Is it worth it?
OurJud
12 Dec 2015, 13:14Activity here is pretty much non-existent these days, so who are we making these games for, ourselves??
Marzipan
12 Dec 2015, 15:22I wouldn't say it's dead around here, but if you want guaranteed feedback, you could try entering the IFComp or SpringThing. (There are sometimes smaller comps too, but I haven't really been keeping up with them lately.) Putting a completed game on the ifdb or advertising it on intfiction.org might get it more attention from a wider audience too.
But in the end, none of that is 'worth it' unless you're enjoying the actual game creation process on some level.
OurJud
12 Dec 2015, 15:28Marzipan wrote:
But in the end, none of that is 'worth it' unless you're enjoying the actual game creation process on some level.
I go up and down, but that's just my nature. Sometimes I'm obsessively enthusiastic, other days - like today - I have no interest whatsoever.
Marzipan wrote:I wouldn't say it's dead around here [...]
It averages about three posts a day. If that's not dead then it's at least in a critical condition.
Alex
12 Dec 2015, 19:51OurJud
12 Dec 2015, 20:00I'm not trying to be purposely negative here, but it's difficult to find the motivation to push on with these games, when there's no like-minded people to feed off.
XanMag
14 Dec 2015, 05:04but it's difficult to find the motivation to push on with these games, when there's no like-minded people to feed off.
This is exactly why I enjoy getting on the forum, asking questions, and doing my best to answer questions. It is the lack of like-minded individuals that post here that keep me interested in coming back. I really like seeing how people solve similar problems with different and creative approaches. I love testing and playing the games because there is a lot of unique artistry that goes into both the writing and the coding (especially in the TA's). After finishing a few games of my own I can truly understand and appreciate the work and challenges that go in to creating a good game.
So... in short... yes. Worth it. No doubt.
OurJud
14 Dec 2015, 09:05XanMag wrote:but it's difficult to find the motivation to push on with these games, when there's no like-minded people to feed off.
This is exactly why I enjoy getting on the forum, asking questions, and doing my best to answer questions. It is the lack of like-minded individuals that post here that keep me interested in coming back.
But if by your own admission there's a lack of like-minded folk posting here, who are we catering for?
XanMag
14 Dec 2015, 11:00Myself.
Why would I cater to anyone else? Make what YOU like. Period. If others like it, great. If not, so what. It's not like you're creating the game for mass marketing anyway. If my games were about catering, I'd make some zombie apocalypse game with some smut sprinkled in. Maybe a zombie sexpocalyse? ...
OurJud
14 Dec 2015, 12:02But anyway, I've unintentionally steered us away from my point, which was about feeding off and being inspired by like-minded folk. This forum has about three regular posters. Hardly inspiring.
Anyway, I'm not going to keep pressing on with the negativity. It is what it is and I have a game to build.
XanMag
14 Dec 2015, 14:38Marzipan
14 Dec 2015, 18:34OurJud
14 Dec 2015, 18:44Marzipan wrote:The main reason to make a game should be for yourself, but don't look at the forum here and think the regular posters are your entire potential audience. There's tons of people who play but don't post. And more who are interested in interactive fiction in general, whether playing or creating, and just don't specifically use Quest and thus have little reason to post here.
I'll concede to that. Certainly a more encouraging outlook and one I hadn't really considered.
davidw
14 Dec 2015, 20:21HegemonKhan
14 Dec 2015, 21:40Unless you're working for Nintendo, Blizzard, Microsoft, Sony, Bestheda, Firaxis, etc... (I don't know the big gaming companies that well, lol), you're either making these games because you enjoy it or it's just for practice, or it's both. Maybe, you can get some money out of it, free games but crowd funded seems to be better method than having your games cost money to buy, but you got to make really good games, and then market~publiscize them very well, obviously. And even then, you're competing against all the games that are out there, including the powerhouse games... who wants to play a text adventure game, when they can play Fallout 4 or Skyrim or San Andreas or Call of Duty or etc etc etc ???
----------
again, making games are not easy... you're your own example, you know how frustrating making games are, you question whether to continue or not, this is the same for everyone, and thus a lot of people are lost, as they realize trying to make a game is just too difficult, for such a very little reward. So, it's hard to build up and keep such a community... and what communities there are, are spread out further by websites, game engines, and etc.
XanMag
14 Dec 2015, 21:55HegemonKhan wrote:"who wants to play a text adventure game, when they can play Fallout 4 or Skyrim or San Andreas or Call of Duty or etc etc etc ???"
Old farts who have a bit of nostalgia withdrawal. I've got my gaming systems, but more often than not I revert back here because it's not mindless. It's a different kind of enjoyment... like those sadists who do Sudoku puzzles or math for fun.
