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Archived from groups: rec.games.int-fiction (More info?)
I've been reading the reviews of my game, Blue Sky. (What author
wouldn't?) Your reviews have been very helpful, and I was pleased to see
it do no worse than I expected (perhaps a bit better). I don't want to
draw out your pain by posting more than one post on the subject, so here
I will answer some of the questions I've seen (even if they were meant
to be rhetorical).
First, for the record, Blue Sky was my first and so far only attempt at
writing IF. It was a lot of fun, and a lot more work than I'd
anticipated. I'll be the first to admit there are things that could be
fleshed out better.
Yes, the plot is strained. Yes, I was trying to make a travel game and
although I recognize it could have been fleshed out more I'm glad at
least some people found it mildly effective. Maybe I should have left
the plot out altogether. I wonder if anyone realized my tongue was in my
cheek. It apparently didn't come out like I might have hoped. If the
tourist seems to behave illogically or have a strange fixation to get
back with its tourist group instead of just enjoying Santa Fe on its own
terms, that is my tongue-in-cheek projection based partly in experience
with real-life tourists. (Many people who are obviously otherwise
intelligent behave in very strange ways when they are "on vacation." In
some places, such as Santa Fe, tourists are the unwitting target of more
than a few running jokes.)
I grew up in Santa Fe, so yes I've been there. I tried to make things as
accurate as possible. Although it _is_ beautiful, I recognize my writing
could use a little work. ;-) Perhaps it has improved since then, anyhow.
I don't plan on doing anything more with Blue Sky because I've lost the
source and it doesn't sound like people are clamoring for a better
version. If your opinion differs I'd love to hear your flattering words
by email.
Should I end up with the time and inclination to make another game in
the future, I wouldn't hesitate. I'd like to play a few more first,
though, and it's hard enough to find time for that.
I've been reading the reviews of my game, Blue Sky. (What author
wouldn't?) Your reviews have been very helpful, and I was pleased to see
it do no worse than I expected (perhaps a bit better). I don't want to
draw out your pain by posting more than one post on the subject, so here
I will answer some of the questions I've seen (even if they were meant
to be rhetorical).
First, for the record, Blue Sky was my first and so far only attempt at
writing IF. It was a lot of fun, and a lot more work than I'd
anticipated. I'll be the first to admit there are things that could be
fleshed out better.
Yes, the plot is strained. Yes, I was trying to make a travel game and
although I recognize it could have been fleshed out more I'm glad at
least some people found it mildly effective. Maybe I should have left
the plot out altogether. I wonder if anyone realized my tongue was in my
cheek. It apparently didn't come out like I might have hoped. If the
tourist seems to behave illogically or have a strange fixation to get
back with its tourist group instead of just enjoying Santa Fe on its own
terms, that is my tongue-in-cheek projection based partly in experience
with real-life tourists. (Many people who are obviously otherwise
intelligent behave in very strange ways when they are "on vacation." In
some places, such as Santa Fe, tourists are the unwitting target of more
than a few running jokes.)
I grew up in Santa Fe, so yes I've been there. I tried to make things as
accurate as possible. Although it _is_ beautiful, I recognize my writing
could use a little work. ;-) Perhaps it has improved since then, anyhow.
I don't plan on doing anything more with Blue Sky because I've lost the
source and it doesn't sound like people are clamoring for a better
version. If your opinion differs I'd love to hear your flattering words
by email.
Should I end up with the time and inclination to make another game in
the future, I wouldn't hesitate. I'd like to play a few more first,
though, and it's hard enough to find time for that.