Hi folks.
I know this may sound obvious or somebody may say “I told you all the time but you didn’t get it”, but I just realized that CYOA (Choose Your Own Adventure) and MCA (Multiple Choice Adventure) are not the same gametypes!
I also realized that because of that I mislabelled all of my IFComp games (Project Delta, Trap Cave, Dead Hotel) in the past years 2008 to 2011. They are not CYOA, but MCA actually! I don’t know why I made that silly little mistake which caused such big confusion in this community, but I can only assume I mixed up something myself or it simply didn’t occur to me at that time, for whatever reason. However, I like to clarify those things now and also give it as a tip/hint to other authors and programmers, so they can avoid making the same mistake and avoid mislabelling their games and thus confusing and even pissing off gamers unintentionally, as I did.
Ok, let’s get to the bottom of it… You will see, it will all make sense…
Now from what I know there are actually 3 types or classifications of text adventure games, not 2 as previously assumed! There is also a 4th type which is the GUI-based (Graphics User Interface) text adventure or so-called “Visual Novel” (text adventure using graphics/images), but I will leave out that type in here, because it’s not important in this case. And the classification has to do with the type of player input and game output each gametype uses. This may also come as a surprise and revelation to some of you newbie authors here who are just starting to get into Interactive Fiction game design. If you also get the “A-haaa! Ofcourse! Stupid me! I didn’t see THAT before!” effect then you know what I mean and how I currently feel after having discovered that.
The actual 3 types…
Gametype 1 : Parser
Command-based player input and usually simple text output by the game. The standard type which is regarded as “Interactive Fiction” (IF). Doesn’t require any further description, because everyone here knows very well what this gametype is. Although some people, including me, may argue that CYOA and MCA are also Interactive Fiction, because “Interactive Fiction” actually is a more sophisticated or prettier sounding name for “Text Adventure Game”. That’s all it is. But this is a whole discussion of its own and I won’t go into any further detail or argument here.
Gametype 2 : CYOA
Choice-based player input, usually 2 to 3 choices per so-called “page”. It is called a page, because the first CYOA games were not computer games but were released as books in which the reader took the role of the player who could turn to different pages in the book, based on his/her prefered choices which were given to him/her at the end of each page in the book. THAT is true CYOA! The output of CYOA is long, detailed and well-written text which usually resembles a novel. The emphasis is on NOVEL! Yes, true CYOA has to be written like a novel book by a very good writer/author. Otherwise it is not CYOA. As a CYOA author you should be aware of that important fact! If you don’t know that then your “CYOA games” will get the same negative feedback as mine did, especially in a place like the IFComp.
For true CYOA go to www.cyoa.com!
And now comes the “BIG” revelation… and some of you may laugh about it and say “Haha, you didn’t know that?! I knew it all along”! Yeah, YOU knew. But it simply didn’t occur to me. I don’t know why I didn’t see it before, but I see it now and can laugh about it myself.
So here it comes… drumroll
Gametype 3 : MCA
In short: Choice-based text adventure mimicing parser-based text adventure (Type 1)!
In detail: Choice-based player input. The choices resemble parser-based commands. For instance, “(1) examine yourself, (2) look around”. The game output is mostly simple short text but can also be longer and more descriptive text, just like in a usual parser-based text game. The emphasis is on SIMPLE text! Yes, simple text. Not a Pulitzer-type novel, not a screenplay, not a 1000-pages CYOA-book, just simple descriptive text of the current game situation. For example, output “You opened the door.” for player’s choice-based input “Open the door.” As simple as that.
BOOM! That’s it.