Hello all,
Some of you know I'm working on the sequel of an "adventure game" which was actually more "interactive story" (I'm talking about Lost in the Nightmare). The sequel is going to be an interactive story-ish, too (but I'm thinking of adding several hard puzzles; as the first game was critiqued to be too easy and including so less puzzles for an adventure game).
Anyway; there is something in my mind since I played Trilby's Notes. I disliked the text parser control type at first; it was something I wasn't used to. But later, I realized it was a really good way of control; I saw it really helps the atmosphere.
And now I'm thinking of using the text parser system in Lost in the Nightmare 2. It will have some pro's and con's:
+It willforce "courage" the player to think about the situation that s/he is inside. I mean; in a point&click adventure, when you are tied to a chair to be tortured, the thing that player would do is to click every possible spot and use the inventory items in all possible ways. But in a text parser; the player thinks what to do in real. Even though the options are limited with the imaginary of the author, it is quite wide what could be done. "beg", "move chair", "talk about lost money", "swear", "count"... cough...
-It is necessary for the developer to think and apply in the game the all verbs what could be done in the situation. Or the game loses its all impress.
-And many player might find it hard to type text instead of clicking.
Anyway; I'm thinking of turning all the game control into text parser. I'm at very beginning of the development of Lost in the Nightmare 2, and the decisions I will have are really important for the all process of the game. So I'm asking your thoughts about it; I will need your opinions.
Some of you know I'm working on the sequel of an "adventure game" which was actually more "interactive story" (I'm talking about Lost in the Nightmare). The sequel is going to be an interactive story-ish, too (but I'm thinking of adding several hard puzzles; as the first game was critiqued to be too easy and including so less puzzles for an adventure game).
Anyway; there is something in my mind since I played Trilby's Notes. I disliked the text parser control type at first; it was something I wasn't used to. But later, I realized it was a really good way of control; I saw it really helps the atmosphere.
And now I'm thinking of using the text parser system in Lost in the Nightmare 2. It will have some pro's and con's:
+It will
-It is necessary for the developer to think and apply in the game the all verbs what could be done in the situation. Or the game loses its all impress.
-And many player might find it hard to type text instead of clicking.
Anyway; I'm thinking of turning all the game control into text parser. I'm at very beginning of the development of Lost in the Nightmare 2, and the decisions I will have are really important for the all process of the game. So I'm asking your thoughts about it; I will need your opinions.
