, and concept.<br />
* [http://www.drizzle.com/~dans/if/notes.html General Game-Design/Authoring Notes] by [[Dan Shiovitz]]. Short assorted notes jotted down.<br />
* [http://raddial.com/if/theory/make_if_fast.html Make IF Fast!] by [[J. Robinson Wheeler]]. Covers the creation of games starting from a mock transcript of play.<br />
<!-- leave the if theory link last? --><br />
* [[Past raif topics: IF Theory: part 1#Game design|Discussions about game design]] on the rec.arts.int-fiction news group.<br />
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==NPCs==<br />
* [http://emshort.home.mindspring.com/NPC4.htm NPC Characterization] by [[Emily Short]]. Extensive discussion. The NPC as object, agent, and interlocutor.<br />
* [http://guyhasson.20m.com/Two%20Algorithms%202.htm Two algorithms for creating true character interaction in computer games] by [[Guy Hasson]].<br />
* [[Past_raif_topics: NPCs and AI|Discussions about NPCs, conversation systems and AI]] on the rec.arts.int-fiction newsgroup.<br />
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==PCs==<br />
''(Articles about types of PCs are on the Theory page listed under [[Theory#Taxonomy|Taxonomy]].)''<br />
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==Promotion==<br />
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==Puzzles==<br />
* [http://www.xyzzynews.com/xyzzy.14g.html IF Roundtable: The Art of the Puzzle] from XYZZYnews #14. [[Adam Cadre]], [[Lucian Smith]], [[Andrew Plotkin]], and [[Neil deMause]] discuss puzzles.<br />
* [http://www.xyzzynews.com/xyzzy.16d.html Parlez-Vous Nalian?] by [[Lucian Smith]] from XYZZYnews #16. Lucian discusses the language puzzle from ''The Edifice''.<br />
* [[Past_raif_topics: Game Mechanics: part 1#Puzzles|Discussions about puzzles]] on the rec.arts.int-fiction newsgroup.<br />
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==Setting==<br />
* [http://emshort.home.mindspring.com/Geography.html Laying Out Geography in IF] by [[Emily Short]]. Covers playability principles, layout, pacing, and the 'edge of the world'.<br />
* [http://www.brasslantern.org/writers/iftheory/setting.html Developing a Setting for Fantastical IF] by [[Emily Short]]. Covers finding your ideas, constructing your map, and presentation.<br />
* [[Past_raif_topics: IF Theory: part 1#Descriptions_.26_settings|Discussions about descriptions &amp; settings]] on the rec.arts.int-fiction newsgroup.<br />
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==Story==<br />
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==Use of Medium==<br />
* [http://emshort.home.mindspring.com/simul2.htm Desiderata for a Physical Simulation Library] by [[Emily Short]].<br />
* [http://www.xyzzynews.com/xyzzy.3b.html What XYZZY Does] from XYZZYnews #3. (See also: [[Xyzzy]].)<br />
<br />
==Writing==<br />
* [http://www.xyzzynews.com/xyzzy.17d.shtml Description Medicine] by [[Michael Berlyn]] for XYZZYnews #17. Liven up those rooms.<br />
* [http://brasslantern.org/writers/iftheory/descriptions.html Descriptions Constructed] by [[Stephen Granade]]. Descriptions that do more than just describe.<br />
* [http://raddial.com/if/theory/territory.html Mapping the Tale: Scene Description in IF] by [[J. Robinson Wheeler]]. Covers the writing of scene descriptions for locations.<br />
* [[Past_raif_topics: IF Theory: part 1#Creative writing (vs programming)|Discussions about creative writing]] on the rec.arts.int-fiction newsgroup.<br />
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[[Category:Basics]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Category_talk:Games&diff=2469Category talk:Games2005-03-15T09:17:53Z<p>Pesononline: typo</p>
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<div>Good idea, David - I hadn't seen your [[Games Page Format for IFWiki]] page. My idea was to do something more than just duplicating the baf's Guide info here. The main purpose as I saw it was to enable wiki writers to link to particularly interesting or successful games from other articles, not to create a full index of all games here. <br />
--[[User:Pesononline|Pesononline]] 03:17, 15 Mar 2005 (Central Standard Time)</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Category_talk:Games&diff=2468Category talk:Games2005-03-15T09:17:26Z<p>Pesononline: </p>
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<div>Good idea, David - I hadn't seen your [[Game Pages Format for IFWiki]] page. My idea was to do something more than just duplicating the baf's Guide info here. The main purpose as I saw it was to enable wiki writers to link to particularly interesting or successful games from other articles, not to create a full index of all games here. <br />
--[[User:Pesononline|Pesononline]] 03:17, 15 Mar 2005 (Central Standard Time)</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Category:Games&diff=2467Category:Games2005-03-14T09:37:59Z<p>Pesononline: </p>
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<div>This category should contain specific games, in particular those games that are frequently mentioned in discussions about interactive fictions.<br />
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==Links==<br />
* [[http://www.wurb.com/if/index Baf's Guide to the Interactive Fiction Archive]] contains listings of all the games entered in [[The Annual IF Competition]] and [[XYZZY Awards]], as well as pointers into the IF archive where you can download them.</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Photopia&diff=2464Photopia2005-03-14T09:31:50Z<p>Pesononline: Added to Games category</p>
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<div>A game by [[Adam Cadre]]. <br />
<br />
==Awards==<br />
* 1st place in [[3rd Annual Interactive Fiction Competition]]<br />
* Winner, Best Story [[XYZZY Awards 1998]]<br />
* Winner, Best Writing [[XYZZY Awards 1998]]<br />
<br />
==Links==<br />
* [[http://www.wurb.com/if/game/255 Photopia]] at Baf's Guide to the IF archive<br />
* [[http://adamcadre.ac/photopia.html Photopia]] at Adam Cadre's site<br />
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[[Category:Games]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Adam_Cadre&diff=2490Adam Cadre2005-03-14T09:28:44Z<p>Pesononline: /* Author Credits */</p>
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<div>[[Adam Cadre]] is one of the most renowned authors in the [[IF community]].<br />
