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Lichtenstein
May 31, 2012

It'll make sense, eventually.
And that is one oif the reasons Make it Good is the best IF.

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Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'

Wolpertinger posted:

I'm not sure I agree with the hard and fast rule that all Choice Of games submitted must let you pick race, gender, ethnicity and sexual orientation regardless of the setting or the premise, and that your cast needs to be as close to 50/50 male/female as possible and have as diverse of a cast as possible unless you're literally in the ancient past where africans might not be found in feudal japan, and if you are in a historical setting where sexism might be a thing you should be able to genderflip the sexism.

While it can work for some styles of CYOA, the more open-ended you /force/ the player character to be the less personality you can actually give the character in your writing and the more generic and flavorless your character can feel. I find a lot of the best CYOA storytelling is a compromise between a completely generic nonperson and a completely fixed preexisting character. Otherwise the CYOA becomes entirely about the world and less about the characters. And making minorities fill a 'mandatory minority' quota comes off as insincere and ends up with just taking a non-minority character and changing their skin color.

Well, that's one of the criticisms I level at Heroes Rise, that Sergi feels like he's just ticking boxes. Unfortunately, the official forums love those games precisely for that reason. I can't believe that they say these are the guidelines when Heroes Rise is maybe their flagship series - a game where you spend no real time superheroing, where you make choices about how you feel and not how you're going to act, and where NPCs do almost all of the heavy-lifting and where many of the choices you do make are 'gotcha' type things.

I don't think there's anything wrong with most CYOA games letting people choose whatever they want - binary, non-binary, whatever - but it does come at a bit of a cost. I've played some Hosted Games where there are options where you pick your race, your eye color, your hair color, and so on... These choices are meaningless. The player doesn't need to pick green eyes over blue eyes unless it's actually going to matter. All this does is slow down the story and the decisions that're actually going to matter. Meaningless things like that - essentially protagonist set dressing - are things you can just let the player imagine. Of course, I also think sexual orientation is irrelevant too - if you're going to do romance, just let the player romance whoever (that's the one thing Dragon Age 2 did right!)

The rules are interesting though, because Choice of Robots has a binary protagonist - male or female, nothing else. Of course, Choice of Robots is probably the best thing they've published.

Writing my own game has been a very interesting experience. I know I hit a lot of inclusive things but it was the result of design work concerning a global story where the races and genders of these characters matter with how they've been treated, what their expectations are, and things like that. I can't imagine switching any of that because they'd be completely different people! Of course, if it's a fantastical setting where those things don't matter, sure, switch genders or whatever based on player choice. I'll just shrug and say okay but it means that the characters become that little bit more lifeless.

However, the stats I used really don't matter and it's more about decisions made. Sure, there are stat-checks, but the way this design document indicates that stats rule all and should determine endings and all stats should be equal... it rubs me the wrong way. Sort of like how 'every ending must be awesome'. Which is also something Choice of Robots disregards (death at the earliest possible point ending).

I was also surprised that there's no common mistake ruling on, say, Schrodinger's Choices. That is, a choice where the situation actually changes based on what you pick. This is something Heroes Rise did with your sidekick (they may or may not be the antagonist in disguise [yes, really] based on who you choose) and it's something I've seen in other games. The moment games start doing this is the moment I check out because it basically means there's no rules. Seeing opposition to this summed up as 'purist IF' was somewhat mystifying because I'd long expected that people would want to move away from how, say, the Goosebump books presented things. If you go to Page 31, Grandma is normal, but if you go to Page 76 then she's been a vampire monster from the start!

edit: I can't believe I'm saying this - but it's one of the things that Starcraft 2 did well because while the facts of the world changed based on whether or not you sided with the Protoss, what it did was altered the themes and feel of the mini plot arcs. A story about standing strong in the face of overly zealous purifier aliens becomes a darker story about the futility of thinking you can save everyone. Unfortunately, I can't really see how expanding this kind of Schrodinger's Narrative to a more-detailed work or story arc (are there any examples?) simply due to how much you need to change to make it work. SC2 got away with it by having it be, like, two-mission mini arcs.

Megazver posted:

I mean, it's the guidelines for the poo poo they publish. So yeah, must and needs.

