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2) is self-evident. Why buy bottled tap water when you can turn on the tap for free?
Although I agree with this, it's a self-fullfilling prophecy - this sort of thinking leads to no commercial IF ever being tried. Crowther might just as well have said "Meh, why bother? I'll just take people to see the Mammoth cave". Right now, commercial IF seems impossible, because we don't have - as we once did - quality people churning out quality games at reasonable prices (ok, not always reasonable) with quality packaging.
The real reasoning is probably less like "why buy bottled tap water", and more like "it would cost so much to bottle the tap water and to sell it, it's best just not to". Not financially viable. But I wish it were, if it would bring us back to the days where you got Wishbringer stones that glowed in the dark and cut-out sundials. Hey, "Heavy Rain" shipped with an origami. I *loved* that.
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3) is the most interesting point. Adam argues that all the possible puzzle schemes have been exhausted already during Infocom's hayday. This is the most pessimistic prognosis of the future of IF, much more so than 1)
Agreed. I once read somewhere something like this: while Mahler and a student of his were walking along a beach, the student said that all the great melodies had already been composed. At which point Mahler pointed to the see and said "Oh, look. There's the last wave."
Mind you, if by puzzle scheme one means "use X on Y", then yeah, it's pretty much the raw basics. But what of it? There's enough window-dressing on it to be inventive all the time.
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I vehemently disagree with 4). I don't know what Adam was thinking when he said that.
Not wanting to presume to know his mind, I can hazard a guess. Infocom's prose *was* rather pedestrian by today's standards - a result of, as we know, very limited text space (I shan't venture into whether the Infocom crew would have written beter prose otherwise). However, it worked startingly well.
That's because we have IF as a novel, and IF as a game. And while IF as a novel may work best with very good prose, IF as a game benefits from being a bit pedestrian. You have a world model; you have a player that goes around that world doing things, experimenting. It helps to be pedestrian.
Having said that, if you can manage not to be too flowery, too purple; if you can write in an appealing style that isn't overblown; if, in other words, your prose doesn't harm the gaming experience; then yes, it would be best to go for it. After all, Infocom's prose might have been pedestrian, but it wasn't without style, it wasn't without a particular brand of humour.