<br />
==Author Credits==<br />
* ''Interstate Zero'' (1997). Winner of [[Best Game]] and [[Best Individual PC]] (Tracy Valencia), [[XYZZY Awards 1997]].<br />
* ''[[Photopia]]'' (1998), for [[IF Comp 1998]] (first place). Winner of [[Best Writing]] and [[Best Story]], [[XYZZY Awards 1998]].<br />
* ''Coke Is It!'' (1999), co-written with [[David Dyte]], [[Michael Fessler]], [[Lucian P. Smith]], [[Dan Shiovitz]], [[Adam Thornton]], and [[J. Robinson Wheeler]].<br />
* ''Varicella'' (1999). Winner for [[Best Game]], [[Best NPCs]], [[Best Individual NPC]] (Miss Sierra), and [[Best Individual PC]] (Primo Varicella), [[XYZZY Awards 1999]].<br />
*''1981'' (2001), as A.D. McMlxxxi, for [[SmoochieComp]].<br />
* ''Narcolepsy'' (2003). With dream sequences written by: [[Stephen Bond]], [[Liza Daly]], [[Jennifer Earl]], [[Stephen Granade]], [[Jon Ingold]], [[Nick Montfort]], [[Paul O'Brian]], [[Andrew Plotkin]], [[Dan Shiovitz]], [[Emily Short]], [[Bridget Sweeney]], and [[J. Robinson Wheeler]].<br />
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==Other Credits==<br />
* Wrote the novel <b><i>Ready, Okay!</i></b>.<br />
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== Links ==<br />
* [http://adamcadre.ac/ http://adamcadre.ac/] - Adam Cadre's website<br />
* [http://wurb.com/if/person/142 Adam Cadre's listing on Baf's Guide]<br />
<br />
===Interviews===<br />
* [http://www.avventuretestuali.com/interviste/cadre_eng.html "Photopia is a short story, Varicella is a world."] - Interview by L'avventura &egrave; L'avventura, January 2002. (Also in [http://www.avventuretestuali.com/interviste/cadre_ita.html Italian].)<br />
* [http://www.avventuretestuali.com/inventario/cadre_filologico.html Handwritten design notes] - SPOILERS for I-0, Photopia, and Varicella.<br />
* [http://brasslantern.org/community/interviews/pcgamer-adam.html PC Gamer UK Interview: Adam Cadre] - by Richard Cobbett for PC Gamer UK, issue 118, January 2003.<br />
<br />
[[Category:Award Winner|Cadre, Adam]]<br />
[[Category:People|Cadre, Adam]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Photopia&diff=2454Photopia2005-03-14T09:27:58Z<p>Pesononline: /* Awards */ corrected links</p>
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<div>A game by [[Adam Cadre]]. <br />
<br />
==Awards==<br />
* 1st place in [[3rd Annual Interactive Fiction Competition]]<br />
* Winner, Best Story [[XYZZY Awards 1998]]<br />
* Winner, Best Writing [[XYZZY Awards 1998]]<br />
<br />
==Links==<br />
* [[http://www.wurb.com/if/game/255 Photopia]] at Baf's Guide to the IF archive<br />
* [[http://adamcadre.ac/photopia.html Photopia]] at Adam Cadre's site</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Photopia&diff=2452Photopia2005-03-14T09:27:01Z<p>Pesononline: /* Links */</p>
<hr />
<div>A game by [[Adam Cadre]]. <br />
<br />
==Awards==<br />
* 1st place in [[3rd Annual Interactive Fiction Competition]]<br />
* Winner, Best Story [[Xyzzy Awards 1998]]<br />
* Winner, Best Writing [[Xyzzy Awards 1998]]<br />
<br />
==Links==<br />
* [[http://www.wurb.com/if/game/255 Photopia]] at Baf's Guide to the IF archive<br />
* [[http://adamcadre.ac/photopia.html Photopia]] at Adam Cadre's site</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Photopia&diff=2451Photopia2005-03-14T09:26:33Z<p>Pesononline: </p>
<hr />
<div>A game by [[Adam Cadre]]. <br />
<br />
==Awards==<br />
* 1st place in [[3rd Annual Interactive Fiction Competition]]<br />
* Winner, Best Story [[Xyzzy Awards 1998]]<br />
* Winner, Best Writing [[Xyzzy Awards 1998]]<br />
<br />
==Links==<br />
* [[http://www.wurb.com/if/game/255 Photopia]] at Baf's Guide to the IF archive<br />
* [[http://adamcadre.ac/photopia.html]] Photopia at Adam Cadre's site</div>Pesononlinehttps://www.ifwiki.org/index.php?title=IFComp_1997&diff=2657IFComp 19972005-03-14T09:19:33Z<p>Pesononline: </p>
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<div>{{IFCompNavBox}}<br />
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==Entries==<br />
In the order that they were placed.<br />
# ''[[The Edifice]]'', by [[Lucian P. Smith]]<br />
# ''[[Babel]]'', by [[Ian Finley]] <br />
# ''[[Glowgrass]]'', by [[Nate Cull]] <br />
# ''She's got a Thing for a Spring'', by [[Brent VanFossen]] <br />
# ''A Bear's Night Out'', by [[David Dyte]] <br />
# ''Sunset Over Savannah'', by [[Ivan Cockrum]] <br />
# ''Poor Zefron's Almanac'', by [[Carl Klutzke]] <br />
# ''The Lost Spellmaker'', by [[Neil Brown]] <br />
# ''Sins Against Mimesis'', by [[Adam Thornton]] <br />
# ''A New Day'', by [[Jonathan Fry]] <br />
# ''Zero Sum Game'', by [[Cody Sandifier]] <br />
# ''Zombie!'', by Scott [[W. Starkey]] <br />
# ''The Frenetic Five vs Sturm und Drang'', by [[Neil deMause]] <br />
# ''Travels in the Land of Erden'', by [[Laura A. Knauth]] <br />
# ''Unholy grail'', by [[tuart Allen]] <br />
# ''Friday Afternoon'', by [[Mischa Schweitzer]] <br />
# ''Madame L'estrange and the Troubled Spirit'', by [[Ian Ball]] and [[Marcus Young]]<br />
# ''Sylenius Mysterium'', by [[C.E. Forman]] <br />
# ''Phred Phontious'', the Quest for Pizza, by [[Michael Zey]] <br />
# ''Down'', by [[Kent Tessman]] <br />
# ''Virtual Tech'', by [[David Glasser]] <br />
# ''The Obscene Quest of Dr Auurdvarkbarf'', by [[Gary Roggin]]<br />
# ''A Good Breakfast'', by [[Stuart Adair]] <br />
# ''The Town Dragon'', by [[David A. Cornelson]] <br />
# ''The Tempest'', by [[Graham Nelson]]<br />
# ''Temple of the Orc Mage'', by [[Gary Roggin]]<br />
# ''E-Mailbox'', by [[Jay Goemmer]]<br />
# ''Pintown'', by [[Stefan Blixt]]<br />
# ''Leaves'', by [[Mikko Vuorinen]]<br />
# ''Congratulations!'', by [[Frederick Hirsch]]<br />
# ''CASK'', by [[Harry M. Hardjono]]<br />
# ''Symetry'' (sic), by [[Ryan Stevens]]<br />
# ''Aunt Nancy's House'', by [[Nate Schwartzman]]<br />
# ''Coming Home'', by [[Andrew Katz]]<br />
<br />
==Links==<br />
* [http://www.ifcomp.org/comp96/ The 3rd Annual Interactive Fiction Competition] at ifcomp.org<br />
* [[http://www.wurb.com/if/award/1#6 rec.arts.int-fiction competition 1997]] at Baf's Guide to the IF archive</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Main_Page&diff=2831Main Page2005-03-03T22:24:12Z<p>Pesononline: typo</p>
