Peter Pears wrote:
This seems to be an IF equivalent of "press <KEY> to highlight available hotspots" (Simon the Sorcerer 2 and A New Beginning), a feature I love. Thing is, in IF, practically everything can be a hotspot. I suppose it might work if you highlight the really important items (such as the strange machine that holds the secret to the universe) as well as the best-implemented items (like the oven which is fully operational, even though it might not actually be critical to the game - you know, maybe it can help as an optional puzzle, or a backup puzzle in case the player does something they shouldn't have done like discarding that hot poker and now they need to get another poker and heat it themselves, or maybe just because it's fully implemented and, though of no critical consequence, does make things hotter).
What I don't really like with this approach is that it limits me, the player, to focus on the highlighted items instead of on the whole thing. I will no longer pay attention to that bed in that bedroom, for instance. Which might be a good thing - I'm tired of automatically Xing, LOOKING UNDER them and SEARCHING them and doing the same things to the sheets and pillows every time I see a bed. But, if the bed's highlit, then I'd assume there IS something about the bed. But I'd have known it because of what seems to be a hint system - "Look HERE", it says, "there's something of note HERE". And if I'm going that route, I'd rather have the hint system.
I suppose it's all in the way you design it. The things to avoid are too many highlit words (overload - might as well not have any!) or too few (then the player will REALLY only bother with those), and you can only do that in the actualy writing stage. I like it that you give the players the OPTION to do this.
You know, it just occurred to me. I was leaning towards 2, 3 and 4... but why not allow the player to cycle between them, for the equivalent of several levels of hints? It's harder to code, but might be rewarding.