How can i make a text based game fun and enjoyable

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10 comments, last by EvanClark 11 years, 4 months ago
Poigahn and MarkS make good points.

Most games rely on text to some degree. As Poigahn said, RPGs rely on text a lot. And even spoken dialogue isn't that different from text, in terms of gameplay. So there are lots of examples of how to use text.

As MarkS said, it's important to consider the game environment. Very few people consider a purely text-based user interface to be "normal", unlike when the first text adventures were released. Are you thinking of 100% text-only game? That would seem very antiquated today.

A console-like input system where the user has to type everything is missing out on all the benefits of and knowledge about contemporary UI and UX design. Text input requires memorizing or guessing commands, and can be very frustrating.

I recommend separating the content from the interaction when you design. Even word processors use buttons, tables, lists and other modern UI elements, although the content is predominantly text.

One thing you can't avoid in a text-centric game is that you will have to do a lot of writing. And ideally, the writing will be good on its own: with memorable characters, an evocative setting and convincing dialogue. This will go a long way to ensuring your game is fun.

Ultimately, you have to think of your audience—your players—and what they like, and what they will want to do in the game. Will they want to do a lot of typing, or would they rather click buttons every now and then? How much interaction is required? I mean, how much time is spent reading versus actively inputting commands (either typing or mouse-based)? Different people will like or dislike different designs.
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i would like to thank each and everyone of you for you help and all of your ideas/input has been put into deep consideration.

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