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<div><div style="font-family: Times New Roman; font-size: 20pt; text-align: center; font-style: italic;">Welcome to the Interactive Fiction Wiki</div><br />
<div style="font-family: Times New Roman; font-size: 12pt; text-align: center; font-style: italic;">{{CURRENTDAYNAME}}, {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}</div><br />
{| border="0" cellpadding="1" cellspacing="1" width="100%"<br />
|-<br />
| style="font-family: Times New Roman; width: 50%;" | <center><h2>The Land of FAQ</h2></center><br />
|<br />
|<br />
| style="font-family: Times New Roman; width: 50%;" | <center><h2>Categories and Categories</h2></center><br />
|-<br />
| style="text-align: justify; vertical-align: top;" | [[Nick Montfort]] started a new [[:FAQ|Frequently Asked Questions]] article licensed under the Creative Commons 2.0 license. This is one of the features of the modified MediaWiki codebase that is used for the ifwiki.org website. We wanted to allow authors the ability to explicitly set a copyright or license. Use the license tab on any article you create. If you do not set a license, the article will default to a public domain license.<br />
| style="border-right: 1px solid black; height:100%;" | &nbsp;<br />
|<br />
| style="text-align: justify; vertical-align: top;" | There are many categories of information within ifwiki.org, including: [[:Category:People|People]], [[:Category:Competitions|Competitions]], [[:Category:Authoring system|Authoring Systems]], [[:Category:Interpreter|Interpreters]], [[:Category:Glossary|The Glossary]], and [[:Category:Tutorial|Tutorials]].<br />
|}<br />
----<br />
{| border="0" cellpadding="1" cellspacing="1" width="100%"<br />
|-<br />
| style="font-family: Times New Roman; width: 100%;" | <h2>Places to contribute</h2><br />
|-<br />
| style="text-align: justify; vertical-align: top;" | There is a [[Craft]] article that contains information on how to do things and a [[Theory]] article on a subjective definition of various interactive fiction concepts. There is a [[Starters]] article that can help new players and authors get going, and you might want to check out the [[Current events]] page for what's happening in the IF world. There is always a list of the most linked to articles that have yet to be created also known as [[:Special:Wantedpages|Wanted pages]].<br />
|}</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Deadlock&diff=9868Deadlock2005-03-03T14:09:51Z<p>Pesononline: Added to glossary</p>
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<div>A player is in '''deadlock''' when he or she is facing a puzzle to which no [[solution]] exists. <br />
<br />
A deadlock can arise for example if the player destroys an object that is needed to solve a puzzle, or somehow manages to drop the key to a locked door on the wrong side of a door.<br />
<br />
Deadlocks are usually considered as game-level bugs - the [[IF]] author should attempt to prevent deadlocks from happening, or at least detect them and handle the situation. <br />
<br />
There is a (perhaps overly) fine distinction between deadlocks and [[unwinnable]] games. In an unwinnable game, there is no way to reach the final [[winning]] [[ending]]. This is a kind of deadlock, and in a game where there is only one way to reach the single winning ending, any deadlock makes the game [[unwinnable]]. <br />
<br />
However, in a "[[sprawl]]ing" game, or games with [[multiple endings]], it is possible for a single [[puzzle]] to become an unsolvable deadlock, but there may be other ways of progressing the overall game, by working around the puzzle rather than solving it. The problem arises when the player is bent on solving the puzzle at hand, when in fact he or she should zoom out and try to find another way to do things.<br />
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==See also==<br />
* [[unwinnable]] games<br />
* being [[stuck]]<br />
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[[Category:Glossary]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Deadlock&diff=2313Deadlock2005-03-03T14:08:25Z<p>Pesononline: defining deadlock as facing an unsolvable puzzle</p>
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<div>A player is in '''deadlock''' when he or she is facing a puzzle to which no [[solution]] exists. <br />
<br />
A deadlock can arise for example if the player destroys an object that is needed to solve a puzzle, or somehow manages to drop the key to a locked door on the wrong side of a door.<br />
<br />
Deadlocks are usually considered as game-level bugs - the [[IF]] author should attempt to prevent deadlocks from happening, or at least detect them and handle the situation. <br />
<br />
There is a (perhaps overly) fine distinction between deadlocks and [[unwinnable]] games. In an unwinnable game, there is no way to reach the final [[winning]] [[ending]]. This is a kind of deadlock, and in a game where there is only one way to reach the single winning ending, any deadlock makes the game [[unwinnable]]. <br />
<br />
However, in a "[[sprawl]]ing" game, or games with [[multiple endings]], it is possible for a single [[puzzle]] to become an unsolvable deadlock, but there may be other ways of progressing the overall game, by working around the puzzle rather than solving it. The problem arises when the player is bent on solving the puzzle at hand, when in fact he or she should zoom out and try to find another way to do things.<br />
<br />
==See also==<br />
* [[unwinnable]] games<br />
* being [[stuck]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=List_of_things_that_may_get_a_player_stuck&diff=4059List of things that may get a player stuck2005-03-03T13:19:28Z<p>Pesononline: The player is stuck, not in a deadlock</p>
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<div>This list does not contain outright bugs. (The player is [[stuck]] looking for an elusive, but existing, [[solution]] - it's not a [[deadlock]] where no solution exists).<br />
<br />
<br />
* To progress the player has to do something that makes no sense.<br />
<br />
See Also: [[Illogical Actions]] [[:Category:Design Pattern|design pattern]].<br />
<br />
* To progress the player has to do something that makes sense, but there is no reason for him to do it.<br />
<br />
Example: There is a sofa in a living room. If the player sits in the sofa he feels an object under the sofa cushions.<br />
<br />
