LIkewise. If I wanted innovative subject matter I would read a linear novel or watch an independent film – the very last place I would seek that out is from a game of any kind. I have played a lot of interesting narrative games, but they have all been, without exception as far as I recall, faded retellings of types of stories told better in another medium – if you consider only the story and not the gameplay. [EDIT: Wait! I just recalled an exception – Pick Up the Phone Booth and Die. Ha haaaa awesome.]
All true points, of course, but those things have always been true, haven’t they? So they don’t really have much power to explain why parser experimentation is slowing down in relation to its former self. The only way the relative merits of CYOA vs IF could come into play in the explanation, I think, is if we are losing many of our potential authors to CYOA – it can’t just be that our authors are working slower; we have to be losing them, too. Is that what’s happening here? I was under the impression that CYOA simply attracted different types of authors.
If that isn’t what’s happening here, then we might have to face the fact that we are losing potential authors not because CYOA is easier but because they are being alienated, somehow, either from writing parser games at all, or from innovating too much with them. The other possibility is that the authors exist but there simply aren’t new innovations to be had, and that seems preposterous. The other other explanation is that there is not really less parser innovation; it is just somehow flying under the radar due to a narrowing definition of ‘innovation’ (the corollary to Emily’s ‘too narrow a definition of medium’).
The situation will hopefully change for the better in near future, though.
HInt hint. 8) Are there many new huge games fulminating toward release? I am about to return to working in Inform on mine after having worked exclusively on the other adjoining audiovisual elements for a long time. Returning to a game you half-coded after more than six months is pretty weird and it does not seem as innovative as it originally did. There are a number of things in my use of the parser that could possibly be considered new, but I suspect the media-mashup side of my experiment will draw the most notice. Anyway, anything ‘new’ I coded in Inform, I also talked about on here in principle, anyway, knowing it would take too long to see the light of day and I wanted to discuss it; heck, if you cobbled together all of my various championing of new/old interface elements in this forum, you could probably figure out what the text portion of my game will play like.
Paul.