That said, I do agree with you that I'd love to see more CYOA explore a fixed main character well instead. Witcher 3 really pushed me hard into the "you can explore poo poo with fixed protagonists that you can't with generics" direction.

Witcher 3 absolutely nailed that, though. Of course, that's because the choices were more far-reaching than just 'Does Geralt do A or B?'

I think I saw a video that summed up a lot of Geralt's choices as basically being whether Geralt chooses to continue his life as a Witcher, which he enjoys but has some existential doubts about, or whether to try and let go of the past and embrace something different which might be better for him. It works really well when you think about Yennifer and Triss but also with his relationship to Ciri. It's absolutely not a story you could tell with a generic protagonist because it relies on so many pre-existing things to work. It needs Geralt to be, essentially, a father, to have had a number of tumultuous relationships, and to be known as a legend and, ultimately, to be a relic of the past. It's not a story that could work, in my opinion, if Geralt was a woman or gay or young because it's so caught up in what it means to be masculine and needing to step aside for the next generation. I can never praise Witcher 3's story enough because for all the monster killing, it's really just a story of an old man having to come to terms with the fact that his daughter is an independent woman who should make her own decisions.

Milkfred E. Moore fucked around with this message at 09:41 on Aug 26, 2016

gschmidl
Sep 3, 2011

watch with knife hands

Milky Moor posted:

I can never praise Witcher 3's story enough because for all the monster killing, it's really just a story of an old man having to come to terms with the fact that his daughter is an independent woman who should make her own decisions.

Not just that, though -- it's that you genuinely don't know the consequences of your decisions ahead of time most of the time. Just like real life!

discount cathouse
Mar 25, 2009
After playing Device 6 i wanted to play a real text adventure for the first time so played Lost Pig and LOVED it.

potatocubed
Jul 26, 2012

*rathian noises*
Lost Pig was an excellent choice.

If you like short and comedic, I'm also a fan of Violet. Although the comedy's a different style to Lost Pig, so.

discount cathouse
Mar 25, 2009

potatocubed posted:

Lost Pig was an excellent choice.

If you like short and comedic, I'm also a fan of Violet. Although the comedy's a different style to Lost Pig, so.

I finished Violet and i liked it, the puzzles were great but the writing was too drat twee. Garden State-levels of cuteness.

I think i might try a serious one next, to cleanse the palette.

Megazver
Jan 13, 2006
Superluminal Vagrant Twin is fantastic.

Fuschia tude
Dec 26, 2004

THUNDERDOME LOSER 2019

Milky Moor posted:

I can't believe that they say these are the guidelines when Heroes Rise is maybe their flagship series - a game where you spend no real time superheroing, where you make choices about how you feel and not how you're going to act, and where NPCs do almost all of the heavy-lifting and where many of the choices you do make are 'gotcha' type things.

For what it's worth, you're talking about a game that's over four years old and this document was just posted. I started writing for them years ago and back then I never saw most of this.

Megazver
Jan 13, 2006
IF Comp 2016 is live.

potatocubed
Jul 26, 2012

*rathian noises*
I played and rated a random selection so I feel my duty is done.

I liked To The Wolves and the one about tripping balls at Burning Man, despite feeling nothing for disdain for Burning Man as a concept.

Which other ones are people enjoying?

Varsity
Jun 4, 2006

Ugh, its mostly bad CYOA stuff. I wish they had separated it out into 'crappy CYOA stories' and 'actual interactive fiction'.

I'm sure some of the games are more than: read a page or two worth of text and then click the hyperlink at the bottom. But that's not really what I'm looking for with a text adventure, usually there would be a gem or two in the newest IFcomp, but now its all random no puzzle stories.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
What's a good app for doing text adventures on an Android phone? Everyone talks about FROTZ but it's not on the store or anything.

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

This medium has devolved into utter crap. Back in my day we had to type stuff. CYOA games are not text adventures and should have a seperate competition. This contest has become a shameful mockery.

I guess it's too difficult to program one for most people! I will enter next year and show them all how it's done.

Is there a list out there with the entries that are actual text adventures? So that I don't have to wade through poo poo to find a real game.

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'

John F Bennett posted:

This medium has devolved into utter crap. Back in my day we had to type stuff. CYOA games are not text adventures and should have a seperate competition. This contest has become a shameful mockery.

