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Date: Sun, 21 Jan 2001 13:52:41 -0800
From: Chip Hayes <jwhayes@attglobal.net>
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Subject: Re: [Inform] Designer's Manual revisited.
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MaryEllen wrote:

> A perfect example of why IF is dying.

It is?  Ten years ago, I'd have agreed with that statement.  But in the past
5-6 years, mainly thanks to Mr. Nelson and many of the authors who frequent
this board, I'd say there has been a remarkable renaissance in the genre.
Based on the proliferation of new games, the continuing growth in the number of
entries in the yearly competition, and the constant influx of newly interested,
potential authors I read about on the board here, I'd say it is very much alive
and growing.

> When the authors of the system do not keep up with them, it shows you the
> beginning of the end, at least as far as
> that goes.

I must admit that I, too, am rather curious as to what has happened to Mr.
Nelson (hoping that it's some kind of sabbatical and not something serious like
an illness or personal tragedy), However, I don't think anyone can fault his
support of Inform over the years.  It's a pretty mature, stable development
system at this point.  The most he can do to add to its quality is to maybe
fine tune a few things and, more importantly, write a few more games.  The new
manual would be welcome, but for all its shortcomings, there's an awful lot to
be said for the third edition.  And there are many sites around the web that
have very good tutorials available.  For specific problems, I've never met a
more eager, and friendlier, group of people willing to help out than those here
on r.a.i-f.

> What is more amazing to me, as I research the IF community, is
> that anyone thought purchasing a manual like that would make sense.

Why?  I'd like to have a professionally bound copy I could put on a shelf,
instead of the thick 3-ring binder my third edition is in.  I'd pay for that
alone.  I also wouldn't mind contributing my fair share to Mr. Nelson for all
the enjoyment his hard work has provided me these last few years.  I've gotten
more fun fiddling around with Inform than any game I've paid $40 or more for
over the last few years.

> For that matter why would anyone purchase IF when so much is
> available for free? It is essentially an open-source movement. With the
> emphasis on UNIX users, at least from the development standpoint, the
> open-source aspects will no doubt stay.

<snip>

> The trick is going to be after a lot of the graphic potential of games (such
> as
> Half-Life, Deus Ex, etc.) reaches a plateau based on technology and what is
> sought is more story rather than explosive action.

Hmm.  I think that's comparing apples and oranges.  Half-Life, as much fun as
it was, appeals to a totally different part of my brain than most IF does.  I
think the future potential of the genre can best be seen in some of the recent
games from this community, from people like Adam Cadre and Andrew Plotkin.
Personally, I cut my teeth on the treasure-hunt puzzle-solving Infocom games --
those will always be my favorite kind to play (and write, if I ever get around
to finishing one).  But more and more, there is an impressive development in
the type game which stresses story and character over puzzles and scoring, and
that kind of entertainment brings with it a greater potential for explosive
growth given the right circumstances.  If a Stephen King or a James Patterson
or some other top-selling author decided to try their hand at it, I think you'd
find a great deal more commercial viability in the genre than you have now,
regardless of the high quality of work existing at present.

The potential is certainly there.  There are enough people out there who enjoy
reading, and becoming involved in good stories and characters.  There are
enough people who enjoy sitting in front of their computers/palm pilots.  There
are enough people out there who crave new, original entertainment.  It seems to
me to be a matter of being able to properly prime the pump.  One big commercial
hit is all the genre needs to get going.  But that, of course, requires the
proper product and a great deal of clever marketing.

Chip Hayes