HegemonKhan
14 Dec 2015, 22:03(I love RPGs, especially the old-classic-traditional types: SNES generation of RPGs, and quest is able to make RPGs, just without the graphics and 3d world. Maybe at some point if I get a carreer and got the money, I'll buy the RPG-Maker engine, so I can make those old-school RPGs... though I can't do graphics... which is a big problem, lol. Except I'll likely be too old ~ too late, sighs. And I'm just struggling with basic programming, hopefully I can keep progressing, sighs. I'm just not that smart, as I wish I was, everyone else seems to get programming so easily, and it's not just because they've been doing it longer, they're just so much smarter than me, or I'm just so much dumber than everyone else, sighs)
I like Text Adventures (well Quest specifically), because it's the only thing I can do, towards making an RPG, laughs. Quest is at my level in coding and game-making, hehe
ya, it'd be cool to be working for Bestheda or Nintendo, making an RPG, but that'll never be me, sighs. Quest I can do, and am so thankful for, it's really wonderful! I just need to learn on how to actually make a game, laughs. You're so many light-years ahead of me, XanMag, sighs.
OurJud
14 Dec 2015, 22:26davidw wrote:If people happen to like your games and provide you with lots of feedback telling you what a great guy you are because of what an amazing game you've written, that's just the icing on the cake.
Can I just stress that despite how it may seem from my posts here, this isn't what I'm looking for.
XanMag
14 Dec 2015, 23:48OurJud wrote:
Can I just stress that despite how it may seem from my posts here, this isn't what I'm looking for.
No. You may not.
OurJud
15 Dec 2015, 09:54XanMag wrote:"OurJud"
Can I just stress that despite how it may seem from my posts here, this isn't what I'm looking for.
No. You may not.
Fair enough
george
17 Dec 2015, 03:37The other edge of that sword is that Quest, as a general rule, has a very poor (and in my opinion undeserved) reputation in the wider text adventure community. Either people don't know about it, or consider it a 'lesser' tool.
There are a few reasons for this I think -- desktop Quest isn't easy to use on Mac, a popular OS for text adventure writers. Second, there is a stigma that Quest is an 'easy' tool for 'beginners', even though I think it's much more capable than many popular tools. Third there aren't a lot of good Quest games out there for people to get a good impression of Quest from. I think people simply are unaware of how capable a tool Quest is.
OurJud
17 Dec 2015, 11:52george wrote:The other edge of that sword is that Quest, as a general rule, has a very poor (and in my opinion undeserved) reputation in the wider text adventure community. Either people don't know about it, or consider it a 'lesser' tool.
If this is the case, then I totally fail to see why. I know you've given your own possible reasons for this, but what the hell does it matter how the game was made. If the finished game does everything a text adventure should, why should it matter what software was used?
One thing I will say about Quest, is that far far too many authors go with default layout, which is far from the prettiest I've ever seen. Quest is endlessly customizable, but hardly anyone bothers making their game look unique.
Not that I want to blow my own trumpet here, but if it wasn't for the host giving it away, I'd defy anyone to tell me what software I'd used to create my game.
Alex
17 Dec 2015, 12:11Remember, a Quest game came 3rd in the IFComp last year!
davidw
17 Dec 2015, 14:41OurJud
17 Dec 2015, 14:48Also - and I know many may consider this a silly point, let alone almost impossible to control - but the artwork for the game's 'covers' is more often than not dreadful and evokes the same negative feeling one gets when looking at the covers for self-published novels. I appreciate not everyone has the artistic ability to create decent artwork for their games, but in these cases they should just go with the title.
The Pixie
17 Dec 2015, 14:59To use Inform, on the other hand, takes a real commitment to understand before you can do anything. The quality control is in effect at the barrier to using the tool in the first place.
OurJud
17 Dec 2015, 15:04It may be too easy if you're talking about creating a game with half a dozen rooms and no puzzles, but I'd say Quest was far from easy if you intend to unleash its full potential.
If Inform is as inaccessible as you make out, then I for one am even less inclined to give it a try. I have neither the time, desire nor inclination to waste hours of my life learning to use software to make a game I can already do with Quest.
davidw
17 Dec 2015, 15:23OurJud wrote:If Quest does have a BR, it's because of the users. Too many people using Quest release half-finished, error-infested, and downright silly games.