I guess it's too difficult to program one for most people! I will enter next year and show them all how it's done.

Is there a list out there with the entries that are actual text adventures? So that I don't have to wade through poo poo to find a real game.

Eh, it depends. I can't say something like Choice of Robots isn't amazing IF with a straight face. However, the purist in me does think there should be a separation between parser IF and CYOA IF.

Now, something that comes from the Twine arena? Like the stuff by Porpentine, like Cyberqueen? The stuff that people tell me demonstrates how great Twine can be? Then we can start talking about things that aren't really IF.

If edgy grotesque pornography and repetitive scenes of vomiting, urinating or making GBS threads yourself isn't your cup of tea, don't click the link. 4/5 stars on IFDB, called "a masterpiece" with "excellent writing" with no choices that actually change things but that's okay because it is "deconstructing" the "power fantasy".

Yeah. When I think IF, I definitely think 'power fantasy'. I can't help but read a lot of Twine things which are - sort of like Sergi's Heroes Rise stuff - made by people who don't really know the history of the medium, which I know sounds horribly elitist of me. But I'm also yet to play a Twine game I'd call truly great, too, because I think the 'click on hyperlinks with no idea what moves forward or what leads into a loop' mechanic is loving terrible.

Milkfred E. Moore fucked around with this message at 07:26 on Oct 7, 2016

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Milky Moor posted:

Eh, it depends. I can't say something like Choice of Robots isn't amazing IF with a straight face. However, the purist in me does think there should be a separation between parser IF and CYOA IF.

Now, something that comes from the Twine arena? Like the stuff by Porpentine, like Cyberqueen? The stuff that people tell me demonstrates how great Twine can be? Then we can start talking about things that aren't really IF.

If edgy grotesque pornography and repetitive scenes of vomiting, urinating or making GBS threads yourself isn't your cup of tea, don't click the link. 4/5 stars on IFDB, called "a masterpiece" with "excellent writing" with no choices that actually change things but that's okay because it is "deconstructing" the "power fantasy".

Yeah. When I think IF, I definitely think 'power fantasy'. I can't help but read a lot of Twine things which are - sort of like Sergi's Heroes Rise stuff - made by people who don't really know the history of the medium, which I know sounds horribly elitist of me. But I'm also yet to play a Twine game I'd call truly great, too, because I think the 'click on hyperlinks with no idea what moves forward or what leads into a loop' mechanic is loving terrible.

I weirdly agree with your twine argument, because off the top of my head I can't name a Twine game that didn't seem convoluted

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'

Twerkteam Pizza posted:

I weirdly agree with your twine argument, because off the top of my head I can't name a Twine game that didn't seem convoluted

I really liked the one where you turn into a demon, and I think The Uncle Who Works At Nintendo is Twine, too - the latter, though, basically works on the fact that's it convoluted and requires multiple playthroughs to have any idea what choices to make when and the former makes it really clear when a choice moves stuff forward or not.

But both of those always seem pretty different to most Twine games that get recommended to me. Like With Those We Love Alive which I can only really describe as a mishmash of random imagery and hyperlinks while I was supposed to be serving in a royal court? Or something?

potatocubed
Jul 26, 2012

*rathian noises*

rumble in the bunghole posted:

What's a good app for doing text adventures on an Android phone? Everyone talks about FROTZ but it's not on the store or anything.

I'm using something called 'Text Fiction'. It's not spectacular, but it works.

Alder
Sep 24, 2013

John F Bennett posted:


Is there a list out there with the entries that are actual text adventures? So that I don't have to wade through poo poo to find a real game.

If only there were some kind of description or file format listing under each entry which described which platform v:v:v

16 Ways to Kill a Vampire at McDonalds: Short game approx 10-15min with quite a few endings. The hint system at the end is useful which doesn't always show up in Twine. A realistic take on how vampire hunting might work out in modern times minus carrying tons of swords/guns and secret castles.

All I Do is Dream I feel like the creator gave up half into the intro. Skip.

Cactus Blue Motel I liked Arcane Intern from last time so I had good idea what to expect this time around. Very atmospheric but I ended up getting stuck since one of the NPCs went missing. Oh well.

This is My Memory of First Heartbreak, Which I Can't Quite Piece Back Together I got one ending and I just kinda zoned out right after. Not sure if there's more to the story or not. Unique art style.

