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| 27 JUN 2004 at 3:34pm | |
ThomaZzIntergalactic Janitor![]() Posts : 5 Joined: 27 JUN 2004 Status : Online | More people should discover the beauty of IF. How many people have never heard of it? What if some sort of competition could be organised on a large scale? People would be able to buy a game (for a low price) specially designed for this competition, and when they complete the game they get some kind of password (or something more original, like solving a riddle). The first five callers who solved the game win a prize. That way, many people get to know IF and many of them would fall in love with it. And why not include disks with text adventures in Kellogs boxes and such? If books can remain popular, why wouldn't IF? I'm sure that, with a little effort, IF can become more than just freeware known by a handful of people! Are there any people who have other ideas on how to make IF more popular and well-known? |
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| 27 JUN 2004 at 3:38pm | |
AnneGuild Master![]() ![]() Posts : 4800 Joined: 8 MAR 2003 Status : Online | Well,it might help if I knew what IF is. |
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| 27 JUN 2004 at 3:44pm | |
ThomaZzIntergalactic Janitor![]() Posts : 5 Joined: 27 JUN 2004 Status : Online | Lol, my point exactly! In the replies to one of the earlier posts on this page you can find out what IF is about. I suggest you do some google research (very easy to find!) and try playing some games. You probably won't regret it at all! Thomas |
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| 27 JUN 2004 at 8:24pm | |
RonSorcerer Apprentice![]() ![]() Posts : 300 Joined: 26 NOV 2002 Status : Online | Originally Posted By ThomaZz (27 JUN 2004 3:33pm) As far as I know from personal experience, Interactive Fiction isn't a genre of games that's easy to learn to play. If a nice action game is packed in your Kellogs box, you install it and play away. With IF, the learning curve is quite a bit steeper. It has taken me quite a few tries of various games before I learned how to interact with IF effeciently. And to be honest, I like the 'background'-position of the IF-genre. It's a small bunch of people that play the games, and only really a few that produce them. But the possibilities to talk with other IF-lovers, or to get in touch with the developers as you can now, add to the charm of the genre. If IF would become too popular, it would lose a bit of those appealing characteristics. I do agree with your post if you would talk about of adventure games in general, and not just Interactive Fiction. Add a nice free point & clickgame in that crate of Heineken and prevent the adventuregenre from collapsing, but leave Interactive Fiction to be discovered by people who are really going to fall in love with it... |
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| 27 JUN 2004 at 8:25pm | |
RonSorcerer Apprentice![]() ![]() Posts : 300 Joined: 26 NOV 2002 Status : Online | Originally Posted By Anne (27 JUN 2004 3:38pm) 3168 JA-forum-posts.... I hope you're kidding with this question |
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| 27 JUN 2004 at 10:09pm | |
ThomaZzIntergalactic Janitor![]() Posts : 5 Joined: 27 JUN 2004 Status : Online | And to be honest, I like the 'background'-position of the IF-genre. It's a small bunch of people that play the games, and only really a few that produce them. But the possibilities to talk with other IF-lovers, or to get in touch with the developers as you can now, add to the charm of the genre. If IF would become too popular, it would lose a bit of those appealing characteristics. I have to admit you've got a point there... I think I'll retract my words! |
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| 7 JUL 2004 at 10:56pm | |
HowardSSpace Cadet![]() ![]() Posts : 103 Joined: 10 DEC 2002 Status : Online | Originally Posted By Ron (27 JUN 2004 8:24pm) One of my biggest challenges in driving sales in Malinche is that I am penetrating areas of the market where Interactive Fiction is an alien concept. I've found that the book market is working very well for me and I am driving serious penetration with the literate set. They seem to take to IF very easily and naturally. My Interactive Fiction titles are priced in the same range as your typical hardcover book and the reviews of my work are stellar. Expanding awareness to the mass market is what I am challenged by now and, thanks to coast-to-coast book and gaming shows, serious inroads are being made. If you wish to further the promotion of IF please support Malinche! <big grin> Howard Sherman Implementor http://www.malinche.net Join the Text Adventure Game Renaissance! Visit http://www.malinche.net |
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| 10 JUL 2004 at 3:07am | |
