(Typing on mobile so there may be typos; if you point out any I’ll fix them)
I really like the human element in IF. If I was the last human in some distant future and had all If available to me but all authors were long gone and there was no info about them, I’d still like IF but a lot of the best parts would be gone.
I think one of my favorite things to see is authors experimenting, adapting, and growing. Laura Knauth is my favorite example. Her first game was a very ambitious fantasy game that was woefully underimplemented. Her second game was a small but very polished one room game. Her final game combined the size of the first game with the polish of the second, and won IFComp.
I love seeing people like Emily Short, Andrew Plotkin, and Hanon Ondricek (among many others) continually trying new things and new experiments, adapting to feedback and learning and trying new formats. You can point to monumental games like Counterfeit Monkey or Hadean Lands or Cannery Vale and point out the backstory that led to this point. And seeing new others who branch out and can swing between parser and choice (like Charm Cochran or Alyshkalia) is neat.
Not quite as exciting to me but interesting from a story viewpoint are people who put out very similar games for a long, long time, not really adapting or experimenting or listening to feedback. Sometimes this can be compelling (like Paul Panks’ story or Rybread Celsius) and sometimes they can be a consistent source of entertainment. I think this is most noble and fun when the person making them just doesn’t care what people think and are making what they love. I think it’s most frustrating when the authors insist that others should enjoy aspects of the game that they refuse to change.
I think one of the biggest bummers is to see capable authors who dip their toes in the water and make small nuggets of games but never jumps in. Who has great writing chops or clever puzzle ideas and makes little amuse-bouches but never completes a plot arc or makes a game with a beginning, middle and end. That’s not to say that long games are better than short, but some short games are clearly “snippets” while some even shorter games like the excellent short parser game Out has a clearly defined narrative arc.
Of course that’s just my personal taste. For others small snippets of games can be wonderful due to not having enough time to play longer. And some snippets can be great (like To Spring Open).
But watching people adapt and grow and change makes for a great story. Maybe that’s why almost all of my favorite games are by authors with long history of experimentation (like Lynnea Glasser and Hanon) and few games that came out of nowhere (like Violet).
What do you think your personal author arc has been like? Where did you start, and where are you headed? Are there any authors whose story you like?
I like Bez’s games due to the intense personal stories and the experimentation, for example. The author’s story is often the game itself!
Edit: as for myself I’m pretty sure I’m stalling for the future. I have ideas but they’re all about the same type of game, same length, same polish. But maybe new ideas will come!