To The Wolves Reminds me of a fairy tale but is oddly paced. The intro and middle are fine but the ending feels rushed. I may replay this to see if there's more of the story I haven't explored yet.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

Milky Moor posted:

If edgy grotesque pornography and repetitive scenes of vomiting, urinating or making GBS threads yourself isn't your cup of tea, don't click the link.

I knew that URL looked familiar.

The shift from typed parsers to Twine reminds me of when Sierra dropped its own in favour of a mouse-driven interface. Playing guess-the-synonym was an unnecessary complication, and an artifact of outdated software.

It also makes me think of the shift from Infocom-style adventure games to interactive fiction. If you're essentially telling a story, or engaging in a conversation, you don't really need anything more than a few hotspots to click on. I imagine there's a lot of people who'd love to write the next Photopia or Pick Up the Phone Booth and Die.

Twine is easy. It's also just as easy to gently caress up with as a first go at Inform. I like once-aliendovecote's stuff for its weird imagery and use of the medium, as well as other projects like Uncle, but I think most people using it are barely beyond the level of 'Hello, World!' or myfirstwebsite.htm, or those godawful FMV adventure games from when CD-ROM was young. Sometimes that's 'ironic' or playful awfulness, but mostly it's using the internet as a fridge door for fingerpainting, or tossing a rough draft out as published.

Megazver
Jan 13, 2006
Twine is, like, fine. It lowers the bar on who can submit something but that's, like, also fine. The poo poo will get flushed down the drain, anyway, and we'll get an extra couple of good games out of it. If you only want parser, just play the games made on parser platforms. Last year's Twine-based Birdland placed fourth in the Comp and won a bunch of XYZZYs and I thought it was fantastic.

Porcupine's schtick is creating weird worldbuilding through evocative imagery. Not every game works for me - I am not a big fan of oh-so-edgy mood pieces either - but I did enjoy With Those We Love Alive and Ruiness, for example. I think you might like Ultra Business Tycoon III. It's pretty game-y and it's amusing and it has puzzles, even though it's a Twine game.

Personally I prefer the kind of limited parser games CEJ Pacian and Chandler Groover make. It's a promising direction for IF to head in.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer
That was a half-formed thought on my part, at best. I'm bad for those, especially in the morning.

There are definitely some IF ideas that work very well with a Twine-like interface. On the other hand, I don't think something like Slouching Toward Bethlehem would work as well as it does without more parser-driven player agency, let alone something as complex as Varicella.

I just finished playing Vesp. I'm not sure whether to soak myself in turpentine, paint myself with honey, or spend the Thanksgiving weekend cooped up with Alistair Reynolds novels. I think I need an adult.

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Megazver posted:

Twine is, like, fine. It lowers the bar on who can submit something but that's, like, also fine. The poo poo will get flushed down the drain, anyway, and we'll get an extra couple of good games out of it. If you only want parser, just play the games made on parser platforms. Last year's Twine-based Birdland placed fourth in the Comp and won a bunch of XYZZYs and I thought it was fantastic.

Porcupine's schtick is creating weird worldbuilding through evocative imagery. Not every game works for me - I am not a big fan of oh-so-edgy mood pieces either - but I did enjoy With Those We Love Alive and Ruiness, for example. I think you might like Ultra Business Tycoon III. It's pretty game-y and it's amusing and it has puzzles, even though it's a Twine game.

Personally I prefer the kind of limited parser games CEJ Pacian and Chandler Groover make. It's a promising direction for IF to head in.

I forgot Birdland was twine

mycelia
Apr 28, 2013

POWERFUL FUNGAL LORD



Alder posted:

To The Wolves Reminds me of a fairy tale but is oddly paced. The intro and middle are fine but the ending feels rushed. I may replay this to see if there's more of the story I haven't explored yet.

Oh, hey, I wrote To the Wolves. I'm glad you liked it :v: Thank you for the feedback on the pacing, it was tough balancing it out. Learning experience!

Did any other goons end up entering?

Fumblemouse
Mar 21, 2013


STANDARD
DEVIANT
Grimey Drawer

mycelia posted:


Did any other goons end up entering?

Sure, twenty years ago exactly. First code I ever compiled. Back then we called inform c-like and twine html.

