I don’t think it’s a bad thing for IF not to be mainstream popular. IF and adventure games had their glorious days. But they are by no means gone. For one thing, some of the best things about them (narrative, puzzles, dialogs) have found their way into other genres. “Escape the Room” games are basically IF/Adventure games in a condensed form. The genre lives on, it’s simply in a different way from what it used to be like.
Anyway, I’m not totally convinced that the people who played text adventures back them would love them that much if they had serious alternatives to play. Part of it was the joy of the new, and IF in particular delivered that in spades with its illusion of limitless interactivity via the parser. Part of it was that this was what the people were doing. And until computer graphics caught up, the brain was simply the best graphic illustrator. And in those days, and this is true of many genres, people put up with a lot of questionable design because that’s the design that existed. It was all in flux, people were not thinking about good design so much as what was fun for them and their friend to play. Incidently, when you think about the Topologika games in that light, and remember it was mathematicians at university that made those games (corrections are welcome), it makes it a little less surprising how punishing those games can be to the modern player.
At any rate, that was then. This is now, and IF has exploded into very many engines and styles. Parser IF in particular remains a bit of a niche, partly because of its reputation; when it works it’s glorious, but when it doesn’t, oy… but this is not a bad thing. Unless you’re trying to make a living out of them.
IF in a world of portable devices must not be disregarded, however. It is true, in this modern world, with so many things vying for our attention, we are more geared towards the casual; that is partly because the casual is on our phones, and the non-casual has to wait for us at home. And the part I always liked the least about adventure games and IF was having to stop playing and do other stuff, when I could instead be fiddling about some more.
IF for Android could stand some improvement, but as it exists, Fabularium is perfectly serviceable. On a phone, the keyboard works well (I played iFrotz for, I think, a few years, on the iPod. I played many games to completion there for the first time, including Hollywood Hijinx and The Mulldoon Legacy. Curses defeated me on that one yet again, though. I’ll come back to it soon enough. Unlike Jigsaw, its design hasn’t irritated me; and so it continues on my radar), on a tablet the keyboard is clunkier but, amazingly, Gboard’s (the Android’s default virtual keyboard) handwriting recognition is really good. My new tablet came with a pen, and I can easily play Fabularium IF on the go, writing my commands with a pen.
It’s not casual, because it involved getting each individual game and putting them in Fabularium (that alone can be a barrier to some), and using the pen like this can be fiddly until you get the hang of it (because Fabularium’s support for the Android’s keyboard has pretty significant problems). But once you get past that hurdle? Dude, enter the subway; sit down; open your backpack, grab your tablet; turn it on; grab the pen from its support; load Fabularium and a game; type “restore”; and you’re playing before you got to the next station!
IF and adventure games do demand a space in your head, and for a long time they were limited to your physical desktop. But with the possibilities of nowadays? If Escape the Room games are any indication, adventure games for portable devices are a thing. Choice-based IF? I honestly don’t know because I don’t like it much so I don’t follow it, but I’ve seen it crop up here and there, and Inkle famously made a splash with Eighty Days and Sorcery. Parser IF? Harder sell, and I think it’ll always be a harder sell. That is not a problem, I think. But better interpreter support would certainly make it overall easier.
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Now for the punchline: I’ve come to realise that I don’t really like IF nearly as much as point-and-click graphical adventures. To me, IF was always the portable, less-computiationally-demanding cousin of graphic adventures. When, as we all know, reality is pretty much the other way around. I am much more likely to enjoy a bad AGS game than a mediocre IF game.
But man, when I love it, I love it. Just yesterday I replayed Babel and it was just as good as I remembered. I have changed, so I felt less into it than I used to be, but level of involvement did not. The “aha” moments did not. The facepalm when I looked up a hint for a puzzle I totally could have solved by myself did not.
My point is…
…I dunno. Adventure games rule hard, IF games rule soft, and I want to always have them in my tablet so I can play them wherever and whenever?
…yeah, that seems about right.
EDIT - Playing IF and adventure games like this, on the go, has been literally a dream of mine since I was a kid. I would take game manuals to school and read them during recess, to keep experiencing the game world as much as I could while away from it. I’m literally living a childhood dream come true.
Mainstream popularity? Some of us simply aren’t mainstream by nature. And we find our way to this thing, and others.