rozencrantzIntergalactic Janitor![]() Posts : 3 Joined: 9 JUL 2004 Status : Online | That brings up a secondary point which might deserve its own thread. How do you feel about selling IF? I personally think that it is very tricky territory. When I buy a book, I almost never buy it new unless I know for sure that it will be superb. And with IF, you can't know. If you aren't sure about a book, read the back, see if anyone you know reviewed it, and then read the first chapter in the store. With IF, not even the author is a reliable indication of whether or not it's worth anything. (I liked Photopia, but not Narcolepsy, So Far, but not A Change in the Weather, etc) Another problem is that of size. The best IF games are somewhere around the size of a novellette, while your typical modern novel is at least 200 pages (up to 1000 for fantasy, down to 100 for Pulp Adventure). The only games that even approach this size are liable to become aggrivatingly large, such as Curses or Jigsaw. And even beyond that, only two or three games have given enough back to be worth playing over, much less paying for. You can resell bad books, but you can't resell bad software. Any other thoughts? <> #;>:#,_@; |
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| 10 JUL 2004 at 11:01am | |
NomadIntergalactic Janitor![]() ![]() Posts : 94 Joined: 11 OCT 2002 Status : Online | There's plenty of sources for online reviews of text adventures. Often those reviews estimate the playing time. I can't agree with you there. You can resell software as easily as a book. Concerning text adventures you'll have to deal with a limited target group which might make it a little difficult. I don't exactly get your point. Did I misunderstand something? The gene pool is stagnant, and I am the minister of glory. |
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| 11 JUL 2004 at 4:43pm | |
RonSorcerer Apprentice![]() ![]() Posts : 300 Joined: 26 NOV 2002 Status : Online | Well, of course you can sell IF. It's just like any other piece of software that you can buy... But I doubt you can find many people to sell it to... I guess the problem with it is that there are dozens of good text-adventures freely available. (Who hasn't been strolling around at http://www.wurb.com/if/index ?) You'll have to make quite a decent piece of IF and have good marketing skills to persuade people to buy a game instead of downloading a free one. Note that in other game-genres, there usually is a big distinction between the quality of commercial games, and the 'free' ones. (sportsgames, First Person Shooters, RPG, etc.) In Interactive Fiction this distinction doesn't exist. So even though i'd like to try '1893 - A World's Fair Mystery' and Howard's 'Pentari' and 'Greystone' once, I won't actually do so till I finished the free IF-jewels I can find... |
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| 22 JUL 2004 at 12:47am | |
HowardSSpace Cadet![]() ![]() Posts : 103 Joined: 10 DEC 2002 Status : Online | Originally Posted By rozencrantz (10 JUL 2004 3:07am) Many, actually. I've built Malinche around the identity that the customer gets an immense work of fiction for his/her money. And they do. Infocom games had a price point of $50 when a single title was on the market. By comparison, my titles are roughly three times larger at almost half the price. A pretty easy formula for success on the part of the consumer, isn't it? There's very little risk to the consumer since I keep quality control standards so high (translation: I drive myself relentlessly until I KNOW I have a winner on my hands) that the customer can fully expect full value for the money the paid. Often more. Resell value is negligible at best. Try to resell a college text book and you will experience the feeling of being ripped off.  itto any used book. You get a fraction of the price you paid. The book you're selling has low "mileage" and could be passed off as new yet the resell price will be a fraction of the retail price. Who invented this pricing scheme??? Extending that to my works, the possible resell values are negligible enough to be dismissed. To answer your quesion full-on; I feel very good selling IF. I bring IF to the mass-market who, by and large, never heard of it and are actually thrown off by the very idea. When the consumers "get it" and buy a copy it's a rush! When they appreciate my work and send me their incredibly glowing feedback, reviews and testimonials I really feel good. It's very gratifying. Visit my website and explore further to see what I mean - http://www.malinche.net Howard Sherman Join the Text Adventure Game Renaissance! Visit http://www.malinche.net |
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| 22 JUL 2004 at 12:51am | |
HowardSSpace Cadet![]() ![]() Posts : 103 Joined: 10 DEC 2002 Status : Online | Originally Posted By Ron (11 JUL 2004 4:43pm) I look forward to receiving your orders for my titles. Once you've experienced them, I am confident you will see the clear distinction between free works and my works. There certainly is one. Your firsthand experience will be judge enough. The free works have their charms but they go just so far. My works take Interactive Fiction to the next level. Howard Sherman Join the Text Adventure Game Renaissance! Visit http://www.malinche.net |
