There are no "choices" to be made, here. The player examines a richly-detailed room (possibly containing objects, characters, dialogue, etc.) but the player has exactly ONE move to make: answer the riddle. You either pass, or fail. If fail, stay where you are. If pass, move on to the next room/scene/riddle. The entire plot (if you want to call it that) is PRE-DETERMINED. Indeed, my work is the exact opposite of CYOA.
Yes, I understand that the plot is PREDETERMINED. The exact playthrough, however, is not (which is what distinguishes any interactive work from a non-interactive one!), and "you either pass, or fail" is a branch in the gameplay tree, even if it is not a particularly divergent one, plotwise.
Perhaps the word "choice" is the problem here, since it implies moral agency or something. It does sound a bit silly to say "The student chose
to answer that 2+2=4," but we get that in the phrase "multiple choice exam" as well.
The player examines a richly-detailed room (possibly containing objects, characters, dialogue, etc.) but the player has exactly ONE move to make: answer the riddle.
Ah, well, that does sound a bit different than what you were talking about before. But I'm confused: does the examining of the room happen over several moves, or is it all in a static printed paragraph? I can definitely understand why you want a more robust world model if the former, but your description earlier (and "ONE move to make") sound more like the latter.
I want to clarify, by the way, that my intent is not to malign your project, either in general or by comparing it to CYOA (which you may have heard negative rhetoric about around here). I just thought that it sounds structurally similar to CYOA, and therefore that extensions like Adventure Book would be a good jumping-off point for your code.
In The Grand Quest you were gated through a series of rooms, in Gleaming the Verb as soon as you answered a puzzle you got the next clue.
Well, in The Grand Quest
, they were (mostly) object-manipulation puzzles (requiring a model world), not puzzles where you proceed by saying the right phrase. From the example that Tigger31337 gave in hir first post ("The keypad display reads "2+2=". What number do you punch on the keypad in order to unlock the door?"), this game would be a lot more call-and-response.
And I think it's interesting that you list Gleaming the Verb
, since one could argue (and several did, in their Comp reviews) that it wasn't
Sure, the magic words that you said to proceed looked like IF commands, in that they took the form of the verb and an object, but there was no indication that you were "actually" performing that action on the object -- in fact, one of the verbs was not even one that could sensibly have applied to the object.
I quite agree that Gleaming the Cube
would be a good precedent for Tigger31337 to take a look at, at any rate.
So it sounds like you (mattw) are categorizing CYOA based on whether the paths are explicitly demarcated, and I am categorizing CYOA based on whether or not the world is modeled beyond having a look-up for what the current right answer is. Arguably, of course, my definition has a fuzzy boundary (imagine a puzzle-room in which you simply have to push a rock away from the door to proceed. Is it IF because you are affecting the model world by model-pushing a model rock away from a model door, or can we treat it as CYOA and just check to see if the player typed the magic phrase "push rock"?), but I think we've already seen that boundary poked at from both sides in CYOA-with-a-lot-of-flags and IF-with-menu-based-conversation. Anyway, it's always interesting to see what different people think of as the one true defining characteristic of any given category (especially when that category does have multiple common characteristics, as this one clearly does). On that note, I'd be curious as to what you think the exact opposite
of CYOA is. I say "a televised production of a Jacobean tragedy."