I remember devouring your blog back when I was first stumbling into interactive fiction and roaming through archives like Emily and Sam’s sites!
I’m glad that it was fun while it lasted for you- and wish you well on whatever adventures the future brings your way.
Thanks, that’s very kind of you to say! At the very least, I plan to keep the blog up indefinitely, even if I’m no longer updating it.
I don’t write interactive fiction, I write text adventures.
Why do I do it? Because I enjoy it. Simple as that. And I hope that I can bring a little joy into someone’s life, even if it’s only for an hour or two.
Because when I was a kid in the early 80s, few things gave me as much joy as discovering “xyzzy”.
I feel similarly – not to imply that those who write primarily for literary or personal reasons are any less worthy. My literary tastes just tend toward the less personal, and my IF tastes lean the same way.
I’m not sure I can answer the general question in the abstract. But I kinda backed my way into making the game I’m currently working on an IF game. Basically I came up with the idea and then worked backwards from there: how do I turn the idea (or rather a couple of related ideas) into a) a design I could actually successfully build, and b) a game that anyone would (hopefully) be willing to play.
Having a bunch of characters and a lot of semi-dynamic dialog is something that very rapidly becomes intractably asset-heavy for almost any other kind of game.
being a teen during the 80s, I can only fully concur and agree with Phil and Garry; but the issue wasn’t kids, but teens. and their frustrations with the sexuality…
Thanks to the Divine, during the 80s the 'Net was unavailable to teens, even in the USA, else the concept of “revenge porn” surfaced 30 years earlier… but teens often lack in constructive assessment of their creativity, and in many cases led to the circulation of roughly-implemented, even seriously bugged, text adventures (Zarf being, as usual, the notable exception )
… and is in the respective timeframes that perhaps lie the cause why The Quill is fondly remembered and AGT often reviled; the former was out in the pre-'Net days, and the latter in the early (and very wild…) 'Net days.
Best regards from Italy,
I’ve only done it once so far, so I can hardly say just yet if it’s a habit I’ll continue, but I will say that I’m enthusiastic about exploring the forms it can take. There are very few video games that can not be described as interactive fiction, after all: visual novels, JRPGs, even action platformers generally have a story to tell, and one you yourself affect with your playing. The exceptions are truly abstract games like Tetris— and maybe some deeply non-interactive games that could have been novels instead.
Either way, I love telling stories and anything that keeps my readers engaged during the story is a big help!