Sunday, April 26, 2015
The XYZZY Awards for best interactive fiction of 2014 have just been announced. I'm happy to say that Hadean Lands won in four categories: Best Puzzles, Best Setting, Best Implementation, and Best Use of Innovation.
The overall Best IF Game of 2014 went to 80 Days, which absolutely deserved it. It was a tightly-contested award -- Hadean Lands was in the running, along with Kevin Gold's Choice of Robots, Porpentine's standout Twine work With Those We Love Alive, and IFComp winner Hunger Daemon by Sean M. Shore.
Winners in other categories included Lynnea Glasser's Creatures Such As We, Ade McT's Fifteen Minutes, michael lutz's the uncle who works for nintendo, and a symbolically satisfying tie between Twine and Inform 7 for Best Technological Development.
Here's the full list of winners and finalists. Congrats to everybody!
Since this is my brag post, I'll also note that I'm working on a new IF game! This will not be parser-based. I've got ideas about cool things to do with a touchscreen other than typing a lot.
No other hints right now. Stay tuned for more information.
Labels: 80 days, hadean lands, if, interactive fiction, xyzzy awards, zarf, zarfplan
Sunday, April 5, 2015
Various world models in IF
Another question from the tweetzone: "What are the significant differences for object/rooms + hypertext/choice vs parser + web?"
Here's (more of) that strand(s) of conversation:
I want tools to create a hypertext based game that still has a room and object model for the engine. Any suggestions? (@KalevTait)
I've done it (in Glulx) but the game design space is poorly understood. (As compared to parser+object model.) (@zarfeblong)
this just means it needs more research (@emshort)
What are the significant differences for object/rooms + hypertext/choice vs parser + web? Maybe I’ve misunderstood. (@jurieongames)
Emily's further responses:
parser + web = you still type. world model + choice = you're selecting what to do from options based on model (@emshort)
Oh, and I guess choice-based games tend to come from a CYOA, paragraph-based design approach? (@jurieongames)
often. even if they don't, enumerating all the options that would exist with a parser gives you a too-long list (@emshort)
so you need then to build a hierarchical interface or else have a smaller tighter verb set, for instance (@emshort)
I agree with Emily here (as usual), but I want to back up and talk about ways I've approach IF design.
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