Genuine question - what is the appeal of a text-based game? Is it that you can play async? Something else? Like why not just play a regular video game with regular controller and graphics?
It's much easier to support off-the-wall interactions and new game systems naturally in a MUD. By that, I mean... adding a new race (for example) in a graphical game requires art assets, animation rigging, sound design, and ALSO the programming side of it. There may be follow-on work too, like producing equipment models that suit the new race's dimensions. In a MUD, you just program the new race, and off you go. This…
Show HN: WrittenRealms – a modern platform for text-based games
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Re: Show HN: WrittenRealms – a modern platform for text-based games
#32Re: Show HN: WrittenRealms – a modern platform for text-based games
#33Earlier quoted context omitted.
It's much easier to support off-the-wall interactions and new game systems naturally in a MUD. By that, I mean... adding a new race (for example) in a graphical game requires art assets, animation rigging, sound design, and ALSO the programming side of it. There may be follow-on work too, like producing equipment models that suit the new race's dimensions. In a MUD, you just program the new race, and off you go. This…
These seem like good reasons to build a text based game. I'm wondering what the reasons are to play one.
And most MU*s are free. The paid ones, like GemStone, are even better... though the subscription price might be hard to swallow for people who are used to AAA graphical games not costing anything (at least on the surface).
Re: Show HN: WrittenRealms – a modern platform for text-based games
#34Genuine question - what is the appeal of a text-based game? Is it that you can play async? Something else? Like why not just play a regular video game with regular controller and graphics?
Counterfeit Monkey by Emily Short [1]:
It is a parser based puzzle game. (Parser based means that there is a "command line" where you type in what you want to do.) In the game you play a smuggler who wants to steal some high tech plans from the island of Atlantis. You see, the Atlantans developed cutting edge tools in linguistic manipulation. They have devices which can change one object into an other based on manipulating the written form of their name. For example a d-remover can turn a playing card into a drivable car! During the game you solve a bunch of challenges with different creative application of such tools. If you like puzzles, puns, and word magic you should try this game.
Vain Empires by Thomas Mack profile and Xavid [2]:
"The memoir of a demonic spy in the Cold War between Heaven and Hell."
Another parser game. Here you are playing a devil, who is trying to prevent a global catastrophe. You cannot directly manipulate the world around you, but you can pluck motivations from the non-player characters head and implant it in others. Thus manipulating you have to steal secrets, negotiate a peace treaty and foil your heavenly counterpart’s plan for world domination.
And just to show that not every text based game is a pure wall of text. This one is a hybrid visual-textual one:
80 days from Inkle [3]:
It is a choose-your-own-adventure style story game. It is based on Jules Verne's 1873 novel Around the World in Eighty Days. You play as Phileas Fogg's manservant, who has to manage the whole travel. There are two different "screens" to this game. There is a globe interface where you can decide on your travel options. Do you take the Orient Express to Paris, or board a ship sailing southward? And then there are the "text" screens where you have to navigate all the unexpected adventures life throws at you. If you like a globe-trotting steampunk-ish adventure this game is for you.
So why interactive fiction?
These games were generally created by small teams or even by single creators. Such indies can invest their time making games which would be too risky for a big studio. So you will find many strange concepts and weird experiments. You can find many of the interactive fictions are off from the mainstream zeitgeist.
Another point is the economics: A single writer can create a whole word if they want. Text is a very efficient medium that way. The core concepts of the first two game in this list is a perfect fit for the textual medium. Would be very hard to transfer their mechanics into a visual game. The third one in theory could be a fully visual game. It would have just cost a lot more to create. All scenes would have an associated hefty development price tag, which in turn would have meant that the developers would have had to design the game much more economically.
Because of their medium the developers of 80 days can afford to have a crazy branching story structure. You literally can go anywhere on the globe and find different adventures! If each of those "scenes" were fully developed 3d game elements this would be impossible. Not even an AAA studio could afford to do that.
1: https://ifdb.org/viewgame?id=aearuuxv83plclpl
Re: Show HN: WrittenRealms – a modern platform for text-based games
#35Quick ps: gets stuck on "Entering world"
Re: Show HN: WrittenRealms – a modern platform for text-based games
#36Re: Show HN: WrittenRealms – a modern platform for text-based games
#37Earlier quoted context omitted.
These seem like good reasons to build a text based game. I'm wondering what the reasons are to play one.
The same thing! Imagine getting new features, new content, and new systems at a far more rapid rate from a far smaller developer. And most MU*s are free. The paid ones, like GemStone, are even better... though the subscription price might be hard to swallow for people who are used to AAA graphical games not costing anything (at least on the surface).
But, how do people get interested in the first place? Is it just one of those things you see your friends doing and do it for social reasons and then a few weeks later you actually enjoy it for it's own sake and the cycle continues?
Re: Show HN: WrittenRealms – a modern platform for text-based games
#38Genuine question - what is the appeal of a text-based game? Is it that you can play async? Something else? Like why not just play a regular video game with regular controller and graphics?
Re: Show HN: WrittenRealms – a modern platform for text-based games
#39Genuine question - what is the appeal of a text-based game? Is it that you can play async? Something else? Like why not just play a regular video game with regular controller and graphics?
It is a different genre with different strengths and weaknesses. I think it is best to illustrate through concrete titles: Counterfeit Monkey by Emily Short [1]: It is a parser based puzzle game. (Parser based means that there is a "command line" where you type in what you want to do.) In the game you play a smuggler who wants to steal some high tech plans from the island of Atlantis. You see, the Atlantans developed…
The medium allows low cost creation. Low cost creation allows lots of experiments. Lots of experiments leads to some weird but wonderful concepts.
Perhaps throw in that humans seem to be good at abstraction and then the lack of graphics doesn't matter sooo much that it can't be overcome with a great concept?
Is that about it?
Re: Show HN: WrittenRealms – a modern platform for text-based games
#40Earlier quoted context omitted.
It's much easier to support off-the-wall interactions and new game systems naturally in a MUD. By that, I mean... adding a new race (for example) in a graphical game requires art assets, animation rigging, sound design, and ALSO the programming side of it. There may be follow-on work too, like producing equipment models that suit the new race's dimensions. In a MUD, you just program the new race, and off you go. This…
These seem like good reasons to build a text based game. I'm wondering what the reasons are to play one.
"The necromancer managed to raise both a skeleton and a hollow skin, which I'll keep because it makes as much sense as a walking skeleton"
"My adventurer fought through around sixty zombies in the tower, killed the necromancer, learned the secrets of life and death, and then raised various limbs (not my own). Then I talked to one of them, and it told me that it was peasant. It was flattered but had no need of my services. I imagine its little fingers were shaped into the form of a mouth and they flapped back and forth while it spoke with a high-pitched voice. I guess there's still work to do."
"Of course, you might prefer raining "blood", but we don't have generic blood anymore and I don't think it's proper to add it now that we've got real alternatives, though perhaps a slurry of some kind would be appropriate later. It didn't even work out right with the rodent man blood — the indexing was screwed up, and we ended up with "a dusting of rodent man skin"... dandruff snow."
Other bug fixes: https://www.pcgamer.com/the-most-ridiculous-patch-notes-from...