Hi everyone. So, after a few days of being on this board, I finally reveal my terrifying ulteiror motive! I’ve been (not so) secretly writing an interactive fiction game!
Gasp
That’s right folks, I didn’t just come here to write entirely too much Emacs Lisp and regexes and bother people with incomprehensible ruminations on software architecture!
In all seriousness, I’ve been getting into long form parser IF (finished Anchorhead, playing King of Shreds and Patches right now) with my girlfriend because it’s one of the only things we can do together on most days without it making my concussion worse, since she can read aloud and I can discuss what to do next with her and draw maps. It’s reawakened a deep childhood fascination with parser IF, since writing and symbolically/semantically simulating things with computers have always been twin skills and fascinations of mine, and inspired me to write my own.
I didn’t know exactly what I wanted to write at first, but I noticed a few things about the parser interactive fiction that’s available that started to clue me in: first, as far as I can tell, there is only one even vaguely cyberpunk work of parser IF (Fallacy of Dawn), and that’s one of my favorite genres; two, that long form parser IF seems to have died out.
With that in mind, I set about thinking something up. I now have a broad strokes setting, including aesthetics, socioeconomic and political factors, and some characters (both background, secondary, and primary), as well as a set of philosophical themes that I’m interested in that will weave nicely into the setting and characters, and a four act plot structure with climaxes that will work as puzzles in the game, some puzzles sprinkled out in between, all the basic plot things like twists, conflict, and emotional connections. I’ve also got ideas about the style I want to write the game in (drenched in atmosphere, oriented towards exploration and covert operation). I even have a design philosophy — I view the most rewarding part of IF for me to be when puzzles are primarily used to further invest and immerse you into the story, and as mild obstacles to overcome so you can be rewarded with the next several pages of text.
The issue is, I don’t really know exactly how big the game world (a city) needs to be, or how long the descriptions should be, to feel long enough for someone to really get immersed in and care about. I wouldn’t be beholden to any answer, of course — the game will be whatever size it needs to be to be good — but having a ballpark to aim/plan for would help. What exactly counts as “long form”? How long is Anchorhead, which is kind of my benchmark for immersion right now?
More importantly, how do I find a good flow where programming isn’t constantly interrupting my writing process and my writing process isn’t constantly interrupting my programming? Writing for me is an incredibly intense and focused state where I have to sink deep into the mood and headspace specific to the scene I’m writing — is this true for anyone else, and if so, how do you work around that?
I guess I’m just really worried about sustainability. I know myself, and know I have a tendency to start ambitious projects that I have the technical skills and time to complete, which I then never finish, and I want to try to hold myself to something by building healthy behaviors if that makes sense.
Anyway, sorry that this is so rambling — it’s late and I have a lot of concerns. I guess the TLDR is that I’m reaching out to the more experienced writers here for advice and wisdom and anecdotes about doing large projects.
<3