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The Craft of the Adventure
- 58 statements
- 10 feature instances
- 2 referencing feature instances
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"The Craft of the Adventure" is a series of essays by Graham Nelson on the design of Interactive Fiction Adventure Games. It is divided into the following sections: Introduction In The Beginning Bill of Player's Rights A Narrative... Click for subsections Away in a Genre Adapting Books Magic and Mythology Research The Overture An Aim in Life Size and Density The Prologue The Middle Game The End Game ...At War With a Crossword Click for subsections Puzzles Machinery Keys and Doors Air, Earth, Fire and Water Animals and Plants People Mazes... ...and Other Old Clichés Rewards and Penalties Writing Room Descriptions The Map Looking Back at the Shape Varnish and Veneer Click for subsections Scoring Wrong Guesses Hints and Prizes User Interface, and all that jazz Debugging and Testing Playtesting It's Never Finished ...Afterword | |
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The Craft of the Adventure / int_485d09ab | type |
Creator In-Joke | |
The Craft of the Adventure / int_485d09ab | comment |
Creator In-Joke: Warned against in "…At War With a Crossword", which lists "The 'In-Joke' syndrome" as one of the three big pitfalls in making puzzles. | |
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The Craft of the Adventure / int_5313c266 | type |
Bookends | |
The Craft of the Adventure / int_5313c266 | comment |
Book Ends: Brought up at the end of "A Narrative…", when discussing end game design: | |
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The Craft of the Adventure / int_5fce7196 | type |
Scare Quotes | |
The Craft of the Adventure / int_5fce7196 | comment |
Scare Quotes: From the closing section discussing how games are never truly finished: | |
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The Craft of the Adventure / int_8c83208f | type |
You Can't Get Ye Flask | |
The Craft of the Adventure / int_8c83208f | comment |
You Can't Get Ye Flask: Brought up a few times. One item on the "Bill of Player's Rights" is "Not to have to type exactly the right verb". Another is "To be allowed reasonable synonyms". And "…At War With a Crossword" lists "The 'What's-The-Verb" syndrome" as one of the three big pitfalls in making puzzles. | |
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Take That! | |
The Craft of the Adventure / int_b53077b3 | comment |
Take That!: The first epigraph, quoted from Tom Stoppard: | |
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The Craft of the Adventure / int_b53c57d5 | type |
Epigraph | |
The Craft of the Adventure / int_b53c57d5 | comment |
Epigraph: Including the introduction, each essay apart from "Varnish and Veneer" opens with one or more quotes. | |
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The Craft of the Adventure / int_c9597a03 | type |
Self-Deprecation | |
The Craft of the Adventure / int_c9597a03 | comment |
Self-Deprecation: "A plant which can be grown into a beanstalk is now, perhaps, rather a cliché. So naturally no self-respecting author would write one." Note that Nelson's own game, Curses, contains exactly this. | |
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The Craft of the Adventure / int_d68c925d | type |
Creator Provincialism | |
The Craft of the Adventure / int_d68c925d | comment |
Creator Provincialism: One entry in the "Bill of Player's Rights" warns against this: "Not to need to be American". It gives an example of the diamond maze in Zork II, which stumped many non-Americans who couldn't figure out that it was a baseball diamond. | |
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The Craft of the Adventure / int_dd082289 | type |
A Million Is a Statistic | |
The Craft of the Adventure / int_dd082289 | comment |
A Million is a Statistic: Discussed in "Narrative…": | |
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The following is a list of statements referring to the current page from other pages.
The Craft of the Adventure | hasFeature |
Scare Quotes / int_fea55972 | |
The Craft of the Adventure | hasFeature |
You Can't Get Ye Flask / int_fea55972 |
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