"The Craft of the Adventure" is a series of essays by Graham Nelson on the design of Interactive Fiction Adventure Games.
Contains or discusses the following tropes:
- Book Ends: Brought up at the end of "A Narrative
", when discussing end game design:
But a good rule of thumb, as any film screenplay writer will testify, seems to be to make the two scenes which open and close the story "book-ends" for each other: in some way symmetrical and matching.
- 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.
- 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.
- A Million is a Statistic: Discussed in "Narrative
] it's more interesting and dramatic to save a small number of people (the mud-slide will wipe out the whole village!) than the whole impersonal world (but Doctor
, the instability could blow up every star in the universe!).
- 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.