Alder
Sep 24, 2013

mycelia posted:

Oh, hey, I wrote To the Wolves. I'm glad you liked it :v: Thank you for the feedback on the pacing, it was tough balancing it out. Learning experience!

Did any other goons end up entering?

Nice, I did like the prose since it didn't feel awkward at all.

Uh, I've been thinking of entering for the last 2-3 yrs? I found IF back in HS but never got around learning Inform7.

potatocubed
Jul 26, 2012

*rathian noises*
I was going to enter, but my project was waaaaaay too ambitious for the time I had.

My plan is to have something ready for the Spring Thing instead.

Megazver
Jan 13, 2006

Alder posted:

Nice, I did like the prose since it didn't feel awkward at all.

Uh, I've been thinking of entering for the last 2-3 yrs? I found IF back in HS but never got around learning Inform7.

Aaron Reed's book about learning Inform is pretty good.

Megazver fucked around with this message at 16:50 on Oct 13, 2016

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Megazver posted:

Aaron Reed's books about learning Inform is pretty good.

Ordered

Lichtenstein
May 31, 2012

It'll make sense, eventually.
I've been on a bit of an Inkle binge and am craving good CYOA recommendations!

I tried a few Choice Of demos, but they left a bit of a meh impression. I don't really know how to properly phrase my concerns, but they felt more like a dating sim (with dating substituted for given game's topic) than a cool story/fun game.

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

Lichtenstein posted:

I've been on a bit of an Inkle binge and am craving good CYOA recommendations!

I tried a few Choice Of demos, but they left a bit of a meh impression. I don't really know how to properly phrase my concerns, but they felt more like a dating sim (with dating substituted for given game's topic) than a cool story/fun game.

Actually, choice of robots is really good imo.

If you haven't played Birdland do so, it's great.

Megazver
Jan 13, 2006
Being able to make your character whatever gender and date whoever you want is house style, yeah. It's mandatory in their guidelines for games they'd publish. They remind me of Bioware in that regard. Maybe give Choice of the Deathless a try, it's pretty good.

This isn't quite a CYOA, but I think you'll enjoy Superluminal Vagrant Twin. It's parser, but it's restricted parser with like five commands and it's a cool sandbox-y space captain simulator.

potatocubed
Jul 26, 2012

*rathian noises*

Lichtenstein posted:

I've been on a bit of an Inkle binge and am craving good CYOA recommendations!

I tried a few Choice Of demos, but they left a bit of a meh impression. I don't really know how to properly phrase my concerns, but they felt more like a dating sim (with dating substituted for given game's topic) than a cool story/fun game.

I'm a huge fan of Choice of the Deathless. And the Kindle books it's based on. (Max Gladstone, if you're interested.)

In a more traditional IF vein, I also love Counterfeit Monkey.

Twerkteam Pizza
Sep 26, 2015

Grimey Drawer

potatocubed posted:

I'm a huge fan of Choice of the Deathless. And the Kindle books it's based on. (Max Gladstone, if you're interested.)

In a more traditional IF vein, I also love Counterfeit Monkey.

Seconding Counterfeit Monkey

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'

Lichtenstein posted:

I've been on a bit of an Inkle binge and am craving good CYOA recommendations!

I tried a few Choice Of demos, but they left a bit of a meh impression. I don't really know how to properly phrase my concerns, but they felt more like a dating sim (with dating substituted for given game's topic) than a cool story/fun game.

Choice of Robots is actually quite good. Choice of Alexandria is also impressive, but for different reasons.

There are a lot of Choice Of titles that don't quite succeed and I think part of that is due to the guidelines (and the wishes of the typical userbase). I generally play everything they put on Steam, though.

I don't like self-promotion but I'm actually on track to releasing a Hosted Game in the near future (through review successfully, just doing art and such now), which I wanted to hew closer to a story with choices than choices with a story, if that makes sense.

edit: Which ones have you tried? I'm happy to recommend the ones I liked (and finished) and the ones I played (but didn't finish).

