• Which do you prefer?

    From Rin Stowleigh@3:633/10 to All on Friday, July 17, 2026 21:23:22

    "Computer games" became a generic term for "interactive digital
    entertainment" sometime in the 80s.

    But in more specific terms, there is a difference in a "game" versus
    an "interactive story".

    Characteristics of a Game:
    systems, goals, mechanics, player skill/mastery/competition/mechanics, increasing difficulty, clear definition of success or failure,
    importance of strategy or tactics.

    Characteristics of an Interactive Story: focus on experiencing a
    narrative, less emphasis on mechanical skill, dialog choices matter, exploration, selecting action and the feeling of choice, story is the
    main attraction, impacts of dialog affect outcome.

    So imagine you're stuck on an island and can only pick one or the
    other to spend your time. Which do you choose and why?

    --- PyGate Linux v1.5.18
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Ant@3:633/10 to All on Saturday, July 18, 2026 05:42:35
    Action computer games! I don't need a stinking story. :P


    Rin Stowleigh <nospam@nothanks.com> wrote:

    "Computer games" became a generic term for "interactive digital entertainment" sometime in the 80s.

    But in more specific terms, there is a difference in a "game" versus
    an "interactive story".

    Characteristics of a Game:
    systems, goals, mechanics, player skill/mastery/competition/mechanics, increasing difficulty, clear definition of success or failure,
    importance of strategy or tactics.

    Characteristics of an Interactive Story: focus on experiencing a
    narrative, less emphasis on mechanical skill, dialog choices matter, exploration, selecting action and the feeling of choice, story is the
    main attraction, impacts of dialog affect outcome.

    So imagine you're stuck on an island and can only pick one or the
    other to spend your time. Which do you choose and why?

    --
    "I am not ashamed of the gospel, because it is the power of God for the salvation of everyone who believes." --Romans 1:16
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )

    --- PyGate Linux v1.5.18
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Justisaur@3:633/10 to All on Saturday, July 18, 2026 07:54:36
    On 7/17/2026 10:42 PM, Ant wrote:
    Action computer games! I don't need a stinking story. :P


    Same. I like a good story, but they tend to be shorter than a game. If
    I want a story, I'll read a book (which of late I've been doing a lot
    more of than gaming.)


    Rin Stowleigh <nospam@nothanks.com> wrote:

    "Computer games" became a generic term for "interactive digital
    entertainment" sometime in the 80s.

    But in more specific terms, there is a difference in a "game" versus
    an "interactive story".

    Characteristics of a Game:
    systems, goals, mechanics, player skill/mastery/competition/mechanics,
    increasing difficulty, clear definition of success or failure,
    importance of strategy or tactics.

    Characteristics of an Interactive Story: focus on experiencing a
    narrative, less emphasis on mechanical skill, dialog choices matter,
    exploration, selecting action and the feeling of choice, story is the
    main attraction, impacts of dialog affect outcome.

    So imagine you're stuck on an island and can only pick one or the
    other to spend your time. Which do you choose and why?



    --
    -Justisaur

    ?-?
    (\_/)\
    `-'\ `--.___,
    ?ª'\( ,_.-'
    \\
    ^'

    --- PyGate Linux v1.5.18
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Dimensional Traveler@3:633/10 to All on Saturday, July 18, 2026 08:05:40
    On 7/17/2026 6:23 PM, Rin Stowleigh wrote:

    "Computer games" became a generic term for "interactive digital entertainment" sometime in the 80s.

    But in more specific terms, there is a difference in a "game" versus
    an "interactive story".

    Characteristics of a Game:
    systems, goals, mechanics, player skill/mastery/competition/mechanics, increasing difficulty, clear definition of success or failure,
    importance of strategy or tactics.

    Characteristics of an Interactive Story: focus on experiencing a
    narrative, less emphasis on mechanical skill, dialog choices matter, exploration, selecting action and the feeling of choice, story is the
    main attraction, impacts of dialog affect outcome.