See Also: [[Unprompted Actions]] [[:Category:Design Pattern|design pattern]].<br />
<br />
* The solution to a problem makes sense, but equally logical solutions are not possible. <br />
<br />
Example: An object is too high to reach. The solution is to jump to get the object. But if the player tries to stand on a table (to reach the object) he is told he can’t. The player might then think he is not supposed to get the object. Or he might give up on the game entirely since it rejects perfectly logically solutions.<br />
<br />
The player is particularly likely to get stuck if the real solution is much more complex and/or farfetched than the solutions that doesn’t work. If the writer don’t want to include the alternative solutions to the problems, he should give the player plausible explanations as to why the solutions does not work if the player tries them.<br />
<br />
See Also: [[Unimplemented Actions]] [[:Category:Design Pattern|design pattern]].<br />
<br />
* The player has to use a specific object to solve a problem, when another object also should work.<br />
<br />
Example: A monster blocks the path. The player is supposed to hit it with a frying pan. But if he tries to hit the monster with a big rock he is told he can’t.<br />
<br />
<br />
* The action the player has to do makes sense, but otherwise shallow implementation makes the player think this action has not been implemented.<br />
<br />
Example: The player is a house with a broken TV. The solution is to talk to the janitor about the TV, and then the janitor fixes it. But if the player tries to talk to the janitor about anything else he just gets the message “You don’t think the janitor know anything about that.”<br />
<br />
<br />
* The player is not allowed to do an action that is similar to the action he is supposed to be doing.<br />
<br />
Example: The player is not allowed to read a book. But is supposed to search the book to find the hidden note inside.<br />
<br />
<br />
* The player is not allowed to do something halfway, and therefore thinks it impossible to do it the whole way.<br />
<br />
Example: The player is supposed to enter a window. The player automatically opens and enters the window if he types “enter window”. But if the player types “open window”, he is told “That is not something that can be opened”.<br />
<br />
<br />
* The player knows what to do but not what to type.<br />
<br />
Example 1: The player is supposed to type “kill dragon with sword” but the game don’t understand “hit dragon with sword”<br />
<br />
Example 2: The player is supposed to type “open closet” but the game doesn’t understand “open cabinet”.<br />
<br />
Example 3: The player is supposed to type “hit nail into wall with hammer” but the game doesn’t understand if the player first types “hold nail against wall” and then types “hit nail with hammer”. Or the game doesn’t understand if the player simply types “hit nail with hammer”. Or the game doesn’t understand if the player simply types “put nail in wall” or “attach nail to wall”.<br />
<br />
If a player tries to do something, but can’t because he typed his command wrongly, he might think it’s not possible to do it at all.<br />
<br />
<br />
* Actions have different results if done in a different order, and there is no way for the player to know this.<br />
<br />
Example 1: If you wear a dress and then search a chest, the invisible chest goblin will be so impressed with you sense of fashion that he gives you all his gold.<br />
<br />
Example 2: You meet a man who tells you to search for his birds. If you search a three you find a bird. But if you search the three before talking to the man you find nothing. A player who has searched the three before talking to the man is likely to never search the tree again.<br />
<br />
<br />
* The PC will only do a certain thing under special condition, and there is no way for the player to know this. <br />
<br />
Example 1: In a spaceship there is a button. If the player tries to push it he is told “No, that is a real bad idea.” He is not told why. If the player wears a spacesuit and tries to push the button, the PC pushes the button and a door is opened to space.<br />
<br />
Example 2: You have a box. If you try to open it you are told “You begin to open the box, but see that there is a monster inside. You quickly close the box.” But if you are in the same room as the king and open the box you are told “You open the box and the monster jumps out and eats the king.” <br />
<br />
<br />
* The clues on how to solve a problem are too vague.<br />
<br />
<br />
* The clues on have to progress came too early. <br />
<br />
If the clue to the solution to a problem comes before the problem, the player may not remember it, or even have paid any attention to it. Remember the player could have saved the game after seeing the clue and then continued to play much later. The clue should be presented in such a way that the player could see it again after the he has found the problem.<br />
<br />
<br />
* The player can’t solve a problem because he has failed to see that there is a problem<br />
<br />
Example 1: When a player searches a chest he is told he finds nothing. If he searches the chest while wearing glasses he find something. When the player searched the chest without the glasses he should have been told that he was unable to because of his bad eyesight. <br />
<br />
Example 2: When a player tries to go through a door, the PC’s wife says “Oh don’t go outside, it’s so cold today.” The player is supposed to get rid of the wife so that he can go outside. But the wife’s way of stopping the player is so mild, the player might not realize she is an obstacle at all, he might just think that the outside room simply doesn’t exist in the game.<br />
<br />
<br />
* The game has misleading messages.<br />
<br />
Example: The player is supposed to shoot a locked door with a bazooka. But when he types just “hit door” he is told violence is not the answer.<br />
<br />
<br />
* To progress the player has to have information that is not in the game, but he was supposed to know it anyway.<br />
<br />
Example: You have a pool cue, and there is a pool table with many balls on it. You are supposed to hit the white ball with the cue. A player unfamiliar with pool might not know this.<br />
<br />
