I too am surprised to find the article wasn't entirely satirical.
But this looks like fun anyway, so...
Make the text unskippable
Man, I hate this. I always read faster than the text speed, and it drives me bonkers to have to sit around tapping my fingers waiting for the rest. As far as the 'missing vital information' aspect of it goes, if a game only gives the player one chance to get that all-important, required-to-solve-the-game information, then it's already strayed into the realm of bad design.
Make the character move as a slug
Aaargh!! Nellie smashes The Feeble Files into tiny pieces, stamps on the pieces, burns them, then murders everybody at Adventuresoft in several gruesome ways.
Make a crappy GUI with 1001 menus or commands
Actually, I consider a GUI with a wide range of commands to greatly enhance gameplay, providing it is well implemented. For one thing, text adventures implement many more commands than your average graphic adventure, and the depth of interaction is massively improved as a result. For a couple of examples of how lots of commands can give you a great game, play Eric the Unready or 2ma2's What Time Is It? demo. (And where is that sonofabitch nowadays? I miss him.)
Make a timed puzzle that requires 10-40 minutes fooling around
Eek. Timed puzzles can be fantastic when done right (ie, the entire endgame of Full Throttle), but to extend one over a couple of minutes is just asking for trouble (or, rather, calling Trouble nasty names then bending over to get your arse kicked).
Make an illogical puzzle
No, no, no, never, never, never. Avoid like the plague. If the player can't fairly solve it through intelligence/clues/deduction/imagination/blah, then throw it out. I also thought the pulley-chicken puzzle was completely logical, even if it was bizarre and random.
Make cool background music
Yeah!
No map - let the player travel
Now then. Simon the Sorceror 1 was absolutely gorgeous, IMO. The landscapes and forests were achingly beautiful and had these amazing little background animations that really made you feel like the land was alive with woodland creatures (the stag on the hill was my favourite). Beautiful, gorgeous, immensely pleasureable to see.
Wandering backwards and forwards through that damn game drove me bonkers. I actually drew a frigging map to make it faster, and it was still too slow. It's nice to have a choice to wander through beautiful lands, but to be forced to do it over and over again is taking the p**s.
Anyway, you've certainly got us talking, Vel. Well done.
But this looks like fun anyway, so...
Make the text unskippable
Man, I hate this. I always read faster than the text speed, and it drives me bonkers to have to sit around tapping my fingers waiting for the rest. As far as the 'missing vital information' aspect of it goes, if a game only gives the player one chance to get that all-important, required-to-solve-the-game information, then it's already strayed into the realm of bad design.
Make the character move as a slug
Aaargh!! Nellie smashes The Feeble Files into tiny pieces, stamps on the pieces, burns them, then murders everybody at Adventuresoft in several gruesome ways.
Make a crappy GUI with 1001 menus or commands
Actually, I consider a GUI with a wide range of commands to greatly enhance gameplay, providing it is well implemented. For one thing, text adventures implement many more commands than your average graphic adventure, and the depth of interaction is massively improved as a result. For a couple of examples of how lots of commands can give you a great game, play Eric the Unready or 2ma2's What Time Is It? demo. (And where is that sonofabitch nowadays? I miss him.)
Make a timed puzzle that requires 10-40 minutes fooling around
Eek. Timed puzzles can be fantastic when done right (ie, the entire endgame of Full Throttle), but to extend one over a couple of minutes is just asking for trouble (or, rather, calling Trouble nasty names then bending over to get your arse kicked).
Make an illogical puzzle
No, no, no, never, never, never. Avoid like the plague. If the player can't fairly solve it through intelligence/clues/deduction/imagination/blah, then throw it out. I also thought the pulley-chicken puzzle was completely logical, even if it was bizarre and random.
Make cool background music
Yeah!
No map - let the player travel
Now then. Simon the Sorceror 1 was absolutely gorgeous, IMO. The landscapes and forests were achingly beautiful and had these amazing little background animations that really made you feel like the land was alive with woodland creatures (the stag on the hill was my favourite). Beautiful, gorgeous, immensely pleasureable to see.
Wandering backwards and forwards through that damn game drove me bonkers. I actually drew a frigging map to make it faster, and it was still too slow. It's nice to have a choice to wander through beautiful lands, but to be forced to do it over and over again is taking the p**s.
Anyway, you've certainly got us talking, Vel. Well done.
