I’m curious what people see the future of text games as being. I’ve played around in the AGI and SCI space (and a little in AGS) so I can see why people do those even as a hobby, because the graphics aspects can be scaled up as you learn more about game programming. So there’s a steady progression from AGI, SCI, AGS to maybe something like Panda3D or OGRE or whatever. What you’ve learned in the old, outdated systems definitely translates well to the newer systems that produce output people will actually play.
But what about text games?
I’ve seen it mentioned numerous times that the casual gaming crowd seems to be one of the major (if not only) areas that text games have any chance for traction within. Checking Wikipedia I see that casual games are “typically distinguished by their simple rules and lack of commitment required.” So is that what text games essentially are now? Something simple and with a lack of committment necessary? I remember the old Infocom games (and the Magnetic Scrolls and Legend games) and those certainly weren’t simple in the sense that I think casual gaming refers to and they certainly required committment. I’ve seen other people, particularly in regard to Inform 7, say that now writers (who aren’t programmers) can make stories and these are often contrasted with “static fiction.” (Although text in a text game is also static; it’s just a different form of reveal. But never mind.) So that would imply at least the level of committment that an audience would give to a book that they were willing to read. Again, not necessarily fitting the “casual” aspect. I think the definition of “casual reader” is a bit different in focus than “casual gamer” so I wouldn’t be too quick to bring the two together necessarily.
So as I started to think on all this, I realized “Wow, text games have just about no future if the only community supporting them is going for the casual gaming focus.” But then I thought, “Maybe I should see if that’s true.” So who do you write your text games for? Are they just for the people familiar with Infocom/Magnetic Scrolls/Legend? Are they for people new to text games? Are they for purely casual gamers? Are they for some combination of all of the above?
If the last question is answered “yes”, that must have some impact on how text games are designed and that seems like a fruitful area of discussion, but I really don’t see a lot of that discussion going on as I’ve trawled this particular forum. In fact, I see almost nothing about reaching audiences except for discussions about catering to “newbies” but those all seem to circle the same particular drain after awhile; namely, a refocusing of certain techniques rather than discussions of rethinking the design and presentation of text games.
I also checked out the Casual Gaming section of Steam – something I hadn’t done up to this point – and tried to imagine the entries there interspersed with some text games. It was hard to imagine enough people flocking to that to make it worthwhile. Unless there was some real compelling value-add over the existing casual games. But I don’t know what that value add would be. More involved story? But these are “casual gamers” who often don’t want in depth story and don’t even want to rely on saving a game necessarily. Smarter parser? But how “smart” does it have to be if the game is going to be relatively short and constrained to fit within a casual gaming mindset? Better graphics? But it’s a text game and there are already games with graphics if people want that. Better interface? Yeah, but for what: the text, graphics, and smarter parser? We already said those might not cut it.
Curious what people think. Do you think there’s a future for this? Does it even matter to you? What motivates you to create text games? What drives your design decisions?