Particularly try to consider that players from different countries might not know the same things.<br />
<br />
<br />
* To progress the player have to do something that seems like it might kill the PC and therefore the player avoids doing it.<br />
<br />
<br />
* To progress the player have to do something that seems like it might make the game unwinnable and therefore the player avoids doing it.<br />
<br />
Example 1: The player finds a cookie. If he eats it he finds a hidden note inside it. But the player is likely to think that he will need the cookie later and therefore never eats it.<br />
<br />
Example 2: The player finds a can of beer. The player has to pour out the beer to use the can to collect some other liquid. The player is likely to think that he needs the beer later and therefore never empties the can.<br />
<br />
<br />
* The player has to do the same thing twice. <br />
<br />
Example: The player must shoot a bat. The first time he tries it he misses. The second time he hits. The player is likely not to try it a second time because he thinks he will always miss.<br />
<br />
Even when it would be logical to try something again when it did not work the first time a player is likely to not try it, because it is so tedious to try again all the things that did not work. <br />
<br />
<br />
* The result of something is random and there is no way for the player to know this.<br />
<br />
Example: The player must shoot a bat. There is a 50 % chance the player will hit. If the player misses the first time, he is likely to not try again because he thinks he will always miss.<br />
<br />
<br />
* The game has been made unwinnable, and the player doesn’t know it.<br />
<br />
Example: The player finds a sheriff badge. The player is supposed to walk into a room where a woman gives him a message because she thinks the player is the sheriff. Then the player is supposed to give the badge to the real sheriff. If the player gives away the badge before walking into the room where the lady is, the game has been made unwinnable. What is worse is that the player have no way of knowing the game has been made unwinnable, and therefore is likely to be stuck for good.<br />
<br />
<br />
* The player has done something that seemed like a good thing, but it wasn’t.<br />
<br />
Example 1: An object is guarded by a man and an unkillable monster. The solution is to make the man and the unkillable monster fight and then steal the object. If the player kills the man, the game has been made unwinnable. The player is unlikely to realize this because it seemed like he made progress when he killed the man.<br />
<br />
Example 2: The player finds a knights helmet. He puts it on. If he walks into the village without the helmet, a woman will come up to him and talk with him. But if the player is wearing the helmet, the woman won’t talk to him because she doesn’t trust knights. The game has not been made unwinnable; the player can still walk into the village without the helmet. However the player may never remove the helmet because it seemed like he made progress when he put it on.<br />
<br />
<br />
* The player has done something that was good, but it seemed like a bad thing so he restored the game to before he did it, and now he avoid doing it.<br />
<br />
Example: The player has a sword in the first half of the game. A key needed to progress is placed in a trap. When the player takes the key the trap explodes. The player survives but the sword is destroyed. The writer did this so that for the second half of the game the player is supposed to find ways to kill the monsters without the sword. But the player might think he is supposed to find a way to get the key without having the sword destroyed and gets stuck trying to do this impossible task.<br />
<br />
<br />
* The player has failed to realize that parts of a certain object can be manipulated separately from that object. <br />
<br />
Example: The wreck of a propeller plane lies on the ground. The player is supposed to take the propeller. But he doesn’t realize that the propeller is a separate object.<br />
<br />
<br />
* The player has to examine something to progress.<br />
<br />
Examining things are very common of course, but nonetheless it is pretty easy to get stuck if one forgets to examine one thing. If an object must be examined to progress the room description should make it clear that the object is important. It is also very easy to get stuck if one has to examine a specific part of an object; for instance say there is a statue of a man on a horse, and if the player examines the statue he is told “It is a statue of a man on a horse”, but if he examines the horse he is told “Hey, looks like the code to the safe is written on the horse”. A player is also less likely to examine things if he is under some kind of time limit. It is also easy to get stuck if one has to search something, or look inside, behind or under something.<br />
<br />
<br />
* A text is slightly different from another text but the player didn’t notice because he couldn’t be bothered to read through what appeared to be the same text over again.<br />
<br />
For instance descriptions of similar rooms or similar objects. Or the text that comes every round as part of some countdown.<br />
<br />
<br />
* The player fails to do a vital action, because doing similar actions have been fruitless.<br />
<br />
Example: In one room there is a corpse. The player searches it and finds nothing. In another room there is another corpse. The player doesn’t bother searching it, but he should have.<br />
<br />
<br />
* A room has changed and the player didn’t notice because he didn’t read the room description again when he returned to that room.<br />
<br />
If there are any important changes in a room, like a new object, you should make sure to really draw the players attention to it. The player is not likely to read through a room description every time he enters the room. Also many game systems allows the player to turn off room descriptions he has read before. A player is also likely to not re-read the text between room descriptions that says for instance “You walk down the stairs.”<br />
<br />
<br />
* A room has changed and the player didn’t notice because he had no reason to go back there. <br />
<br />
<br />
* The player has done an action that changed something, but the player doesn’t realize that something has changed.<br />
