Text Adventures Part 3: The Mechanics

Text adventures are, almost by necessity, designed to railroad the player into doing something without it being obvious or annoying. Any mechanics introduced should be a natural extension to the world the player discovers, provide sufficient freedom so they don’t feel like a funnel, yet guide the player in the correct direction. In the text adventures I’ve listen to played on the Cortex/Upgrade crossover episodes, I’ve noticed that mechanics often act as hints. They are like bumpers on a wall (which may kill you, but you can make a different decision the next time.)

All these realizations have come after thinking carefully through the mechanics and puzzles I wrote which were clearly bad (and the few which were actually good), and trying to figure out what precisely caused them to have the effect on the players they did. It’s often me not paying attention to my good sense and the feedback of testers. More frequently it’s me trying to subdue the text adventure genre until it allows me to try and tell a story, rather than building a story that works within a framework.

Directly, most of my text adventure failures have come from a single mechanic undermining any positive decisions I made.

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Text Adventures Part 2: The Idea

I want each text adventure I write to have a unique flavor. Mechanics aside, the story behind it should be fresh, typically built from a single idea, and the more I write the more my mind recognizes these singular bits of inspiration. One thought or phrase is typically enough for me to build a world from: sitting down with a thought, then branching out from the initial point in whatever way my mind flows. I’m going to discuss how this process worked for each of the four text adventures I’ve written and released so far, and try to dissect what I learned in the process. In the next post, I’ll focus more on the thought process (or lack thereof) that went into developing some of the game mechanics around these ideas.

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Text Adventures Part 1: Why I Write Them

I’ve written several in-person text adventures modeled after Parsely games over the past couple of years. Through persistent effort, I’ve managed to improve them and recently began to notice a particular style develop. Since I’m finally pleased with where they are headed, I figured I would document my journey in writing them: Why I write them, how I find ideas, how I develop those ideas, and the actual mechanisms of making a document as reference. This whole set of posts will probably be four parts over the next month. So we start off at the beginning: Why did I start writing these, and why am I still writing these?

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Dream Sequence: A Twine Story

Twine is a wonderful editor that lets you create interactive fiction. It auto-builds a big flow chart, and has some programming paradigms that allow adding many involved paradigms that wouldn’t be possible in a Choose Your Own Adventure book, for example.

I recently took my text adventure Recurring Nightmare and rewrote it slightly as Dream Sequence, which I’m going to run as an “in person” text adventure over the computer for my company. When I did that, I decided it would also be fun to try and write it up with Twine, since it’s a fairly simple map and game.

I had to do some strange work to learn how combination locks work, but with the help of the internet I managed to get it in. The best part of Twine is that it exports as a single HTML file, making it pretty easy to post it in various places. So, you can now play through it on your own below. Enjoy. (Updated 10/24 to fix a bug.)

Two Good Board Games

This is just to record two old games that my family very much enjoys. Both are a wonderful mix of strategy and the luck inherent to board and card games. The rules are reasonably basic, and the boards can be beautiful.

They are Cribbage and Backgammon. Cribbage is mainly a card game where you play to 121 points, but traditionally you play on a board with holes and pegs to track said points. It can be played with 2, 3, or 4 players (with two variations in the 3-player version) and is a wonderful game to teach someone starting at a young age. It teaches quick decision making, basic addition, and is just a casual, fun game to play at any point.

Backgammon requires a more involved board consisting of chips or tokens (15 per player) and two rows of 12 “slots” for them. Typically these slots are represented as triangles of alternating colors. This game uses dice as well, and is a great strategy game where you typically have many more moves than other board games focused on dice.

Update: Animal Crossing Takes Hold

This is a quick update, as I’ll be traveling over the weekend and don’t have much time to write a longer post.

In short, Animal Crossing has captured my mind. It’s a cleverly simple game that lets you focus on whatever grabs your attention. While my initial weeding endeavors have fizzled out, I’m very much invested in trying to obtain every fish and bug I can over time. Fashion and interior decoration don’t excite me overly much (I probably only have about 7 things in my house), but I’m playing the game to get to the point where I can have free reign over the island.

It’s a fun game, and I get it now.

The Last Question RPG

I mentioned in my previous post about creativity during quarantine that I was working on writing a new game. I’ve been interested in trying to write something that moved away from text adventures and went into open-world RPGs. I’ve been inspired both by the Republic Commandos game run by Mikhail on an episode of OHAC (and in-person during college), as well as the Campaign Podcast he recently got me into.

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