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| 4 AUG 2004 at 12:51pm | |
JEIntergalactic Janitor![]() Posts : 58 Joined: 20 JUN 2003 Status : Online | Originally Posted By HowardS (22 JUL 2004 12:50am) "Only go so far?" What on earth are you talking about? Are you actually suggesting that your games are somehow far better than the best freely available games? I can only judge by your own free games (like the Pentari demo) and the "screenshots" on your homepage, but it is far from evident what "only go so far" you're talking about. |
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| 27 DEC 2004 at 11:38pm | |
HowardSSpace Cadet![]() ![]() Posts : 103 Joined: 10 DEC 2002 Status : Online | Originally Posted By JE (4 AUG 2004 12:51pm) I think I made myself clear enough in the original post. Howard Sherman Join the Text Adventure Game Renaissance! Visit http://www.malinche.net |
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| 28 DEC 2004 at 4:20pm | |
| Deleted User | I just played the Pentari: First Light demo; based on that and the reviews of Mr. Sherman's previous game BOFH, I can only laugh at his suggestion that his works are superior in any way to the free works that are available. It's doubly ironic that he's criticizing free works, because his compiler, interpreter, and even his documentation have been taken from free sources. |
| 28 DEC 2004 at 4:58pm | |
Agustín CordesGuild Master![]() Posts : 5696 Joined: 23 OCT 2002 Location: AR, Buenos Aires Status : Offline | Originally Posted By HowardS (27 DEC 2004 11:37pm) Actually, you havn't. I'd like to know why you think the free works "only go as far", because I'm at a loss here. I've recently played Anchorhead which is even better than some Infocom titles, and that's only the tip of the iceberg. If you don't wish to clarify this, it will look as if you're diminishing the free works to promote your commercial ones. And trust me, that won't look good. Slightly Deranged - Cult Cinema And Games! |
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| 4 JAN 2005 at 8:38pm | |
JEIntergalactic Janitor![]() Posts : 58 Joined: 20 JUN 2003 Status : Online | Just saying "I think I made myself clear enough in the original post" doesn't make what you were trying to say in the original post any clearer. You can correct me if I'm wrong, but it seems that Malinche games are often dismissed by those who are familiar with the best of the free games. Having played both, I'm not sure what you're referring to that somehow sets yours apart, keeping in mind that # of rooms isn't a measure of quality. Agustin is right in saying it doesn't look good for you to be disparaging the great free games just to promote yours, especially to people like us who actually play text adventures here and there. |
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| 2 FEB 2005 at 2:30am | |
HowardSSpace Cadet![]() ![]() Posts : 103 Joined: 10 DEC 2002 Status : Online | Originally Posted By Fickfack (28 DEC 2004 4:20pm) Can you quote the part where I criticized free works? I don't remember writing any such thing and I couldn't find any such criticisms on any of the forums here. Howard Sherman Implementor http://www.malinche.net Join the Text Adventure Game Renaissance! Visit http://www.malinche.net |
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| 2 FEB 2005 at 2:34am | |
HowardSSpace Cadet![]() ![]() Posts : 103 Joined: 10 DEC 2002 Status : Online | Originally Posted By Agustin (28 DEC 2004 4:58pm) Clairification is simple enough. In my murder mystery Greystone (which is based on a real mental hospital in New Jersey) I walked the grounds and the buildings, I interviewed past patients and present staff members and at times almost lost myself in the subject. As I posted in my designer's journal for Greystone on my website, I was standing just a few feet away from a convicted murderer. When I wrote Greystone, I did so from personal experience and impression. The works I create are fiction but the feelings I spark in the player are real. Even on works I don't charge money for, I make sure the details are there and that the game is delivered in the spirit of the piece. In writing BOFH (a game that anybody can play for free on my website), I not only drew upon my own knowledge of the Bastard Operator From Hell as a long-time fan but I also worked with Simon Travaglia who provided me maps of his office and some of the jokes he wanted in there. Anybody playing BOFH and is a BOFH fan will love the game. In Azteca (another totally free game), I traveled to Mexico to personally survey the culture of Meso-American people and actually visited a real temple to see, up close, what I'd be writing about. I had my tour guide expand on almost everything he talked about and asked him dozens of questions. Everything I learned and experienced was incorporated into the game. When a player enters the temple in Azteca they are as close to the real thing they can get and still be involved in a work of fiction. Go see for yourself. Howard Sherman Implementor http://www.malinche.net Join the Text Adventure Game Renaissance! Visit http://www.malinche.net |