<br />
Example 1: When the player pets a cat, a key appears in a room the player has already been in.<br />
<br />
Example 2: When the player pushes a button, apparently nothing happens. But a door has become unlocked.<br />
<br />
<br />
* The player has to be in a specific room at a specific time and there is no way for him to know this.<br />
<br />
<br />
* The player has to interact with something not in the room description.<br />
<br />
Example: The player is in the living room. If he tries to go north through a door, he is told “You can’t go there, there is a terrible monster in there”. The player is supposed to shoot the monster while standing in the living room. If the room description is “This is the living room, with doors to the north and south.” the player is likely to not realize he can interact with the monster. Instead the room description could be “This is the living room, with doors to the north and south. Through the door to the north you can see a monster.”<br />
<br />
<br />
* The player is unable to properly manipulate the necessary objects because they are described so complex that he can’t visualize them.<br />
<br />
Happens a lot with machinery.<br />
<br />
<br />
* The problem is so complex that if the player makes some small mistake that makes his solution wrong, he might not notice he has made a small mistake, and therefore thinks his entire solution is wrong.<br />
<br />
I think this mostly applies if you put math problems in your game.<br />
<br />
<br />
* A puzzle is too hard because the game has too many object and/or too many rooms.<br />
<br />
Example: Say there is a tablecloth and a table in the game, and if the player ever put the tablecloth on the table he finds out that this summons Grodjejog, Norse god of tablecloths. If the game has 50 rooms and 300 objects the player is likely to never try to put the tablecloth on the table. Put if the game has only one room, and the tablecloth and the table is the only two things there, the player will probably figure it out pretty quickly.<br />
<br />
<br />
* A game is easy at first, then gets difficult. The player doesn’t think of the difficult solutions because he is used to easy solutions.<br />
<br />
While it is common for games to get more difficult, one should consider trying to make the transition gradual.</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Stuck&diff=5987Stuck2005-03-03T13:12:46Z<p>Pesononline: defining "stuck" as being unable to find an existing solution</p>
<hr />
<div>A player is said to be '''stuck''' when he or she cannot think of a [[solution]] to a [[puzzle]], or in a piece of [[puzzleless]] interactive fiction, he or she cannot think of anything interesting to do that will progress the story.<br />
<br />
This is not the same as being in a [[deadlock]], when there ''is'' no solution. If you're stuck, there is a solution, but you can't find it - at least not without looking harder.<br />
<br />
==See also==<br />
* [[hint]]<br />
* [[List of things that may get a player stuck]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Unimplemented_Actions&diff=9855Unimplemented Actions2005-03-03T12:59:46Z<p>Pesononline: /* Definition */ Clarification of what this means - I think</p>
<hr />
<div>The Unimplemented Actions pattern is a [[game-level pattern]] and is not to be confused with [[code-level pattern]].<br />
<br />
==Definition==<br />
A player is [[stuck]] and does not know how progress in a game. This is not a [[deadlock]] - there is one or more ''logical'' and ''reasonable'' [[solution]]s that would progress the story, but the player has not thought of them. The player has only thought of trying some other [[command]] or sequence of commands, which do not progress the game. <br />
<br />
The commands the player is trying may or may not have ''logical'' and ''reasonable'' responses.<br />
<br />
==Pattern Removal==<br />
''Here is a list of suggestions for the author that will remove the anti-pattern from the scene:''<br />
* Make the unimplemented action illogical. Change the description of any necessary objects or actions so that the user will not see this as a viable solution for progressing the game.<br />
* Implement the action logically. It may help game play by implementing multiple solutions to the same problem.<br />
* Change the response to the action so that the player knows this a [[game boundary]]. It's acceptable in interactive fiction games to setup a [[game boundary]] that the player learns and respects.<br />
* Remove the materials that create the anti-pattern.<br />
<br />
==Examples==<br />
<br />
<pre><br />
Kitchen<br />
You are in a small kitchen with cabinets, a refrigerator, a table, two chairs, and a clock.<br />
<br />
There is a cookie jar on top of the refrigerator.<br />
<br />
> TAKE JAR<br />
You can't reach the jar. It's too high up for you.<br />
<br />
> MOVE CHAIR TO FRIDGE<br />
You cannot move the chair.<br />
<br />
> MOVE TABLE TO FRIDGE<br />
You cannot move the table.<br />
<br />
> JUMP AND GET JAR<br />
You leap as high as you can just barely grab the jar before tumbling to the floor. Luckily, the jar is safe.<br />
</pre><br />
==Links==<br />
* [[Craft]]<br />
* [[Theory]]<br />
* [[Design Patterns]]<br />
<br />
[[Category:Design Pattern]]<br />
[[Category:Anti-Pattern]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Design_Patterns&diff=2355Design Patterns2005-03-03T12:52:39Z<p>Pesononline: fixed link to category Anti-Pattern</p>
<hr />
<div>Design Patterns are used in many different computer science arenas. This article tries to use the same approach to designing interactive fiction games. These patterns may describe how to do things that have been done before or they may describe how things may be done that can cause problems in game-play. These latter patterns are called [[:category:Anti-Pattern|anti-pattern]]s.<br />
<br />
==Definitions==<br />
{| border="0" cellpadding="1" cellspacing="0" |<br />
|-<br />
| style="border-bottom: 1pt solid black" | <center>'''Concept'''</center><br />
| style="border-bottom: 1pt solid black" | <center>'''Definition'''</center><br />
|-<br />
| style="border-right: 1pt solid black" | [[Action]]<br />
| &nbsp;Anything that happens in a single [[turn]] in a game.<br />
|-<br />
