Showing results for

player

movement

on emshort.blog
emshort.blog › category › parser › parser v choice
parser v choice – Emily Short's Interactive Storytelling
...At any given time, the player has quite a few choices available — usually one or several movements between rooms, as well as ways of...
emshort.blog › 2018 › 04 › 24
Venience World (Daniel Spitz, Spring Thing 2018) – Emily Short's Interactive Storytelling
...These parser training-wheels mean that the game can allow the player fairly unusual commands, like BEGIN INTERPRETATION, with no fear of verb-guessing...
emshort.blog › 2015 › 11 › 09
IF Comp 2015 Guest Post: Lucian Smith on Ether – Emily Short's Interactive Storytelling
...I have been reaching out to players and authors who aren’t part of the intfiction community, and also to some veteran intfiction denizens...
emshort.blog › tag › pacing
pacing – Emily Short's Interactive Storytelling
...People critique compass movement in games — especially when the player must repeatedly traverse a large map — as unrealistic, boring, and confusing to novices. But...
emshort.blog › 2016 › 04 › 15
Writing Novice-friendly Parser Games – Emily Short's Interactive Storytelling
...player a tutorial. Alternatively, thread a mandatory tutorial into your first scene that at a minimum introduces examining, taking, dropping, checking inventory, movement, opening...
emshort.blog › category › if history
IF history – Emily Short's Interactive Storytelling
...of the story the player saw at a time. Games such as Ether that allow for very free movement through a highly connected volume...
emshort.blog › 2016 › 01 › 25
IF Comp 2015 Guest Post: Robb Sherwin on Pit of the Condemned – Emily Short's Interactive Storytelling
...There were a few playthroughs where I focused so much on the game’s text at the very beginning like, “You hear movement not...
emshort.blog › 2011 › 10 › 21
Tabletop Storygames: Shock, Fiasco – Emily Short's Interactive Storytelling
...Quite a few times, one player had the opportunity to help or oppose another player’s character and made the decision based on what...
emshort.blog › tag › galatea
Galatea – Emily Short's Interactive Storytelling
...to produce forward movement, not a halting sense of difficult discovery. Versu characters talk, a lot, even if the player doesn’t say much...
emshort.blog › tag › unreleased
unreleased – Emily Short's Interactive Storytelling
...to produce forward movement, not a halting sense of difficult discovery. Versu characters talk, a lot, even if the player doesn’t say much...