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[http://bluerenga.wordpress.com/ Renga in Blue] is [[Jason Dyer]]'s blog about interactive fiction.
[http://bluerenga.wordpress.com/ Renga in Blue] is [[Jason Dyer]]'s blog about interactive fiction. (The summary of entries below is up to date until August 8, 2005.)


==Game design==
==Game design==

Revision as of 08:21, 19 October 2009

Renga in Blue is Jason Dyer's blog about interactive fiction. (The summary of entries below is up to date until August 8, 2005.)

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.
  • Gradation of failure. Discusses the difference between instant-death puzzles, and puzzles that only give you a slight disadvantage when you fail to solve them. Relates this to IF specifically.

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."
  • Statistics in interactive fiction. Discusses the use of RPG-like statistics in interactive fiction.

General topics

Taxonomy of games