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Honestly, text based adventures deserve more innovation and development as a genre.

It's not outdated so much as it is not properly utilized. Books aren't outdated just because movies exist, and text based adventures aren't outdated just because graphical adventures exist.

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@MadestMadness They're still out there. Just hard to find the ones that fit at times. I have friends that play RPG campaigns on discord servers, others who so their sex RPs over Kik, IMs, etc.

@MadestMadness that’s a good example of a genre that got passed by quickly thanks to technological advancements, and as a result has a lot of potential for further exploration 😊 it’s pretty exciting in my opinion!

@stoner Totally agree. 😊 I've always really loved the idea of text based adventures, even if I've never really invested the time to play them extensively.

@MadestMadness we don't argue that you're wrong, but we do think that no one has yet figured out how to use their combination of directed narrative and undirected interactivity in a way that's effective, and that their past popularity was an accident of history

again, not to write off the genre! but we don't think the form is quite...finished, yet.

@MadestMadness (the most fun we've had with IF has been doing it interactively, where the "interpreter" is made of people, and the story develops through collaboration rather than being fixed in advance. there's a magic there that we don't know how to capture in the traditional form...)

@MadestMadness I mean, there's been continuous evolution and development in both sophistication and coding in freeware since the genre died out commercially.

ifdb.tads.org/

DDLC 

DDLC 

DDLC-esque computer horror shenanigans 

DDLC-esque computer horror shenanigans 

DDLC-esque computer horror shenanigans, YT link 

@gamethecupdog @MadestMadness Okay, you guys NEED to go play OneShot. Right now.

It's computer-horror metafiction, and the story is freaking /amazing/. It's not that long, but man, it sticks with you. It'd be worth twice the full price (of $10), IMO.

store.steampowered.com/app/420

@IceWolf @gamethecupdog I'll have to check it out. πŸ™‚ I'm a little hesitant since it gives an explicit warning that the game may make you feel paranoid, but the game feels right up my alley in general πŸ™‚

DDLC minor spoiler, just a fair warning about the game that's important to know 

DDLC minor spoiler, just a fair warning about the game that's important to know 

DDLC minor spoiler, just a fair warning about the game that's important to know 

DDLC minor spoiler, just a fair warning about the game that's important to know 

@MadestMadness yes! And it is a great genre in the spectrum between story and game, with a lot of different possibilities.

@MadestMadness twine is a simple extensible system for making text based games basically it just generates it into html i've seen it used a lot

@MadestMadness I'm not sure if you are referring to something specific, but Interactive Fiction is a vibrant and very much alive community, with regular innovation from well known and new authors, multiple conferences, meetings and contests...

Just because it's (mostly) not mainstream does not mean it's dead. #IF

@lertsenem @MadestMadness Another Text-dominated game genre today: Stuff like Fallen London or Cultist Simulator (coincidentally or not, both founded by the same person, Alexis Kennedy).

One is a browser game, the other is standalone.

@ansugeisler Yes, a lot of #IF concepts and innovations find their way to mainstream audience through games such as those, camouflaging their #IF core and narrative-first experience beneath a veneer of nice graphics : see Out There, Sunless Sea/Skies, ...

It's also worth noting that points-and-click and dating-sims-like are heavily influenced by regular parser-based #IF games : Hatoful Boyfriend, Detective Grimoire, ...
@MadestMadness

@lertsenem @MadestMadness

Just... let's not act like patent trolls and say "tree structure" is inherently IF.

And let's also not be purists that look down on games just because they ALSO have graphics.

That's too much "game store jerk" stereotype.

The important thing is that great writers get to make games that tell great stories.

@ansugeisler Sorry if that came out wrong, but I really enjoyed the games I cited which all brings their own innovations and I'm definitely not looking down on them.

I'm merely remarking upon the vast legacy of #IF through a lot of genre. P&C replace the parser with explicit or implicit verbs. Dating-sims playing through dialog choices build upon the choice-based #IF works. Even if there were no more "pure text" games being released today, this still counts as new #IF for me.

@MadestMadness

@ansugeisler But still, beyond the indie-but-still-comparatively-mainstream titles, there are lots of parser- or choice-based textual #IF titles popping up regularly.

For examples, I really enjoyed recently Harmonia (harmonia-game.com/), Will Not Let Me Go (ifdb.tads.org/viewgame?id=67r2), or A Dark Room (adarkroom.doublespeakgames.com) (all browser playable).

@MadestMadness

@lertsenem @MadestMadness Agreed. So basically, the genre just needs a publicist :)

@MadestMadness tbh I think stuff like visual novels are a bit better
I definitely had a lot of fun with 999 but that's partly because it wasn't text only, even if most of what the player does is reading

@MadestMadness but primarily text based games (NOT games-with-ASCII-graphics) are something I'm interested in

@MadestMadness nothing ever becomes outdated, it only becomes a niche hobby.

@MadestMadness I think the major problem with text adventures is that they haven't moved out of the "clever puzzles" area of games. The ones that I've seen don't move into the realm of story yet where you're interacting with characters in a deeper way. They just have a few pre-defined behaviors that either drop clues and items or frustrate the players.

@craigmaloney @MadestMadness Try Bronze, Fallacy of Dawn, Hoist Sail for the Heliopause and Home, Photopia, SnowQuest, or The Space Under the Window. These are all heavily story driven and don't hit you with too many overly clever puzzles.

@lambdatronic @MadestMadness

OK, I tried "The Space under the Window"

[This is not a traditional text adventure. Verbs such as "take", "drop", "open", and "examine" are not relevant. Instead, objects (or attributes or aspects) are brought into (or out of) the narrative thread. Type the name of something to focus on it.]

Yeah, when the first thing I do tells me the designer is trying to be clever then I'm going to have to take a hard left at the pass.

@craigmaloney @MadestMadness Fair enough. Different strokes and all that. Perhaps that particular game is a bit too avant garde for your tastes then. I would still strongly recommend any of the others in my list.

@lambdatronic @MadestMadness I tried Hoist Sail for the Heliopause and Home. Apparently I weighed anchor and then watched as the game got progressively more annoyed with me as I waited, unsure what to do next. Apparently I needed to raise the Sail? Sure. Then I needed to do something else other than drift.

Maybe if you're immersed in this and can tease out the various clues left by the author then these might be fun. So far I feel like I'm following a clever Pied Piper and his damn music.

@craigmaloney @MadestMadness In my experience, exploring the world and figuring out how it works is a big part of the play style (and honestly the appeal) of text adventures. If that's not your thing, then it may not be the gaming genre for you.

@MadestMadness There are certainly folks playing around with the form now and trying to push it forward. A lot of the wonderful weirdness happens around Twine, but Inform is moving in some fascinating directions, too.

@MadestMadness I've always thought that ANSI art is underutilised in text adventures.
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