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by mosfetarium
1403 days ago
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It dominated the scene for quite a while. Looking at the Xyzzy award winners will confirm that. Even the first Best Game winner ("So Far" by Andrew Plotkin) was an Inform 6 game. However over the past decade or so the scene diversified a lot more, particularly as choice-driven rather than parser-driven games became a lot more popular. Twine is a tool for making browser IF games that really broke through there, although in recent times Ink has gained popularity both for making IF and as a tool for making dialogue systems in other non-IF games. Most new parser-IF games I encounter though still tend to be Inform. A small tangent: for readers interested in IF and curious about trying to write one, Inkjam is 3-day event where you make a short game with Ink, and this year's event is in early September. I participated last year and it's good fun and a good challenge! |
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> a hypertext narrative built out of discrete hard branches is much more limiting in some ways than a parser-driven text adventure with its multitudinous options available at every turn — but, importantly, the opposite is also true. A parser-driven game that’s forever fussing over what room the player is standing in and what she’s carrying with her at any given instant is ill-suited to convey large sweeps of time and plot. Each approach, in other words, is best suited for a different kind of experience. A hypertext narrative can become a wide-angle exploration of life-changing choices and their consequences, while the zoomed-in perspective of the text adventure is better suited to puzzle-solving and geographical exploration — that is, to the exploration of a physical space rather than a story space.
[1]: https://www.filfre.net/2017/10/a-full-motion-video-consultin...