Exactly. It doesn't matter what the system is like if 99% of the games written with it are buggy messes. There may be some absolute classics out there, but most people will come across the buggy messes first and never stick around long enough to get to the classics. Until such time as some kind of quality control is enforced to weed out the bad games from the good ones, its bad reputation will remain.
davidw
17 Dec 2015, 15:24OurJud wrote:Too easy? I am that idiot and I still struggle.
It may be too easy if you're talking about creating a game with half a dozen rooms and no puzzles, but I'd say Quest was far from easy if you intend to unleash its full potential.
If Inform is as inaccessible as you make out, then I for one am even less inclined to give it a try. I have neither the time, desire nor inclination to waste hours of my life learning to use software to make a game I can already do with Quest.
For what it's worth, I find the natural language of Inform 7 a lot easier to get my head around than the coding of Quest. The basics of Inform 7 are very easy indeed and even the more complex stuff isn't too hard for a non-programmer to figure out. But don't take my word for it. Try both and see which one you like.
OurJud
17 Dec 2015, 16:18davidw
17 Dec 2015, 16:20OurJud
17 Dec 2015, 16:37In all honesty I can't see me even trying Inform. I've put too much time into learning Quest.
I also have to say if the 'last post' dates are any clue, activity there is no better than it is here.
davidw
17 Dec 2015, 16:47Alex
17 Dec 2015, 17:18The Pixie
17 Dec 2015, 17:34OurJud wrote:Too easy? I am that idiot and I still struggle.
It may be too easy if you're talking about creating a game with half a dozen rooms and no puzzles, but I'd say Quest was far from easy if you intend to unleash its full potential.
That is my point. To do the basics, to produce the "half-finished, error-infested, and downright silly games" is dead easy. Anyone can do it with Quest, because the basics are so simple.
You want to make good. That is why you are struggling. Realising the full potential will take years. I am still coming across new things.
By the way the author of the IFcomp 2014 game that Alex mentioned has said:
It looks like the number of people who could vote on it was limited due to it being in Quest; I didn't have enough time to learn a new system before the competition, but I have been working with Inform, which has a steeper learning curve at the beginning but makes it a lot easier to do certain more complicated things, so I hope to have much livelier and more interactive environments in my next game (as well as the game being playable offline to more people).
http://www.intfiction.org/forum/viewtop ... &view=next
I think she is wrong, but that is the perception.
OurJud
17 Dec 2015, 18:28davidw
17 Dec 2015, 19:26OurJud
17 Dec 2015, 19:29davidw wrote:[...] not to mention a particularly nasty troll...
Well it is a text adventure forum.
davidw
17 Dec 2015, 19:31Marzipan
17 Dec 2015, 22:16OurJud wrote:I posted the question, but it needs approving first.
In all honesty I can't see me even trying Inform. I've put too much time into learning Quest.
I also have to say if the 'last post' dates are any clue, activity there is no better than it is here.
Well, I wasn't suggesting you switch over, but for questions of game design or theory, parser IF is parser IF regardless of the system, and it's good to get some input and experience playing games with other systems. There's literal decades worth of reviews and discussion to dig through that tend to go a lot deeper than a lot of what you see here. (Dig back, waaay back through the SPAG archives sometime, it can be eye opening and pretty fascinating seeing people taking IF so seriously as an art form.)
I've noticed Quest users tend to skew pretty young. Which is not a bad thing, it means this site is continuously getting new blood, but there's a lot to be learned from older IF games too and the higher standards they tended to be held to.
But the problem with oldschool IF discussion is that it never adapted well to the end of the Usenet days and became so scattered. Private review sites and blogs, and the popularity of Twine has only fragmented things more. The intfiction forums are the closest to a central place for discussion I can think of, though Peter Pears who posts here sometimes has his own discussion site too, I'm just drawing a blank on what it's called or where it is.
The oldschool crowd does seem to have this irrational dislike for Windows too, which is why ADRIFT was always hurting for mainstream players in the same way Quest supposedly is. But Quest games can be played online at least which is...face it, that's the way most people would prefer to play now unless you're old and cranky and set in your ways. Like me.
george
18 Dec 2015, 03:02OJ, as far as the infinitely customizable thing goes, IMO Quest is more customizable with fewer hoops compared to Inform.
Alex, that quote Pixie posted is recent, and I think it's a real problem that the author of a Quest game that placed highly in IFComp (the one you cited in fact earlier in the thread) decided to drop Quest in favor of Inform.
OurJud
18 Dec 2015, 20:56I don't say this out of any devotion to Quest, but Inform and its forum seems to be very inaccessible. I browsed the Announcement and Beta Testing section, with the intention of simply trying a game which had been built with inform, so that I could see what my starting point would be in terms of layout and design, but all I found was endless links to .zip files and other websites where the game could be downloaded.