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| 2 FEB 2005 at 3:41am | |
| Deleted User | Yes, but details of historical or geographical authenticity are really not important to the average player. They couldn't care less. For example, Cryo's series of historical graphic adventures (Egypt, Aztec et al) are impeccably researched, with exhaustive resources detailing the games' historical basis. Most people didn't read all of this documentation. They wanted to play the adventure game. And the games themselves were flawed; poorly implemented timed sequences, pixel hunts and illogical puzzles. That's what people notice. And that's the basis on which those Cryo games were reviewed. I can't question the amount of work that you obviously put into your titles, but for the average player it doesn't matter how authentic the game is. They want quality writing and gameplay, and since many free works already have quality writing and gameplay, you'll need to demonstrate that yours is better before IF players will be willing to buy your works. |
| 2 FEB 2005 at 6:51pm | |
HowardSSpace Cadet![]() ![]() Posts : 103 Joined: 10 DEC 2002 Status : Online | Originally Posted By Fickfack (2 FEB 2005 3:40am) Let's be careful not to commit a slippery-slope fallacy, ok? Attention to detail cannot be dismissed in the gaming experience. If attention to detail is not important to you that's one thing, but let's not dismiss the importance of those qualities to the masses. Research has always been a historic part of developing conventional fiction as well as Interactive Fiction. I'm talking Infocom Interactive Fiction. The kind of research that made Deadline, Trinity and other works truly great. The kind of research Stephen King did when he wrote "From a Buick 8". Quality writing starts with telling the truth. Readers, game players and movie goers are more sophisticated than ever and expect more from the entertainment choices they make. When I write a game I want the player immersed in realism. If I just made up an Aztec temple from my own guesses or limited research, the player's experience wouldn't be legitimate. One of the characteristics of my work has always been to place the player in a very realistic atmosphere and challenge them in it. Of course realistic is relative to the subject at hand. There's nothing realistic about a network admin roaming an office with a charged-up cattle prod on the prowl for victims -- unless you're a fan of the BOFH series. <grin> In the world of BOFH such things are as natural as drinking lager, eating onion bhajis, breathing air, etc. I agree with you that facts for facts' sake is no way to write a game. It all should make sense and come together. I haven't played Cryo (or even looked at it...) so I'm unqualified to make any statements about that game. With Azteca, though, let me step up and say that every puzzle is within the cultural context of the Meso-American people as well as the plot itself not to mention the atmosphere of the game. One relevant example is the Jaguar Room. The jaguar (among many other animals) figured prominently in the lives of the Aztecs. Statues of jaguars and other animals have been constructed by the Meso-American peoples for centuries. And there's a jaguar statue in the Azteca temple. And it's part of one of the puzzles. Which is wrapped in a larger puzzle. Which is itself integrated tightly with the prevailing cultural values of the Aztecs. And the really neat trick is - none of it is boring or dry! The fact I conduct extensive research when writing amy games doesn't take away from the fact that my games feature puzzles that are challenging when encountered and satisfying when solved, characters that are convincing and plots which are compelling. Have a go at Azteca and you'll see what I mean. Cheers! Howard Sherman Implementor http://www.malinche.net Join the Text Adventure Game Renaissance! Visit http://www.malinche.net |
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| 2 FEB 2005 at 7:19pm | |
Agustín CordesGuild Master![]() Posts : 5696 Joined: 23 OCT 2002 Location: AR, Buenos Aires Status : Offline | Originally Posted By HowardS (2 FEB 2005 2:34am) I'm sorry, but your capabilities as a researcher have nothing to do with your capabilities as a game designer. Mind you, I'm not saying your games are crap but this isn't enough reason. Not to mention the fact that not all games need 'research'. You can have a great game like Gabriel Knight which needs loads of research and another just as good like Grim Fandango that doesn't need it. Also, you speak of attention to detail, but I found the descriptions of Anchorhead strong and vivid regardless of being purely from the imagination of its creator. No research needed whatsoever to achieve that. So allow me to rephrase my question: how your capabilities as a researcher make your games superior to the 'freeware' ones that go as far? Slightly Deranged - Cult Cinema And Games! |
