Alternate title : Help, for i am drowning in condiments and the meat is raw.
Making yet another thread on the idea of word count and game length, mostly since the other ones are fairly old by now.
I’m in the discovery process of inform, as in, the more i write the more power i realise i have, the more i try to implement, then i try to debug, and by the time either success or frustration happen, i get the harrowing moment of lucidity that it’s been hours and i’ve done little to no actual plot progress. I’m sitting at barely 6k words, most of them purely framework. Not participating this year until the product is of the quality that i would be happy with is unfortunately not an option, hence the open ended question(s).
Granted there’s a lot of messing about with the stylesheet and the accompanying images and eventual sounds to the game which also take time, but i digress.
- What really is the measure of length? Time to winning condition in moves? Total word count of purely the prose?
- What makes you decide what to sacrifice in the idea of “good enough”, and what are you unable to compromise with? At what point do you realise that, perhaps, having planned for the player to input “blush” or “cook” in a setting with virtually no sense to do so, should have come after the game is up and running?
- What is sufficient “population” of a room in interactive options? - I suppose this also falls in the wordcount category.
I’m honestly somewhat miffed i ended up having so much genuine fun with the process, as this is still technically “work” which is the conflicting kernel in all of this.