Yes, i totally agree and thanks for the Device6 info, I’ll check it out.
Some things I’ve learnt along these lines;
When you offer choices and parser input, people (mostly) stop using the parser input. So what i do now is relegate text input for things that would otherwise become spoilers;
For example, to get into the secret club you must tell a password to the doorman. Or you might have to know a phone number to dial. People are ok with typing a bit now and again, but not all the time.
So there are good reasons to retain a bit of text input.
You can minimise choices by having words in the main text clickable. These clicks mostly perform x whatever
, but sometimes they can do other things (not often).
Character dialogue is all via choices. This choice tree can be context sensitive in order to reduce the number of choices at any time. Some dialogue I mark as “background”, these act as “fillers”. Whenever the number of choices falls below 3 in conversation, a “filler” is padded (when available). This also gives the illusion of new things to talk about.
if you have pictures, then you should be able to click on items in the picture. Usually, this is in addition to clickable text.
Graphics can be made of layers. The simplest being background and foreground. In any case, you also need things to “disappear” from the pictures when you take things.
Also, things not very much needed in “New IF”;
- doors
- dropping things
- light & dark
- locks
Things you still need for basic world model;
- scope
- locations
- wearables
- gettables
- containers
- surfaces
- people
- inventory (although you want to stop calling it that!)
- giving
- asking/telling (unified with dialogue)
Edit:
Also, might be relevant to post this chart;
