The above-any-adequate-alliteration-allowance 'First-Timer
Foibles' guide to writing IF got passed around a lot among my
friends, so I want to talk about that a little bit. This is mostly
based on email conversation with Adam Parrish, who I just realized has
the awesome job of studying interesting things like IF. I knew about
his job, but not that when we talk about this over email I'm slacking
off and he's working. Actually now I might be just making stuff up.
First a note about pages like that, which as a good IF writer but a
middling static fiction writer, I find kind of frustrating. The page
is oriented towards beginning writers. Like most web pages that allege
to help you be a writer, it's heavy on "don't misspell words" and less
heavy on "don't have a hackneyed plot" and "don't create puzzles that
make no freaking sense" and things I don't know or can't articulate. Such pages turn bad writers into readable bad
writers, but won't get anyone's work up to really good quality. As I've found out the hard way, good ideas and a good grasp of English don't automatically translate into readable stories. There are additional skills.
These pages chop the head off of a Sturgeon's Power
Law that says the vast majority of bad writing is bad for obvious
reasons (scroll down to the handy "context of rejection"). With
static fiction I can routinely hit the midway point on this particular
ring-the-bell carnival game, but I haven't found many good resources
for getting higher. I have found one extremely
useful page, but the higher-level craft seems to be something you
have to learn one-on-one with someone who already knows, or something
subjective you learn with practice. Or something that no one has
written about because existing documents are enough to get the
unintersting people out of your hair.
The problems in the first-timer list are divided into problems of
fiction and problems of game design. I'm not going to discuss the
problems of fiction because I don't find them very interesting. I can,
however, tackle the problems of game design because much less work has
been done exploring elementary problems in game design. Because this
entry is already huge I'm going to cover one item at a time, over a period of several centuries.
Item 1: bad point systems. There are actually two possible problems
here. The first is a poorly-scaled point system where you get 100
points for finding a key. The second is an overgenerous point system
where you get 5 points for getting out of bed.
If a piece of IF has a scoring system, it imposes a limit on the
score. I don't know of any counterexamples. In general, your score
goes up when you do a one-time action that progresses you toward the
conclusion of the plot. Your score at any given time is a measure of
your progress (Zork III is a notable, and obnoxious, exception).
But if a video game has a scoring system, it imposes no limit on
the score (except any imposed by the hardware). Again, I don't know of
any counterexamples, though I can conceive of games where your score
is represented as a percentage. The score of a video game has nothing
to do with the game per se: your advancement towards the end of the
game is measured by things like stage numbers. It's just a way of
keeping... score. I think this problem is caused by treating a piece
of IF like a video game.
It's fine to give the player 100 points for finding a key in a
video game, but ridiculous to do the same thing in a piece of IF. This
is because people don't handle big numbers well. If your maximum score
in an IF game is a big number, it's difficult to tell how close you
are to the maximum, and how much 100 points really contributes towards
the maximum. A big inscrutable number is cool when you're claiming to
be an awesome dude, but it's not as cool when everyone who completes
the game gets approximately that same score.
By the same token, you shouldn't give out points for actions that
don't advance the plot or don't involve any cleverness. If you do, the
score will cease to have meaning as a way of measuring the state of
the plot and your cleverness so far.