I’ve seen a lot of discussion about old-school vs new school on here over the years but also recently, with Adventuron, AI dungeon, parser comp, and other communities and developments bring up the topic.
Background
I’ve struggled to understand why different groups categorize games in different ways and find appeal in different things. For instance, in the IFComp community, graphics have popped up but aren’t common, while in Adventuron, graphics are very common.
I think a big split (and several people have posited this) is Infocom vs British games/Spectrum. Infocom specifically eschewed graphics in many games, while the British scene had The Hobbit and Magnetic Scrolls with images.
Different expectations
While the historical background is interesting from an academic viewpoint, I’m more concerned about the personal effects of the ‘split’. I’ve had hurt feelings, caused hurt feelings, and have seen hurt feelings from a game being labelled as ‘old school’ in a bad way or being labeled as ‘interactive fiction’ in a bad way (i.e. a touchy feeling game).
I think this comes from players having different expectations. People find different things fun, and communities develop their own expectations.
IFComp and XYZZY awards have a fairly unified set of expectations. Where did they come from?
I realized, I think a lot of it comes from Graham Nelson’s Bill of Rights, which was really influential here a couple of decades ago, and then trickled down later. Let’s look at it.
Graham Nelson’s Bill of Rights
- Not to be killed without warning
- Not to be given horribly unclear hints
- To be able to win without experience of past lives
- To be able to win without knowledge of future events
- Not to have the game closed off without warning
- Not to need to do unlikely things
- Not to need to do boring things for the sake of it
- Not to have to type exactly the right verb
- To be allowed reasonable synonyms
- To have a decent parser
- To have reasonable freedom of action
- Not to depend much on luck
- To be able to understand a problem once it is solved
- Not to be given too many red herrings
- To have a good reason why something is impossible
- Not to need to be American to understand hints
- To know how the game is getting on
The origin of ‘new school’?
Let’s look at these. Many games that are self-identified as ‘old school’ gleefully break these rules. And why shouldn’t they? While one community gathered together and generally agreed that these rules are good, that doesn’t make them inherently good. Let’s see some examples:
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Not to be killed without warning
While not common in the Adventuron/Adrift groups, a lot of homebrew parser creators like to throw this one in. Even in parsercomp there were some games that had early random deaths. -
Not to be given horribly unclear hints
The example Graham Nelson gave was having a trapped door that killed you with lions carved above it. The players were supposed to know that ‘pride goes before the fall’, so the pride of lions was a warning for a trap.
Again, this isn’t super common in all ‘old-school’ communities, but I’ve seen a lot of Adrift games which required some big leaps of logic. When you figure them out, they can be satisfying, which is why I think some people prefer that style. -
To be able to win without experience of past lives.
Goes with #1. -
To be able to win without knowledge of future events
This shows up in a lot of old-school games, where a lot of times you’re expected to collect things and interact with things even though you have no clue in-game why that would be useful. Again, this isn’t bad (I break this rule a lot) but it’s definitely more common in ‘old-school’. -
Not to have the game closed off without warning
I feel like this is more of a difficulty thing. Graham Nelson himself broke this rule quite a bit! I’ve heard several people say this is why they don’t like Curses!. -
Not to need to do unlikely things
This is, for me, a hallmark of games that are described as ‘old-school’. The moments where you have to make a giant leap of logic or unlogic. A lot of of the new-school sensibility is the idea of using only basic verbs (or even constraining users to a small set of verbs) or giving leading hints to players, so that all actions are ones that are clearly expected. This means that new-school games get their complexity primarily from complex systems (like Plotkin’s technology and magic or Short’s conversations). Old-school games often have actions that are simple in hindsight but weren’t really spelled out. An example might include the Plover room in Adventure. -
Not to need to do boring things for the sake of it
In parsercomp there is a game (which prompted this essay) that explicitly says something like ‘This is an oldschool game where you will need to LOOK UNDER or LOOK BEHIND or SEARCH things.’ A beta tester of that game pointed out: “The big emphasis on hidden objects (LOOK UNDER and BEHIND, X WALL etc) is not everyone’s cup of tea. It has other puzzles too but this is a significant part of the game. However, I also want to clarify that this is the author’s style, not something related to ADRIFT. ADRIFT games can be very different.”.
I’ve seen this a lot with some punyInform authors, too, where you’ll type something like ‘PUSH DOOR’ and they’ll program it to say ‘Don’t you mean OPEN THE DOOR?’ or something similar, where it’s completely clear the game knows what you are trying to do but wants you to type it in a different way. Or requiring you to manually open doors that are unlocked.
This is something I’ve done many times myself (my own parsercomp game involved a ton of running up and down stairs for one particular puzzle). -
Not to have to type exactly the right verb
-
To be allowed reasonable synonyms
These two go together. One thing that really annoys a couple of Adventuron, Adrift, and homebrew authors is when Inform players complain that they can’t just refer to objects by adjectives. Which is a fair point of view; if you see a white shirt, ‘GET SHIRT’ is more grammatically sensible then ‘GET WHITE’. But Inform, based on Nelson’s bill of rights, has trained us to expect this. -
To have a decent parser
This really hits homebrew parsers hard. Most established languages can parse just fine (look at the recent Houghtonbridge game in parsercomp!), but people who make their own usually are flooded with complaints about the parser not recognizing things like X (for examine) or G (for again). -
To have reasonable freedom of action
This is less of an old-school/new school thing and more a personal author thing. Many newer games actually have less freedom of action. -
Not to depend much on luck
Random chance/rpgs don’t really show up in new-school IF. Even when they do, like in Kerkerkruip, strategy is a major component that can override chance. -
To be able to understand a problem once it is solved
A lot of old-school games, when I play them, I feel like I get by through random guessing. This can be amazing (beating the dragon in Adventure was a huge serotonin rush), but can also be frustrating, especially when you look at a walkthrough and think ‘how was I supposed to figure that out?’ -
Not to be given too many red herrings
He gives the example of Sorcerer. Not every old-school game has this, but, for example, in the game mentioned earlier where you have to LOOK UNDER or LOOK BEHIND things, 80% of places to look are empty, making them red herrings. -
To have a good reason why something is impossible
I’m playing an old-school game right now where you have a pickaxe for a different puzzle and you are also trying to get through the front door. Typing ‘BREAK DOOR’ just says ‘The door resists your attempts’. -
Not to need to be American to understand hints
As an American, I think I’m not qualified to comment on this. -
To know how the game is getting on
This is something I wish way more games would do in general. But I don’t think it’s necessarily an old-school vs new-school divide.
What do you think?
Do you think that Graham Nelson’s Bill of Rights influenced the past and current IFComp community? Do you agree with the bill of rights or find it limiting? If you had a ‘manifesto’ or ‘bill of rights’ of what you think makes a game good or what should be banned from games, what is it?