Renga in Blue: Difference between revisions

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* [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/2005/02/04/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.
* [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.
* [http://bluerenga.wordpress.com/2005/02/17/designing-multiplayer-puzzles/ Designing multiplayer puzzles]. Suggests that there are three principles of designing a good multiplayer puzzle: (1) Asymmetry: the players must not all do the same things. (2) Uniqueness: the players must have different powers or options, either temporarily or permanently. (3) Dependency: the players are dependent on each other for successfully carrying out their own task.
===Conversation===
* [http://bluerenga.wordpress.com/2005/02/09/conversational-cutscenes/ Conversational cutscenes]. Argues that menu-based dialogues are not necessarily less interactive than asktell-systems. Suggests that there are three ways around the infodumping NPC: (1) have the reply depend on the mood of the NPC, as in [[Galatea]]; (2) have the reply depend on the situation in the game; (3) have dialogue options that are mutually exclusive.
* [http://bluerenga.wordpress.com/2005/02/10/telling-ambiguity/ Telling ambiguity]. Argues that 'tell X about Y' is problematic, since it will often lead to ambiguities.


===Assorted topics===
===Assorted topics===

Revision as of 22:46, 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.
  • Designing multiplayer puzzles. Suggests that there are three principles of designing a good multiplayer puzzle: (1) Asymmetry: the players must not all do the same things. (2) Uniqueness: the players must have different powers or options, either temporarily or permanently. (3) Dependency: the players are dependent on each other for successfully carrying out their own task.

Conversation

  • Conversational cutscenes. Argues that menu-based dialogues are not necessarily less interactive than asktell-systems. Suggests that there are three ways around the infodumping NPC: (1) have the reply depend on the mood of the NPC, as in Galatea; (2) have the reply depend on the situation in the game; (3) have dialogue options that are mutually exclusive.
  • Telling ambiguity. Argues that 'tell X about Y' is problematic, since it will often lead to ambiguities.

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