Graham Nelson Quotes

25 Graham Nelson quotes:

"A deliberate choice on my part was for the player to continue to find new possibilities in the early Attic rooms far into the game. I think this builds atmosphere, though it means there's no neat division of the prologue from the middle game."
"At the end of April I archived 'Curses' and Inform, and announced them on the newsgroups."
"By the new year of 1994, it had grown up into Inform 4 and could produce games twice as large."
"Eventually I found it had been working all along-but didn't show anything on screen until it had the first full page of text. I inserted 30 new lines, and suddenly my toy said 'hEllO woRlD'. An hour later I understood alphabet shifting rather better!"
"For a fortnight nobody at all emailed me, or posted a follow-up. Doesn't anyone care, I thought? It turned out my newsreader was broken, and hadn't posted at all."
"I don't really believe in 'directions' in art; the rope twists as you follow it, that's all."
"I have been working on a more serious game, called 'Jigsaw', for about 18 months, but don't hold your breath. it'll be a while arriving."
"I like to employ a form of repetition, in which the same elements recur but in different and unexpected ways. rather than being discarded as soon as they are understood or passed over."
"I try to make puzzles range all the way from easy to hard, and to leave many open at once."
"I'm rather pleased with the new manuals. I see Inform now as a gauche young adult, having got past the stage of growing out of his shoes every few months."
"If pushed, though, I'd say that the next stage will be reached when it it's no longer true that about 75% of the best games were written in 1980's on the way to that."
"If you're setting a game during the Cuban Missile Crisis, look through a library. find out what people were wearing, what other issues were in the news, how houses were furnished, what cars were being driven. Especially include things which now seem foreign."
"It's frequently over-praised now, and I've enjoyed watching a generation of 'angry young men' critics beginning to say, well what's so good?"
"Once the announcements were actually heard, there was a slow but gathering response. by the end of the first year, an avalanche."
"Players very widely disagree with me about what's hard and what's easy. and in a way, 'I won, but it was a fight' is the best compliment a game can receive."
"Remember that 'Curses', being free, is circulated much more widely than shareware games, so it gets more than its fair share of attention."
"The 'interactive fiction' format hasn't changed in any fundamental way since the early 1970s, in the same way that the format of the novel hasn't since 1700."
"The most frequent complaint is that it's hard. True. it's a hard game to win Also, many people ask me how to use the secret debugging commands, apparently under the impression that I'll tell them."
"The single biggest is to stop the player from getting stuck and getting bored; always think like the player as well as the designer."
"The time has mainly gone on getting Inform into a decent shape for public use. I suppose the plot of 'Curses' makes a sequel conceivable when compared with, say, the plot of 'Hamlet' but none is planned."

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