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| 3 FEB 2005 at 1:34am | |
HowardSSpace Cadet![]() ![]() Posts : 103 Joined: 10 DEC 2002 Status : Online | Originally Posted By Agustin (2 FEB 2005 7:19pm) I think we're departing the realm of Interactive Fiction here more than a bit by bringing Gabriel Knight into the discussion. Gabriel Knight was not released as 'freeware' as well. Let's avoid committing a red herring fallacy, shall we? As for Anchorhead, it certainly didn't require any serious amount of research as such. Michael Gentry might not be available (willing?) to give us feedback nowadays but I strongly suspect he acted on his own impressions when writing the game which, at some point, came about through experience. When I write a game I volunteer myself to experience as much as I can about the subject I write about. Maybe Mr. Gentry's experiences were, in that sense, voluntary or maybe not; I can't speak for him. As for me, well, I can expound on the subject of "me" for hours if you'd like. Nevertheless, you pose an excellent question that I think I already answered in my post to Fickfack just above. Specifically, read the section of the post where I describe linking my research to game implementation, especially the Jaguar Room. For more specifics, go get yourself a copy of Azteca from my website and have at it. It's free! If you're of a particularly daring mind then you should buy a copy of Greystone! <wink> This conversation is leaning closely on philosophical territory which can be incredibly interesting and also incredibly inconclusive. Every writer of worth writes about what they know. The sheer size, scrope and history of Greystone inspired me. I was in the waiting room of a doctor's office leafing through a magazine when I stumbled upon an article about Greystone Psychiatric Hospitlal. I immediately thought what a neat place that would make for a murder mystery! I wasn't quite done with Pentari: First Light yet and even so had decided my next work would be a fictional murder mystery set at Greystone. If I want to deliver a fictional mystery tied to Greystone then, naturally, I'll want to know everything I can about Greystone. If I want to deliver an Aztec adventure then I'd best get me to the Meso-American region of the world and get cracking. Do you see? With my latest work The First Mile (now in production) I am drawing upon my actual experiences in various places in Arkansas when I write the game. All told, I've spent weeks of time there that gave me incredible impressions that serve me well to contrast the tingly feelings of pure fright and horror with the orderly and pristine way of life in rural America. Let me tell you, there's no better way to deliver contrast than to Implement a very orderly, neat and clean place that has had pure chaos inflicted upon it. And thus The First Mile is born. Howard Sherman Implementor http://www.malinche.net Join the Text Adventure Game Renaissance! Visit http://www.malinche.net |
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| 3 FEB 2005 at 1:35am | |
HowardSSpace Cadet![]() ![]() Posts : 103 Joined: 10 DEC 2002 Status : Online | Originally Posted By Agustin (28 DEC 2004 4:58pm) While we're on the subject please tell us all why Anchorhead is better than some Infocom titles. Howard Sherman Implementor http://www.malinche.net Join the Text Adventure Game Renaissance! Visit http://www.malinche.net |
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| 4 FEB 2005 at 2:48am | |
Agustín CordesGuild Master![]() Posts : 5696 Joined: 23 OCT 2002 Location: AR, Buenos Aires Status : Offline | I think I made clear why I introduced the GK3 example - to prove a game can be equally entertaining and just as well designed regardless of its 'realistic' or 'well-researched' content. You're using your hability to research as a reason to dismiss the freeware games. Do you see what I'm getting at? It's not a good enough reason! Also, no need to try selling me your games every paragraph or so. I'm a member of the press and can't get them for free! <wink> As for Anchorhead being better than some Infocom games, that should be obvious. I think Moonmist is a good point of comparisson. Anchorhead has a larger gaming area, better written passages, a more interesting storyline, some very good dramatic sequences (ie: the madman chasing you in the asylum) - I could go on for a while longer. Can't remember about the puzzles but Moonmist was also weak in that aspect. Needless to say, Anchorhead was a game that could've been easily commercialized with a good presentation. And it was successful regardless of any research Gentry did. Can you see my point? Slightly Deranged - Cult Cinema And Games! |
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