Seems they don't offer any means of playing Inform games online, which kind of puts the nail in the coffin for me. I know it's preferable to have someone download your game, as performance is usually smoother when it doesn't have to rely on internet speeds, etc, but to not have an online option for casual TA players is poor in my opinion.
Marzipan
18 Dec 2015, 21:10OurJud wrote:Seems they don't offer any means of playing Inform games online, which kind of puts the nail in the coffin for me. I know it's preferable to have someone download your game, as performance is usually smoother when it doesn't have to rely on internet speeds, etc, but to not have an online option for casual TA players is poor in my opinion.
You generally don't see demos and partially completed games put forward the way you do here, but many (not all) complete games are playable online at the ifdb (http://www.ifdb.tads.org)
intfiction.org and intfic.com are just places for discussion of IF...game designs, contests, hint requests or questions or reviews, etc. Not for uploading or showcasing the games themselves really, that's what the database is for.
Again, I hadn't been suggesting you switch over to Inform or anything of the sort, just pointing out that there were other places to take general game design questions or ask for opinions where you might get a wider range or more detailed answers than you do here, from people who have been playing and writing IF a very long time. Parser IF is parser IF, and in what's already such a niche hobby it may not be the wisest thing for fans of it to segregate themselves by the program they're using to write it.
edit: here's an Inform game from a few years back I'm playing right now: Floatpoint. I've got it on my computer, but just tested the play online link there and it's working with Parchment.
OurJud
18 Dec 2015, 22:02Marzipan wrote:Again, I hadn't been suggesting you switch over to Inform or anything of the sort, just pointing out that there were other places to take general game design questions or ask for opinions where you might get a wider range or more detailed answers than you do here, from people who have been playing and writing IF a very long time.
Oh, I realise that. These investigations are just to satisfy my curiosity.
Thanks for the links
davidw
19 Dec 2015, 01:24OurJud wrote:My question about customisation has now had a couple of answers, and it seems the way forward would be to publish the game on my website and then use CSS. Not really what I was looking for.
I don't say this out of any devotion to Quest, but Inform and its forum seems to be very inaccessible. I browsed the Announcement and Beta Testing section, with the intention of simply trying a game which had been built with inform, so that I could see what my starting point would be in terms of layout and design, but all I found was endless links to .zip files and other websites where the game could be downloaded.
Seems they don't offer any means of playing Inform games online, which kind of puts the nail in the coffin for me. I know it's preferable to have someone download your game, as performance is usually smoother when it doesn't have to rely on internet speeds, etc, but to not have an online option for casual TA players is poor in my opinion.
If you just want an idea of what Inform is capable of, check out some of the recent IFComp entries. Or pick some of the top rated games off IFDB. The two most talked about games of recent years - Counterfeit Monkey and Hadean Lands - were both written in Inform.
Most of the games can be played online if you want, though it's generally something I avoid like the plague. If I can't download a game and play it, I don't tend to bother.
george
19 Dec 2015, 03:02OurJud
19 Dec 2015, 13:01davidw wrote:"OurJud"
Most of the games can be played online if you want, though it's generally something I avoid like the plague. If I can't download a game and play it, I don't tend to bother.
What's your reasoning for this?
davidw
19 Dec 2015, 16:43OurJud
19 Dec 2015, 17:07davidw wrote:Just that I prefer playing to download a game instead of playing it online.
Oh, I see. It was just the 'avoid like the plague' that had me wondering.
Do I need to install Inform in order to download and play the games?
george
19 Dec 2015, 19:28OurJud
19 Dec 2015, 19:34george wrote:No, you need an interpreter like Gargoyle, Spatterlight or Zoom. But you can go to IFDB and play many Inform games online without downloading anything.
Yes, I understand this, it's just that Counterfeit Monkey which david linked to on the previous page freezes up my computer when I try to play it online.
george
19 Dec 2015, 19:47davidw
19 Dec 2015, 19:50Marzipan
19 Dec 2015, 20:17It's nice not having to use separate programs for the different game types, but I'm not really sure why the main site just offers a tiny link to github at the very bottom without any explanation of where or how to find the actual file you want to download in that mess...
e: Savoir Faire is another by the author of Counterfeit Monkey. Made with an older version of Inform, it's still one of my favorites as far as more puzzley games goes, and I liked the way she handled the use of magic.
