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PostPosted: Thu Sep 21, 2017 3:47 pm 
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I've noticed while writing my games that some things are really fun to code up, but tend not to produce the same excitement in players.

-mazes
-wildly branching CYOA (kind of like a text maze)
-Really deeply coded secret endings or hidden areas/scenes that most players don't see
-Multiple, completely independent paths through a big game (where two playthroughs will be completely different, like Cadre's Narcolepsy)

What are some other things that you really like coding but don't like to see as a player?

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PostPosted: Thu Sep 21, 2017 3:58 pm 
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Writing text dumps can be fun!!! :lol:

Spoiler: show
Reading text dumps, no so much. :oops:

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PostPosted: Fri Sep 22, 2017 8:09 am 
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Joined: Sun Oct 11, 2015 5:09 pm
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Multitudinous and varied responses to "SMELL __________."


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PostPosted: Fri Sep 22, 2017 8:17 am 
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Location: Burlington, VT
This is like everything I make, especially the elaborate 2-D line of sight calculation and description generation. Also there was this elaborate system in one of my games for generating new room descriptions and occasionally having the player notice things which didn't come off. Partly because I realized that in a one-room game there isn't much use for room descriptions.

(I dug the possible alternate paths in Narcolepsy exactly up to the point where the second path stalled out completely in the scene in the restaurant. Which is one problem with the approach, I guess--if you have three different game paths that interact in unpredictable ways, there's more places for bugs.


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PostPosted: Fri Sep 22, 2017 9:59 am 
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Varying/multiple examine descriptions in a parser game. I *love* going deep into the history and changing attitude of the PC as they look closer and closer at a prop, but I doubt anyone ever dives in that end of the pool.


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PostPosted: Fri Sep 22, 2017 10:15 am 
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Joined: Mon Nov 19, 2012 4:51 pm
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Location: UK
craiglocke wrote:
I've noticed while writing my games that some things are really fun to code up, but tend not to produce the same excitement in players.

-mazes


As a player, I like mazes I can solve in one try! Especially if the solution is simple. It's tempting to make a large maze with many locations but it's better to use just a handful of locations perhaps with a navigation puzzle or a secret lock/door.

craiglocke wrote:
-wildly branching CYOA (kind of like a text maze)
-Really deeply coded secret endings or hidden areas/scenes that most players don't see

If you give points for finding areas, the player can notice that they haven't solved everything. You can list completed endings at the end. Some players have a goal to find all the paths/endings. Others are satisfied with just one path/ending.

craiglocke wrote:
-Multiple, completely independent paths through a big game (where two playthroughs will be completely different, like Cadre's Narcolepsy)


A classical technique is to allow the player a choice of starting characters, or let the player choose the profession or goal of the character. Players often don't try more than one choice. But different players make different choices.

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What are some other things that you really like coding but don't like to see as a player?


It's fun to make a my apartment game!


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