Couldn’t have said it better. Pleasing a plurality surely is harder to achieve. If you consider the so-called old-school fraction, you likely don’t want to take the most “artsy” approach which you find in many modern IF titles these days, while you won’t please everyone in the IF scene with a Scott Adams style old-school adventure game or a Quill’ed game as it was common in the vibrant UK text adventure scene. While my fanbase is mostly rooted in the old-school scene, I aim with my efforts to strike a happy medium (Rabenstein was an exception). But without considering my own work, there are plenty of great examples out there that it can be done, like Unhallowed. And yes, the game will even run on a ZX Spectrum Unhallowed by Blerkotron.
@mathbrush I think the “Bill of Rights” serves its purpose but I have to admit it’s the first time I see it. Many of the points that Graham mentions here though are “no-brainers” to me. So I kinda adopted them without knowing about their existence in a written manifesto.
When I design games, even considering the retro / old-school scene, I actually want to create an idealized version of an unexisting 1980s memory. Hibernated aims not to be an Infocom-style game. It aims to be an idealized version of an Infocom-style game. The reason behind this is an effect that is pretty easy to observe with yourself. If you played video games in the 80s, there surely is a bunch of games that you enjoyed so much that you still remember them vividly. If you go back to these games after more than 30 years, you sometimes feel a certain disillusionment when you realize that the game actually is not as great as you remember it. On one hand we have an idealized memory, on the other hand the memory was shaped by my 80s-self, which is not who I am today. So even though I enjoy becoming nostalgic and taking a walk down memory lane, my current self is spoiled by modern game design concepts. So you want to meet at least some of our modern era expectations like. Here are a few of the rules I made for myself:
- You cannot die.
- You can control how much of the game you consume.
- The level of difficulty is moderate.
- Puzzles need to make sense.
- It’s more about experiencing a story rather than drowning the player in frustration.
- No grinding.
- No dead ends.
Not letting the player die is more of a personal preference. When I look back at the games I played, I enjoyed many of the point and click adventures and I always liked those more where you were not able to die. A good comparsion is Lucasfilm Games vs. Sierra On-Line.
In an era where Netflix shapes our consumption with on-demand services, people expect to be able to dose their level of consumption for your game. The most obvious way to make sure the player is able to do so is allowing the player to save / restore anytime.
A moderate difficulty makes sense. Back in the day you wanted to market your game with many hours of gameplay and of course you wanted to sell Invisiclues. None of this applies to me and generally it’s good to make a game not to easy as the player might get bored, on the other hand not hard for the player becoming frustrated so that in the worst case scenario he/she won’t complete the game. If this happens it is not a good thing for anyone, not for you, not for the player.
Unlogical puzzles are a frustration for everyone, I don’t think this needs further explanation.
Rather experiencing a story than drowning the player in puzzles is personal preference. I tend to place a resonable amount of puzzles that go hand in hand with the story’s progression.
“No grinding” actually comes from my experience with old-school games. I always hated the X THIS and X THAT concept. It’s okay to examine objects in the room description to get an extra portion of depth and immersion, in fact you should do so in terms of realism, but it should be an optional thing. If you want the player to interact with an object, make it obvious and if it’s hidden from the view at least point the player in the right direction with a subtle hint in the room description. Another form of grinding from my perspective would be something like this:
> TAKE LAMP
The oil lamp is on top of the cabinet and you can't reach it.
> CLIMB CHAIR
You climb on the chair.
> TAKE LAMP
You try to reach for the oil lamp but you're too far away from it.
> MOVE CHAIR
You move the chair in front of the cabinet.
> CLIMB CHAIR
You climb the chair.
> TAKE LAMP
You now have the oil lamp.
While a concept as this still might be a thing today I have to admit that I don’t like this at all. If you would be the protagonist on the game and you’d want that lamp you certainly would climb the chair anyway to get it.
And no dead ends is a no brainer. There’s nothing more frustrating than an adventure game where you forced yourself in a dead end state, either by bug or by design choice of the author.
Just my two cents as usual.