Milkfred E. Moore fucked around with this message at 12:09 on Nov 15, 2016

Megazver
Jan 13, 2006
Counterfeit Monkey is excellent, but Lichtenstein asked for CYOA and CM is, like, full parser and they might not be ready to Go Full Parser.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Choice of the Deathless was actually one of the demos I tried, as I like Gladstone's ideas a lot. The demo wasn't the best sell though, as it basically consisted of:
- A lot of setup for the resource management minigame (what with managing sleep and student debt). I don't mind it as context (akin to the journey of 80 Days), but it felt somewhat... Domineering? In like dating sims are ultimately about grinding some dumb numbers?
- The game prompting me some three times if I'm sure I'm not gay for some serious Bioware/dating sim vibes,
- Kinda one proper vignette to introduce characters and maybe nudge dating sim-esque opinion meters a bit.

Still, if you say there are indeed cool necrolawyer cases down the line, I'll probably bite, if only to throw a buck at Gladstone. Replayability aside, how long should I expect it to be?

The other one I checked out was the metahuman corp one, which seemed like a fun premise, but it appeared to lean even harder on the "let's crunch some numbers and assess you after a year of performance". Any opinions on it? And do most Choice of games have this Harvest Moon structure, or have I happened to just stumbled onto such examples?

Also the reason I got hooked on the CYOAs in the past days is that it they work nice and pleasant on my Android tablet, so I guess that's a consideration. I tried emulating Hadean Lands before and :suicide: let me tell you, parser should be left for the PC. I mostly dismissed the genre before, due to the sea of twine dredge and dislike of Failbetter games*.

* Which is a shame, as there's a lot of cool ideas and good writing in their vignettes, it's just that everything around it is kind of infuriatingly bad.

Megazver
Jan 13, 2006
As I recall, the resource management is basically not really a thing in CoD. He might have wanted to do more with it, but ultimately didn't. But yeah, every one of Choice of titles will exhaustively quiz you about genitalia at the start.

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'

Lichtenstein posted:

Choice of the Deathless was actually one of the demos I tried, as I like Gladstone's ideas a lot. The demo wasn't the best sell though, as it basically consisted of:
- A lot of setup for the resource management minigame (what with managing sleep and student debt). I don't mind it as context (akin to the journey of 80 Days), but it felt somewhat... Domineering? In like dating sims are ultimately about grinding some dumb numbers?
- The game prompting me some three times if I'm sure I'm not gay for some serious Bioware/dating sim vibes,
- Kinda one proper vignette to introduce characters and maybe nudge dating sim-esque opinion meters a bit.

I think that's more a problem of Choice Of's writing guidelines. Based on my perusal of them, it seems like they really like it when numbers affect the player's results and in order to get the best endings you need to have the best numbers. However, some of them (Choice of Robots in particular) throws enough numbers at you that grinding isn't an issue but there are neat outcomes for being critically low or extremely high in certain stats.

quote:

The other one I checked out was the metahuman corp one, which seemed like a fun premise, but it appeared to lean even harder on the "let's crunch some numbers and assess you after a year of performance". Any opinions on it? And do most Choice of games have this Harvest Moon structure, or have I happened to just stumbled onto such examples?

Metahuman Inc? I couldn't get into it to the extent that I didn't make it past the first few scenes. It felt like I had no idea who I was, when I was, or what the world was like (some kind of superhero/magic/kitchen sink pastiche, maybe?) Opening the game with a barrage of questions at a press conference that may or may not affect the numbers I got at the end also felt like a weak beginning. I think I dropped it after the 'interview these three characters you haven't met before for a position you know nothing about'. The punctuation was a problem too, if I remember right.

I liked and finished Mecha Ace, Psy High and A Wise Use of Time and it is my belief that Choice of Robots is maybe the best release in the whole CoG stable. I was not a fan of Diabolical, Pendragon Rising or Community College Hero. Stay far away from the Heroes Rise series and Versus (they actually contracted a second one of those?) because they are the peak of the dating-sim-with-numbers cluster (among many other things).

Milkfred E. Moore fucked around with this message at 13:56 on Nov 15, 2016

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

IF comp results are in:

https://ifcomp.org/comp/2016

The winning game has a very interesting and cool interface. Although I'm still more of a typing person myself.

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Megazver
Jan 13, 2006
Not the one I'd have picked. I think experimentation with interface is important for the future of parser IF, but this particular implementation didn't do much for me and the game itself left me somewhat cold.

Megazver fucked around with this message at 13:43 on Nov 18, 2016

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