Posted by: Adam Strong-Morse |
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While we believe that a vignette-based structure with relatively little branching lets us build strong text-based games, it produces some inherent tensions. On the one hand, we want choices to be meaningful, but on the other hand, we want to reuse later code. The urge to reuse code can create pressure to have choices be purely cosmetic. Sometimes we explicitly make choices not affect the rest of the game. Those choices are about the player’s imagining of a scene or triggering thoughts about motivations, not about affecting results. But taken to an extreme, this could destroy the meaningfulness of the
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Choice of the Dragon, Game Design
Posted by: Adam Strong-Morse |
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One of the focuses of this blog is discussion of design decisions within the course of making our games. I’d like to begin by talking about one of the core design philosophies embedded within the ChoiceScript framework. ChoiceScript seeks to minimize wasted design effort by recording variables instead of branching. Many of us had our first experiences with text-based games controlled by choices in a totally different format: the various multiple-choice books of the 1980s–the “choose a path” style books. In a typical multiple-choice book, each different choice takes you to a different new page, which then offers you a
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Game Design
Posted by: Adam Strong-Morse |
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The first game from choiceofgames.com is now live! In “Choice of the Dragon,” you play a powerful dragon that likes to kidnap princesses and sleep on a hoard of treasure. Dominate the local kingdom, loot and pillage, and inspire terror in the hearts of your enemies! Like all games on choiceofgames.com, “Choice of the Dragon” is free to play. The web version is currently available. iPhone and other smartphone versions will be available soon. –Adam
Announcements, Choice of the Dragon