Newsgroups: rec.games.int-fiction
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From: ag485@Freenet.carleton.ca (Stephane Racle)
Subject: What I look for in int-fiction
Message-ID: <CAHLr5.ICv@freenet.carleton.ca>
Sender: news@freenet.carleton.ca (News Administrator)
Reply-To: ag485@Freenet.carleton.ca (Stephane Racle)
Organization: The National Capital Freenet
Date: Tue, 20 Jul 1993 23:40:17 GMT
Lines: 52


Someone asked what we look for in interactive fiction.  Well.  Here's my
point of view.

First and most important thing, I look for puzzles.  Really good puzzles. 
Clever riddles, escape situations, and such.  The game must also be
non-linear, to a certain extent.  You must not be forced to do one thing
after another in a particular order, yet there has to be some kind of
order. A game that's either too straightforward or too broken up isn't
good.  Of course there WILL be times when the character will be required
to do certain things one after another.  To get back to the riddle part,
you must also feel satisfaction in solving the puzzles.  That's REALLY
important.

Another thing: atmosphere.  The game must create an atmosphere so that you
believe you are in the setting.  One thing that has been overlooked by
almost every game publisher is the packaging.  Yet the packaging is VERY
important in setting the mood for the game.  Simply opening an Infocom
package is a treat by itself.  One great example of mood-setting is Border
Zone, story #2.  I played that game in September, yet after getting off
the computer, I was looking for snow outside! Good descriptions are
a must.

Now, I also want originality.  If the games are always the same, it's no
fun.  If all the Infocom games were about finding treasures and storing
them in a trophy case, we wouldn't be talking about them today.  From
controlling robots (Suspended) to exploring a lost pyramid (Infidel), as
well as finding a murderer (Witness), Infocom has always written a varied
selection of games.  Even when the goals were similar (ie. Zork I and
Hollywood Hijinx), the setting was much different, and the final solution
was not the same.  

Not least, the game must make you emotional.  Angry and frustrated at some
puzzles, yet relieved and happy after solving them.  You must get to like
or dislike characters (ie. Floyd, I was sad when he 'died' in Planetfall).
The game also has to be hard enough so that you think about it when you're
not playing. The ending is also crucial.  It's what you're playing the
game for isn't it? The lonely ending of Infidel, or the bizarre ending of
Trinity are really great.  (don't want to reveal too much for people who
haven't played the games)

Finally, the 'game' must stay with you even after you've completed it. 
That's what makes it really great.  That's what makes Infocom great
compared to anyone else (besides the packaging, the parser, and the many
other things).   
                                        
Well, I might have missed some stuff, but this sure makes a good game. :)

Stephane

P.S. Anyone ever played a game called Masquerade? It's gotta be one of the, if
not THE hardest game(s) ever.