| style="border-right: 1pt solid black" | [[Solution]]<br />
| &nbsp;The sequence of [[command]]s needed to solve a [[puzzle]]<br />
|-<br />
| style="border-right: 1pt solid black" | player cannot possibly progress<br />
| &nbsp;It is ''impossible'' for the player to come up with a [[solution]] (example: the key is destroyed)<br />
|-<br />
| style="border-right: 1pt solid black" | player is stuck<br />
| &nbsp;There is a [[solution]], but the player cannot figure it out.<br />
|}<br />
<br />
<br />
==Patterns==<br />
<br />
==Anti-Patterns==<br />
* [[Illogical Actions]] - A player is stuck in a game. There is one or more ''illogical'' solutions.<br />
* [[Unimplemented Actions]] - A player is stuck in a game. There is more than one ''logical'' and ''reasonable'' solution to progress, but the player has only thought of one or more solutions that do not progress the game. The actions or sequences of actions that do not progress the game may or may not have ''logical'' and ''reasonable'' responses.<br />
* [[Unprompted Actions]] - A player is stuck in a game. There is one or more ''logical'' actions, but the player hasn't been given ''reason'' to try them.<br />
<br />
[[Category:Design Pattern]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Illogical_Actions&diff=2309Illogical Actions2005-03-03T01:13:40Z<p>Pesononline: /* Links */</p>
<hr />
<div>The Illogical Actions pattern is a [[game-level pattern]] and is not to be confused with [[code-level pattern]].<br />
<br />
==Definition==<br />
A player does not know how to progress in a game. There is one or more ''illogical'' solutions.<br />
<br />
==Pattern Removal==<br />
This pattern identified subjectively, so any mitigation has to be a collaboration between the author and the game player or beta tester.<br />
<br />
==Examples==<br />
<br />
<pre><br />
Garage<br />
You are in the garage connected to the side of your home. A car is here on blocks while you repair a tire.<br />
<br />
One of the tires is flat and you are trying to remove it. The lugnuts have been removed.<br />
<br />
> GET TIRE<br />
You pull as hard as you can, but the tire won't come loose.<br />
<br />
> HIT CAR<br />
You slap the hood of the car and the tire pops off. You're now ready to continue with your work.<br />
</pre><br />
<br />
==Links==<br />
* [[Craft]]<br />
* [[Theory]]<br />
* [[Design Patterns]]<br />
* [[Soup cans]]<br />
<br />
[[Category:Design Pattern]]<br />
[[Category:Anti-Pattern]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Illogical_Actions&diff=2308Illogical Actions2005-03-03T01:11:42Z<p>Pesononline: /* Links */</p>
<hr />
<div>The Illogical Actions pattern is a [[game-level pattern]] and is not to be confused with [[code-level pattern]].<br />
<br />
==Definition==<br />
A player does not know how to progress in a game. There is one or more ''illogical'' solutions.<br />
<br />
==Pattern Removal==<br />
This pattern identified subjectively, so any mitigation has to be a collaboration between the author and the game player or beta tester.<br />
<br />
==Examples==<br />
<br />
<pre><br />
Garage<br />
You are in the garage connected to the side of your home. A car is here on blocks while you repair a tire.<br />
<br />
One of the tires is flat and you are trying to remove it. The lugnuts have been removed.<br />
<br />
> GET TIRE<br />
You pull as hard as you can, but the tire won't come loose.<br />
<br />
> HIT CAR<br />
You slap the hood of the car and the tire pops off. You're now ready to continue with your work.<br />
</pre><br />
<br />
==Links==<br />
* [[Craft]]<br />
* [[Theory]]<br />
* [[Design Patterns]]<br />
* [[Soup Cans]]<br />
<br />
[[Category:Design Pattern]]<br />
[[Category:Anti-Pattern]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Illogical_Actions&diff=2307Illogical Actions2005-03-03T01:08:59Z<p>Pesononline: changed 'cannot proceed' to 'does not know how to proceed'</p>
<hr />
<div>The Illogical Actions pattern is a [[game-level pattern]] and is not to be confused with [[code-level pattern]].<br />
<br />
==Definition==<br />
A player does not know how to progress in a game. There is one or more ''illogical'' solutions.<br />
<br />
==Pattern Removal==<br />
This pattern identified subjectively, so any mitigation has to be a collaboration between the author and the game player or beta tester.<br />
<br />
==Examples==<br />
<br />
<pre><br />
Garage<br />
You are in the garage connected to the side of your home. A car is here on blocks while you repair a tire.<br />
<br />
One of the tires is flat and you are trying to remove it. The lugnuts have been removed.<br />
<br />
> GET TIRE<br />
You pull as hard as you can, but the tire won't come loose.<br />
<br />
> HIT CAR<br />
You slap the hood of the car and the tire pops off. You're now ready to continue with your work.<br />
</pre><br />
<br />
==Links==<br />
* [[Craft]]<br />
* [[Theory]]<br />
* [[Design Patterns]]<br />
<br />
[[Category:Design Pattern]]<br />
[[Category:Anti-Pattern]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Category:Anti-Pattern&diff=7367Category:Anti-Pattern2005-03-03T01:07:30Z<p>Pesononline: </p>
<hr />
<div>List of anti-patterns, that is design patterns that should be avoided.</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Talk:Design_Patterns&diff=9865Talk:Design Patterns2005-03-03T01:03:46Z<p>Pesononline: </p>
<hr />
<div>The definition section of this page is odd - especially since the definitions are not really the same as in the [[:Category:glossary]]. The design patterns should rely on the glossary definitions of [[turn]], [[action]] etc.<br />
<br />
Also, it would seem to be critical to distinguish between cases when the player "does not know how to progress" and when the player "is unable to progress" - the difference being that in the first case, well, the player does not know what to do to progress, and in the latter case the player really cannot progress, e.g. because there is no way of proceeding except unlocking a door, and the key has been destroyed.<br />
<br />
What the heck, I'm fixing these definitions.<br />
--[[User:Pesononline|Pesononline]] 18:13, 2 Mar 2005 (Central Standard Time)<br />
<br />
There is still work to be done here. Maybe the cases when a puzzle becomes unsolvable falls outside of the design patterns anyway - it's considered a bug, rather than a design flaw. I still think the terminology should be kept precise though. <br />