    So imagine you're stuck on an island and can only pick one or the
    other to spend your time. Which do you choose and why?

    Game, because with that one at least has an illusion of choice and
    control. Different outcomes are at least a possibility.

    Interactive stories, at least in my experience, are fixed. Chose which
    words your character says but the results are still the same. They are
    a fixed sequence of events rather than a branching tree of outcomes.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- PyGate Linux v1.5.18
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Mike S.@3:633/10 to All on Saturday, July 18, 2026 11:26:35
    On Fri, 17 Jul 2026 21:23:22 -0400, Rin Stowleigh
    <nospam@nothanks.com> wrote:

    "Computer games" became a generic term for "interactive digital >entertainment" sometime in the 80s.

    But in more specific terms, there is a difference in a "game" versus
    an "interactive story".

    Characteristics of a Game:
    systems, goals, mechanics, player skill/mastery/competition/mechanics, >increasing difficulty, clear definition of success or failure,
    importance of strategy or tactics.

    Characteristics of an Interactive Story: focus on experiencing a
    narrative, less emphasis on mechanical skill, dialog choices matter, >exploration, selecting action and the feeling of choice, story is the
    main attraction, impacts of dialog affect outcome.

    So imagine you're stuck on an island and can only pick one or the
    other to spend your time. Which do you choose and why?

    I like combat heavy RPGs and strategy games. So I definitely prefer
    gameplay over stories, dialog, cutscenes and other things like that. I
    watch movies. I read books. Let them do the stories. I want something
    different from video games. I want, you know, gameplay, to take center
    stage. I also, usually, play games more than once, so the story is
    only going to have any kind of impact the first time I play it anyway.

    Modern day titles are full of this fluff because the mainstream
    audiences that play them, want them. Period. That is ok with me. I
    have enough of a backlog to last me until death. Even if every
    Indie, Double A and Tripe A developer released nothing more than
    'Interactive Story' games from here on out.

    --- PyGate Linux v1.5.18
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Lane W@3:633/10 to All on Saturday, July 18, 2026 17:46:57
    Mike S. wrote:

    Modern day titles are full of this fluff because the mainstream
    audiences that play them, want them. Period. That is ok with me. I
    have enough of a backlog to last me until death. Even if every
    Indie, Double A and Tripe A developer released nothing more than
    'Interactive Story' games from here on out.

    I saw a book at the library about writing that was more interesting than
    the one my aunt sent me which told how to get published. This one was
    more focused on how to write to entertain. Then I started thinking, with
    all these books, I really want is to write a video game. I found a great
    book about writing video games. The only problem is that this convinced
    me the job is too tough.

    But maybe not.

    What if I brought it up here, and because the book's author was dealing
    with stuff like writing Disney video games. Like totally top production,
    Maybe Kingdom hearts and stuff.

    Not certain if you realize it, but those kind of games are a developer's
    worst nightmare. Eight man teams. Thousands of work hours. Highly
    professional art work.

    I almost went to a video game design school but they were super intense
    about art work being the intrinsic they were looking for.

    I'm an analytics engineer by trade. I write seriously intense programs designed to do very specific tasks. I don't have time to develop
    personal art skills.

    Does a guy have to rely on the industry to get what he wants in the game store, or are there some niche interests that indie developers and guys
    like that can entertain? I think Castle Wolfenstein as a 2 dimensional
    action game would fail today because a) no xp table b) one gun and maybe
    some grenades. These are the types of games that become available to the modern developer as initial projects. Not Pirates of the Caribbean or
    Who Framed Roger Rabbit? These games with simple rules and complex interactions are still making it today. For example, one can find
    Sequence on the iPhone (and on Steam nowadays plus its sequel) and also
    a few others like Dragon Dice. You don't -have- to spend 1000 man hours.

    Every day my programs are getting more and more complex.

    Here's something else the book said - get your first ten games out of
    the way because they won't be very good.

