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In the IF genre, how popular is Inform? Is it used to write most games? Some? Just curious as I enjoy the occasional IF game.
by Karrot_Kream 4y ago
In the IF genre, how popular is Inform? Is it used to write most games? Some? Just curious as I enjoy the occasional IF game.
- kryptiskt 4y agoIt's used for the majority of parser-based games (in the traditional text adventure style). But there are many more games these days that are choice-based (like a choose your own adventure book), Inform can potentially be used for such a game, but few of them are made with it. The most popular tool for those games is Twine.
- mosfetarium 4y agoIt dominated the scene for quite a while. Looking at the Xyzzy award winners will confirm that. Even the first Best Game winner ("So Far" by Andrew Plotkin) was an Inform 6 game. However over the past decade or so the scene diversified a lot more, particularly as choice-driven rather than parser-driven games became a lot more popular. Twine is a tool for making browser IF games that really broke through there, although in recent times Ink has gained popularity both for making IF and as a tool for making dialogue systems in other non-IF games. Most new parser-IF games I encounter though still tend to be Inform. A small tangent: for readers interested in IF and curious about trying to write one, Inkjam is 3-day event where you make a short game with Ink, and this year's event is in early September. I participated last year and it's good fun and a good challenge!
- anthk 4y agoAnchorhead, Slouch Over Bedlam, Curses!... The list for good Inform6 and if7 games it's huge.
- Karrot_Kream 4y agoOoh thanks for the tidbit about Inkjam
- mwcampbell 4y agoFWIW, I recently found a succinct description of the strengths of parser-based and choice-based IF tucked away as an aside in an article by Jimmy Maher on a different subject [1]: > a hypertext narrative built out of discrete hard branches is much more limiting in some ways than a parser-driven text adventure with its multitudinous options available at every turn — but, importantly, the opposite is also true. A parser-driven game that’s forever fussing over what room the player is standing in and what she’s carrying with her at any given instant is ill-suited to convey large sweeps of time and plot. Each approach, in other words, is best suited for a different kind of experience. A hypertext narrative can become a wide-angle exploration of life-changing choices and their consequences, while the zoomed-in perspective of the text adventure is better suited to puzzle-solving and geographical exploration — that is, to the exploration of a physical space rather than a story space. [1]: https://www.filfre.net/2017/10/a-full-motion-video-consulting-detective/ https://www.filfre.net/2017/10/a-full-motion-video-consultin...
- themadturk 4y agoJimmy Maher's blog on the history of computer gaming, which emphasizes interactive fiction, has been going for years and is a comprehensive (and highly readable) source information of how companies like Infocom and other "adventure game" designers in the 70s and 80s led to computer gaming as we know it today.