<br />
--[[User:Pesononline|Pesononline]] 19:03, 2 Mar 2005 (Central Standard Time)</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Design_Patterns&diff=2310Design Patterns2005-03-03T00:59:54Z<p>Pesononline: Trying to use glossary definitions</p>
<hr />
<div>Design Patterns are used in many different computer science arenas. This article tries to use the same approach to designing interactive fiction games. These patterns may describe how to do things that have been done before or they may describe how things may be done that can cause problems in game-play. These latter patterns are called [[:category:anti-patterns|anti-pattern]]s.<br />
<br />
==Definitions==<br />
{| border="0" cellpadding="1" cellspacing="0" |<br />
|-<br />
| style="border-bottom: 1pt solid black" | <center>'''Concept'''</center><br />
| style="border-bottom: 1pt solid black" | <center>'''Definition'''</center><br />
|-<br />
| style="border-right: 1pt solid black" | [[Action]]<br />
| &nbsp;Anything that happens in a single [[turn]] in a game.<br />
|-<br />
| style="border-right: 1pt solid black" | [[Solution]]<br />
| &nbsp;The sequence of [[command]]s needed to solve a [[puzzle]]<br />
|-<br />
| style="border-right: 1pt solid black" | player cannot possibly progress<br />
| &nbsp;It is ''impossible'' for the player to come up with a [[solution]] (example: the key is destroyed)<br />
|-<br />
| style="border-right: 1pt solid black" | player is stuck<br />
| &nbsp;There is a [[solution]], but the player cannot figure it out.<br />
|}<br />
<br />
<br />
==Patterns==<br />
<br />
==Anti-Patterns==<br />
* [[Illogical Actions]] - A player is stuck in a game. There is one or more ''illogical'' solutions.<br />
* [[Unimplemented Actions]] - A player is stuck in a game. There is more than one ''logical'' and ''reasonable'' solution to progress, but the player has only thought of one or more solutions that do not progress the game. The actions or sequences of actions that do not progress the game may or may not have ''logical'' and ''reasonable'' responses.<br />
* [[Unprompted Actions]] - A player is stuck in a game. There is one or more ''logical'' actions, but the player hasn't been given ''reason'' to try them.<br />
<br />
[[Category:Design Pattern]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Talk:Design_Patterns&diff=2305Talk:Design Patterns2005-03-03T00:13:29Z<p>Pesononline: call for more precise terminology</p>
<hr />
<div>The definition section of this page is odd - especially since the definitions are not really the same as in the [[:Category:glossary]]. The design patterns should rely on the glossary definitions of [[turn]], [[action]] etc.<br />
<br />
Also, it would seem to be critical to distinguish between cases when the player "does not know how to progress" and when the player "is unable to progress" - the difference being that in the first case, well, the player does not know what to do to progress, and in the latter case the player really cannot progress, e.g. because there is no way of proceeding except unlocking a door, and the key has been destroyed.<br />
<br />
What the heck, I'm fixing these definitions.<br />
--[[User:Pesononline|Pesononline]] 18:13, 2 Mar 2005 (Central Standard Time)</div>Pesononlinehttps://www.ifwiki.org/index.php?title=User_talk:Pesononline&diff=9864User talk:Pesononline2005-03-02T23:47:01Z<p>Pesononline: </p>
<hr />
<div></div>Pesononlinehttps://www.ifwiki.org/index.php?title=User_talk:Pesononline&diff=2303User talk:Pesononline2005-03-02T23:44:20Z<p>Pesononline: this is a test</p>
<hr />
<div>This was added here in March 2005.</div>Pesononlinehttps://www.ifwiki.org/index.php?title=DM4&diff=3402DM42005-03-02T23:38:58Z<p>Pesononline: </p>
<hr />
<div>The primary source of information about [[Inform]] is the ''Designer's Manual'', fourth edition, often known as the DM4. it can be found on http://www.inform-fiction.org/manual/index.html<br />
<br />
[[Category:Glossary]]</div>Pesononlinehttps://www.ifwiki.org/index.php?title=DM4&diff=2302DM42005-03-02T23:35:34Z<p>Pesononline: </p>
<hr />
<div>The primary source of information about [[Inform]] is the ''Designer's Manual'', fourth edition, often known as the DM4. it can be found on http://www.inform-fiction.org/manual/index.html</div>Pesononlinehttps://www.ifwiki.org/index.php?title=Inform&diff=2652Inform2005-03-02T23:33:04Z<p>Pesononline: </p>
<hr />
<div>An [[interactive fiction]] programming language, created by [[Graham Nelson]] in 1993 and now one of the most popular popular [[authoring system|IF development system]]s (along with [[TADS]] and [[Hugo]]). Inform is particularly notable in that it compiles to code for the [[Z-machine]], the same [[virtual machine]] used by [[Infocom]]. More recent versions of the Inform compiler optionally produce code for the more powerful and flexible virtual machine [[Glulx]].<br />
<br />
Inform is portable across many hardware platforms. Interpreters for [[z-code]] exist for nearly every computer system ever designed and [[Glulx]] interpreters exist for most major operating systems currently in use.<br />
<br />
Although Inform is not an easy language to learn, its binaries are widely supported, and many code libraries are freely available on the Internet. Inform is well served by two valuable manuals, the <i>Inform Designer's Manual</i> (often called "the [[DM4]]") and the <i>Inform Beginner's Guide</i>. (See: http://www.inform-fiction.org/manual/index.html)<br />
<br />
==Summary of Inform Variations==<br />
* [[Z-code]]<br />
* [[Glulx]]<br />
* [[Platypus]]<br />
* [[Onyx Ring]]<br />
* [[InformATE]]<br />
* [[MInform]]<br />
* [[Triform]] - alternate Inform library (still in beta as of January 2005).<br />
<br />
==Tips and Tutorials==<br />
* [http://emshort.home.mindspring.com/trouble.htm FAQ and Troubleshooting] by [[Emily Short]]. On developing Inform games, both for the [[Z-machine]] and [[Glulx]].<br />
* [[House Tutorial in Inform]]<br />
<br />
==News==<br />
* [http://www.firthworks.com/roger/informary/index.html Informary] by [[Roger Firth]]. Latest news and developments concerning all aspects of Inform.<br />
<br />
==Links==<br />
* [http://www.inform-fiction.org Official Website]<br />
<br />
[[Category:Authoring system]]<br />
[[Category:Glossary]]</div>Pesononline