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PostPosted: Fri Jul 06, 2018 5:22 pm 
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Joined: Sun Apr 18, 2010 3:58 pm
Posts: 810
A lot of people publish Inform games without a walkthrough and without an in-game hint system, which makes those games hard to finish for people who aren't that good at puzzles, or if the puzzles are harder (or more unfair) than the author realizes.

My favorite approach is to write an in-game hint system that dynamically detects which hints to give you, giving progressively stronger clues until you figure it out, but I recognize that this requires a lot of work.

But you know what isn't a lot of work? Providing the source code of your game so players can search through it.

I recently got stuck on a game I encountered on IFDB that included its Inform source code. When I found myself unable to continue, I found that using Cmd-F to search the file for keywords was itself a pleasant albeit spoileriffic experience, at least as good if not substantially better than reading a turn-by-turn walkthrough.

I'd still prefer an in-game hint system, but if you can't bring yourself to write a walkthrough, publishing source may be a nice alternative.

Just a thought!

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At Choice of Games, we sell long-form choice-based interactive fiction games. We're looking for writers, paid in advance.


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PostPosted: Fri Jul 06, 2018 7:37 pm 
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Joined: Tue Jul 28, 2015 1:05 pm
Posts: 1138
I like this idea a lot as an easy alternative.

There are some games abandoned long ago without walkthroughs. For those games, I sometimes use http://toastball.net/glulx-strings to dump the text. It's not nearly as good as having the source, but it's been a lifesaver on some of the 15-year old games out there.

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-My IFDB name is Mathbrush, and I'm @MathBrush on Twitter.

The rough draft of my book on IF history and criticism is available at https://www.dropbox.com/s/xd2isl3tk7dxt97/learning-text.pdf?dl=0


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