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Shylock

Detail in text-games

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I have been thinking a lot about text-based games recently, and I decided I needed to ask a question. I''m not sure how much detail is good, for example: You miss the ogre. ...or... You swing your *weapon* only glancing, but slightly bruising the upper left quater of the ogres'' right earlobe. They are extreem examples, but how much detail to people want? Do they want to know roughly where they hit the ogre? Do they want to know in game terms how much they hurt it? (HP or whatever). How much do people want it dramatising and turning into a story?

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Some of the older text games would let you change the level of detail.

It''s probably nice to see the long version when you start the game, but after 100 fights, it just gets old.

Good luck with your game,
Will

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