I wonder how difficult it would be to adapt this game to read the text adventure out loud and allow visually impaired kids to play it. The author here has done tremendous work into the mechanics of a text-based game, and I think it would be a relatively small task to port it to an "audio-based" game. Every year I volunteer at as event at the University of North Carolina CS department called Maze Day. Students build g…
Skyrim rendered in text
101–110 of 111 posts
Re: Skyrim rendered in text
#102Earlier quoted context omitted.
>... through Book 4 when it took rewind away They took the rewind but you still have multiple revivals in case you die (and you keep your items and knowledge!) similarly to going back by Lorag in Book 2 so it's not that hard.
My complaint wasn't that it made it hard, it was that it made it tedious. Having to play through large stretches of the game again just to change one decision wasn't fun, and the threat of that discouraged experimentation.
Re: Skyrim rendered in text
#103Perhaps the next project can be rendering Medium.com as text, so I can read it on mobile. As it is, when I zoom in, random parts of the page expand on top of the text for what can only be lazy/incompetent web developer reasons since even the large font and loads of whitespace fetishists would have a hard time justifying that.
Re: Skyrim rendered in text
#104> It’s easy to come up with “You hit orc for 15 HP”. It’s much harder to come up with many versions of “your blade misses the orc”. Dwarf Fortress has epic fight descriptions. Weapons getting stuck, severed body parts, grabbing said severed body parts and bashing the opponent with them... it does verge on too much detail though. There's also no concept of HP, deaths occur through e.g. bleeding out, organ failure, etc…
You "fight" by committing a certain amount of regenerating energy each round. If you commit no energy, you're actively defending. Mechanically, there's no such thing as a miss in the system (although when you lose a round, sometimes it might be described as a miss). There are combat description pools explicitly handling cases where both combatants defend, where one attacks and the other defends, and when both attack but one overpowers the other. And the description pools are unique for every fight since of course a manticore and an assassin fight differently.
The descriptions also are modified by the health of the combatants. In a fight with a manticore, the descriptions progressively showed the manticore becoming fearful as I started damaging it, then limping and struggling to fight as it got closer to death. Even though there was no mechanical difference, the descriptions really sold it.
Re: Skyrim rendered in text
#105You can for instance become a sailing merchant just by buying a boat and trading at the various ports. Or you can pursue various quests. I ended up being a street ruffian because I found a loop that involved me getting jumped in an alley and beating my attackers which was surprisingly lucrative and repeatable.
There are also some quests which actually change the state of the world (this is done in a book by having you write a word on your character sheet and then directing you to different sections depending on the words you have on your sheet).
Re: Skyrim rendered in text
#106Perhaps the next project can be rendering Medium.com as text, so I can read it on mobile. As it is, when I zoom in, random parts of the page expand on top of the text for what can only be lazy/incompetent web developer reasons since even the large font and loads of whitespace fetishists would have a hard time justifying that.
I know your pain.. But are you talking about the Medium App? Or just viewed with a mobile browser?
Re: Skyrim rendered in text
#107Earlier quoted context omitted.
Just going through the game and I really enjoy it! This is absolutely my cup of tea, despite not being much into D&D. This guy curates an amazing set of playlists for D&D backgrounds, I had fun syncing them with what was happening in the game: https://open.spotify.com/user/bezoing edit: finished moments after writing the comment. I want more of this! Do you mind setting up a mailing list if you don't have one? SPOILE…
Thanks! Yes, there is a low traffic mailing list. On mobile so can't share the link but if you open the game again and click the Info button, it's there.
The way the game flowed downwards complements the mechanics quite well, allowing you to backtrack if you forgot an important detail, and providing a moment of suspense as you wait to see what is materializing.
This begs for the addition of more components than just text, choices, and the dice. "Minigames", as I believe you phrased it. Think something somewhere between Undertale and what you have now.
The writing was strong, varied, fun and descriptive without being too prosy. My only complaint in that respect was that the early dialogue for your character is a bit terse and constrained, but it seemed to get better late game.
Combat was good, with interesting choices. There was a moment of intense satisfaction from the realization that I indeed felt that sense of agency you were aiming for.
The UX itself was inspired. Very clean look. Good bit of polishing in the cracks and crevices, and it shows. From the help icons next to the choices, to the detailed and generous colored artwork, to the health display, to the way you slowly introduce features in a way that seems natural to the story and not forced.
And the dice. Oh, the dice. Probably the coolest thing I've seen in a while. You actually found a way to make a rudimentary random number generator look visually appealing, and created a sense of tension that ebbs and flows. This is extremely hard to pull off in the digital format, because with physical dice you have this connection to the universe.
Whether you roll high or low, you feel a sense of fairness as the universe does not play favorites. You can see and feel all of the factors that determine the outcome, like wind, air pressure, the texture and weight of the die and surface. You also feel like you can influence the outcome to a degree by adjusting things like how you roll, how high you drop, blowing on / kissing your hand, etc. With digital dice, it usually feels hollow and fake, as you know the only thing determining whether you win is a single line of code. You don't feel any agency.
The idea of having more or less hearts depending on the likelihood of success sets the initial level of tension. This wanes to make room for the excitement of chance, of expectation of reward.
As the hearts begin to slow and lock into place one by one, and never the same boring way, the tension rapidly increases to its peak before even more rapidly falling flat and dissolving into either excitement or disappointment. This entire experience is modulated by the lightly colored text below the prompt that hints at how likely you are to succeed. Highly probable? The disappointment stings that much worse. Not likely? The satisfaction from nailing that strike is peerless.
This is probably my favorite mechanic of the entire game as it provides the backbone for an experience designed around manipulating your thoughts and emotions. Like slot machines at a casino, the moment of anticipation is greater than the reward, and affects your behavior and aversion to risk, leading you to sometimes feel that it is best to stick to the shadows and stay quiet, and other times playing you for the fool by causing you to get too bold in your actions before putting you back in line with a terrible roll. It would serve the experience well to focus on maximizing the dynamics it introduces to the world.
I could keep going, but I'll stop. Great game, I subscribed to the mailing list and eagerly await the sequel. If the scope of the sequel is large enough, it will set the bar quite high and pave the way for others to innovate.
If you could use a few hours of help a week with programming, design, or development of new mechanics, I would love to help you pioneer this interesting new twist on an old genre.
Re: Skyrim rendered in text
#108How important do you think illustrations are to this kind of text game? I would think omitting illustrations would free up a lot more time for expanding and improving the prose.
They were used sparingly, and only at clear "milestones", which made me take a step back instead of scrolling from action to action.
Re: Skyrim rendered in text
#109Re: Skyrim rendered in text
#110Earlier quoted context omitted.
Blind dev here and I played through it. Might need a touch up here and there but it's moderately accessible as-is. Text-based games are great for VI people.
Author here. I'm surprised (and very happy!) you were able to play through. I know accessibility is one thing I haven't given enough attention to. If you have specific suggestions for improvement, I'm all ears. I'm getting feedback that as the game grows, it'll need a map. Are there any best practices for map navigation for blind people?