Renga in Blue: Difference between revisions
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[http://bluerenga.wordpress.com/ Renga in Blue] is [[Jason Dyer]]'s IF | [http://bluerenga.wordpress.com/ Renga in Blue] is [[Jason Dyer]]'s blog about interactive fiction. | ||
==Game design== | |||
===Puzzles and non-puzzles=== | |||
* [http://bluerenga.wordpress.com/2005/02/04/structural-elements-vs-puzzles/ Structural elements vs. puzzles]. Discusses the dividing line between a puzzle and a structural element of play. (The latter term is replaced by 'natural action' in a later post.) | |||
* [http://bluerenga.wordpress.com/2005/02/04/natural-action/ Natural action]. Suggests that natural actions, that is, actions that are not puzzles, conform to one of the following three criteria: (1) there is direct instruction to the player, (2) they are repetitions of a puzzle in identical contexts, or (3) they are connected enough to a player’s background and context that no thought is required. Asks the question whether there could be an enjoyable game with ''only'' natural actions. | |||
* [http://bluerenga.wordpress.com/2005/02/05/soup-cans/ Soup cans]. Discusses the difference between in-world non-story-related puzzles, and metaphorical non-story-related puzzles. Suggests that the latter can be used effectively in IF. | |||
===Assorted topics=== | |||
* [http://bluerenga.wordpress.com/2005/02/07/fatalism/ Fatalism]. Suggests that letting the player carry out 'stupid' or 'dangerous' actions is often a better design choice than saying that this is 'too dangerous'. "Being able to hit the door one is frustrated with is a form of catharsis, even if it results in player death via stubbed toe." | |||
==General topics== | |||
===Taxonomy of games=== | |||
* [http://bluerenga.wordpress.com/2005/02/04/categories-of-interactive-fiction/ Categories of interactive fiction]. Outlines five kinds of interactive fiction: parser-based IF, [[gamebooks]], [[CYOA]], [[hypertext]] and [[chatterbot|chatterbots]]. (Several visual files linked to in the post have disappeared from the net, so this entry is now of limited use.) | |||
[[Category:Stubs]] [[Category:Websites]] | [[Category:Stubs]] [[Category:Websites]] |
Revision as of 22:33, 18 October 2009
Renga in Blue is Jason Dyer's blog about interactive fiction.
Game design
Puzzles and non-puzzles
- Structural elements vs. puzzles. Discusses the dividing line between a puzzle and a structural element of play. (The latter term is replaced by 'natural action' in a later post.)
- Natural action. Suggests that natural actions, that is, actions that are not puzzles, conform to one of the following three criteria: (1) there is direct instruction to the player, (2) they are repetitions of a puzzle in identical contexts, or (3) they are connected enough to a player’s background and context that no thought is required. Asks the question whether there could be an enjoyable game with only natural actions.
- Soup cans. Discusses the difference between in-world non-story-related puzzles, and metaphorical non-story-related puzzles. Suggests that the latter can be used effectively in IF.
Assorted topics
- Fatalism. Suggests that letting the player carry out 'stupid' or 'dangerous' actions is often a better design choice than saying that this is 'too dangerous'. "Being able to hit the door one is frustrated with is a form of catharsis, even if it results in player death via stubbed toe."
General topics
Taxonomy of games
- Categories of interactive fiction. Outlines five kinds of interactive fiction: parser-based IF, gamebooks, CYOA, hypertext and chatterbots. (Several visual files linked to in the post have disappeared from the net, so this entry is now of limited use.)