I tend to prefer choice IF these days as a player (not as an author). Storylet structures in particular really interest me. Tonally, I tend to prefer quote-unquote āseriousā games with a focus on narrative.
The entire Infocom canon, though Iām mainly interested in those games as āliterary texts.ā So maybe that isnāt an exception after all! Still, it shouldnāt be a surprise that A Mind Forever Voyaging is my favorite of the lot.
Other: I also enjoy thinking about the development of narrative games over the years, especially considering the role 1980s adventure games played in that evolution.
1.) I like terse IF, but not caveman speak. No play beyond a failed state. Lots of synonyms for parsers. Puzzles that donāt require great stretches of the imagination (no MacGyver shit). Stories focused on ideas/concepts, not people. RPG elements welcomed. Fewer areas to travel (mapping not absolutely required). Secret optional content. Exploration of the rooms.
2.) Iām not a voracious IF player. I played the same Orc game as Peter did and enjoyed aspects of it. I recently played though A Dark Room and liked it quite a bit. The game always surprised me with how the gameplay evolved, but itās way too long and complex for my usual taste. I like thoughtful and simple, typically.
My favorite games tend to be character-focused and have a solid narrative arc.
Exceptions: Dual Transform, Andrew Schultzās Prime Pro-Rhyme Row series
My favorite games also tend to be fairly short and narrowly focused.
Exception: Repeat the Ending
My favorite games all have some sort of speculative element. So far I havenāt found any exceptions to this.
My favourite games are all pretty much long, puzzly parser games.
Exceptions being games such as Dr Ludwig and the Devil (not long), The Gift of What You Notice More (not parser), and Eat Me (okay, not that puzzly).
Parser based; small to medium in size; high puzzle density; puzzles may be easy to hard, but I like the ones that force you to think; concise room descriptions; good story development; any theme, but objects, object placement and descriptions should be consistent and in character with the theme and time period.
I liked some of the point ānā click adventures from the 1990s when 16-bit computers were becoming popular.
For choice and parser, I want something that has good story and good gameplay/puzzles/powerups etc. Itās harder to do so for choice-based I think. Which is why I rated Little Match Girl 4 the highest. I am impressed by A Beauty Cold and Austere and Counterfeit Monkey- I have yet to fully see everything, and already I know that these fit the bill.