OurJud
19 Dec 2015, 21:58davidw wrote:I don't think Counterfeit Monkey can be played online...
But it has a 'Play online' link?
davidw
19 Dec 2015, 22:16OurJud
19 Dec 2015, 22:33davidw wrote:I'd much sooner just download and play games.
I'm coming round to that thinking, too. I tried to resume A Stranger, Unregarded today, and it was constantly lagging and refusing to take commands. I got so fed up that I ended up downloading it even though I knew I'd have to start from the beginning again. It was worth it, though, as it played without any hiccups at all.
davidw
20 Dec 2015, 10:26> I played a game a few years ago that was written with Internet Explorer in mind, which I didn't find out till I'd struggled to play it with Firefox and had crashes, freezes, lag, etc. Another game was meant to work with Firefox but by the time I played it, Firefox had been updated several times and the game hadn't, so I again ended up with crashes, freezes, lag, etc.
> Lag: this seems to be present in every game I play online. When you're playing a big game, you spend longer waiting for the commands to be processed than you do actually playing the game.
> Crashes. My browser crashes very rarely but I've found when playing online games, it had a tendency to crash all the time. And when it crashes, I lose whatever progress I've made on the game and have to start again. I can't remember the last time a game I've downloaded and played offline crashed and lost my progress.
> Missing features: I haven't played that many games online but the ones I've tried always seem to miss features that are present if you download them. No changing of font sizes or styles, colours are fixed and sound and graphics often don't work properly.
> The delete button: a few times I've pressed the delete button to correct a mistake and the browser has taken me right out of the game and to the previous website I was on, thus losing all my progress along the way.
> Save game positions: one time I saved a game I was playing online then when I played it again a few days later, it asked me to name my saves game position. I couldn't remember so I was forced to start again. On a downloaded game, even if I couldn't remember the name, I could still find the saved game because it'd be in the same location as the game file.
So for me if I have a choice between downloading a game and playing it online, I'll download it every time. If there's no option to download it, I probably won't bother with it at all.
Marzipan
20 Dec 2015, 15:39So needless to say I've always been very happy piling up a collection of IF games with tiny tiny file sizes that I can pick up and play whenever I feel like. Lagging and freezing when playing online is also a problem, and also the fact that the author can move or change the game I'm in the middle of playing at any time.
The play online links do make the game more accessible if I'm not using my home computer, and easy to recommend for people who don't understand about installing interpreters. (The mainstream IF community as usual, doing nothing to make them more accessible for newbies. A list of direct, clearly labeled downloads with installation instructions on the ifdb and a few other places has apparently never crossed their minds...)
But mostly I just use online play as a quick and easy way to preview a game. For serious play, starting up a program and opening a file with it, with all the fonts and colors and settings I prefer, just for whatever reason leads to a much more focused and enjoyable gameplay experience for me.
All that said, I still absolutely support online play options, mostly for the sake of new users as I said. That's just the norm now, and it's expected. Hard to recommend a game when you have to go 'but wait, first download this program...no THIS version not that one, then download the separate game file...' And that's more trouble than most people idly browsing the internet will be willing to put in for something they only have a mild spark of curiosity over. One of the biggest weaknesses of ADRIFT, IMO, is the lack of accessibility to new players there. There's nowhere on the not terribly inviting looking site to just click and try out a game, which was fine 10 years ago but only hurts that community today even if it's meant to be another 'pick up and write' easy to use program like Quest.
OurJud
20 Dec 2015, 16:11Marzipan wrote:Hard to recommend a game when you have to go 'but wait, first download this program...no THIS version not that one, then download the separate game file...' And that's more trouble than most people idly browsing the internet will be willing to put in for something they only have a mild spark of curiosity over.
While I agree almost entirely, regarding how poorly online IF games play, I couldn't agree more with this sentiment. Even I, as someone who played text adventures as a young teenager - and so hardly someone with a mere 'mild spark of curiosity' - will always look for a 'play online' link before anything else, purely for trial play purposes. I'll know almost immediately if a game interests me enough to want to download it, so without that ability to test a game I'll be far less inclined to do so.
davidw
21 Dec 2015, 10:17Marzipan wrote:One of the biggest weaknesses of ADRIFT, IMO, is the lack of accessibility to new players there. There's nowhere on the not terribly inviting looking site to just click and try out a game, which was fine 10 years ago but only hurts that community today even if it's meant to be another 'pick up and write' easy to use program like Quest.
Actually there is, though it's not clearly labelled. If you go to the main site - http://www.adrift.co/games - you'll see a green triangle against some of the games. Click on that and you'll be able to play via the ADRIFT WebRunner. I always find the WebRunner a real eyesore and would recommend people download the games instead of playing them online, but at least it's an option if people want it.
The website definitely needs an update, though, to bring it kicking and screaming into the modern age - at the very least some indication that games can be played online. Quest's website is a heck of a lot nicer and much more inviting.