    --- PyGate Linux v1.5.18
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Lane W@3:633/10 to All on Wednesday, July 22, 2026 05:57:05
    Lane W wrote:
    Mike S. wrote:

    Modern day titles are full of this fluff because the mainstream
    audiences that play them, want them. Period. That is ok with me. I
    have enough of aÿ backlog to last me until death.ÿ Even if every
    Indie, Double A and Tripe A developer released nothing more than
    'Interactive Story' games from here on out.

    I saw a book at the library about writing that was more interesting than
    the one my aunt sent me which told how to get published. This one was
    more focused on how to write to entertain. Then I started thinking, with
    all these books, I really want is to write a video game. I found a great book about writing video games. The only problem is that this convinced
    me the job is too tough.

    But maybe not.

    What if I brought it up here, and because the book's author was dealing
    with stuff like writing Disney video games. Like totally top production, Maybe Kingdom hearts and stuff.

    Not certain if you realize it, but those kind of games are a developer's worst nightmare. Eight man teams. Thousands of work hours. Highly professional art work.

    I almost went to a video game design school but they were super intense about art work being the intrinsic they were looking for.

    I'm an analytics engineer by trade. I write seriously intense programs designed to do very specific tasks. I don't have time to develop
    personal art skills.

    Does a guy have to rely on the industry to get what he wants in the game store, or are there some niche interests that indie developers and guys
    like that can entertain? I think Castle Wolfenstein as a 2 dimensional action game would fail today because a) no xp table b) one gun and maybe some grenades. These are the types of games that become available to the modern developer as initial projects. Not Pirates of the Caribbean or
    Who Framed Roger Rabbit? These games with simple rules and complex interactions are still making it today. For example, one can find
    Sequence on the iPhone (and on Steam nowadays plus its sequel) and also
    a few others like Dragon Dice. You don't -have- to spend 1000 man hours.

    Every day my programs are getting more and more complex.

    Here's something else the book said - get your first ten games out of
    the way because they won't be very good.

    I was curious why there were no replies.

    Then I opened up Betrayed in GOG Galaxy. It's the first game I've
    enjoyed in many, many years.

    It also shows me that a Castle Wolfenstein (2D , I & II) remake isn't
    right for the market at this time. However, I'm going to keep working on
    it. Trying for something like The Binding of Isaac. I'm continuing to
    work on it because it gives me something to do. When there are no
    articles here, I can go there and just do that instead.

    --- PyGate Linux v1.5.18
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From candycanearter07@3:633/10 to All on Friday, July 31, 2026 14:00:05
    Dimensional Traveler <dtravel@sonic.net> wrote at 15:05 this Saturday (GMT):
    On 7/17/2026 6:23 PM, Rin Stowleigh wrote:

    "Computer games" became a generic term for "interactive digital
    entertainment" sometime in the 80s.

    But in more specific terms, there is a difference in a "game" versus
    an "interactive story".

    Characteristics of a Game:
    systems, goals, mechanics, player skill/mastery/competition/mechanics,
    increasing difficulty, clear definition of success or failure,
    importance of strategy or tactics.

    Characteristics of an Interactive Story: focus on experiencing a
    narrative, less emphasis on mechanical skill, dialog choices matter,
    exploration, selecting action and the feeling of choice, story is the
    main attraction, impacts of dialog affect outcome.

    So imagine you're stuck on an island and can only pick one or the
    other to spend your time. Which do you choose and why?

    Game, because with that one at least has an illusion of choice and
    control. Different outcomes are at least a possibility.

    Interactive stories, at least in my experience, are fixed. Chose which words your character says but the results are still the same. They are
    a fixed sequence of events rather than a branching tree of outcomes.


    Sometimes there's multiple endings but broadly, I agree? Sometimes
    theres enough there that it has a bit of trickiness and then I like them though, stuff like Phoenix Wright and DR
    --
    user <candycane> is generated from /dev/urandom

    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)