Interactive fiction experimental principle: The player should never be incentivized to skim text
Another related problem is the tendency of the player's haphazard traversal of the gamespace to create a long repetitive lexical record
-
-
Current approaches: -Terser presentation of basic info while still feeling "lexical" -Distinction of player "utterance" from "tire-kicking"
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
This is one of the reasons I find free exploration somewhat of an anti-pattern in games. It can become deeply tedious.
-
The other reason is it sacrifices authorial control for no substantial return.
- 8 more replies
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.