Re:Loom: How Brian Moriarty Proved That Less Is Sometimes More
by Baeocystin on Saturday February 18, 2017 @04:15AM
(#13674147)
Awful? Those few minutes of example show more player agency than the entirety of Loom combined. This is not a novel criticism- it was one of the main complaints levelled against Loom when it first came out.
There's a difference between text you read, and text you have to guess at/type (ie, the find-the-synonym frustrations of Infocom games).
Re:Loom: How Brian Moriarty Proved That Less Is Sometimes More
by sparkpeasy on Saturday February 18, 2017 @04:45AM
(#13674200)
Player agency in a medium without unlimited outcomes is a Choose Your Own Adventure, where the trick is done in plain sight and therefore unconvincing. Loom is just trying to tell a linear story in a convincing manner with the tools it has available, and it elevated the tools available. That's my only point.
Re:Loom: How Brian Moriarty Proved That Less Is Sometimes More
by Baeocystin on Saturday February 18, 2017 @05:09AM
(#13674277)
Fair enough.
//
(Although speaking of Choose Your Own Adventure: http://io9.gizmodo.com/remember-inside-ufo-54-40-the-unwinna... had a fun "choice".)
Re:Loom: How Brian Moriarty Proved That Less Is Sometimes More
by coroxout on Saturday February 18, 2017 @09:01AM
(#13674811)
I had that book. Very weird and trippy to my pre-teen mind.
After many, many readings, both legitimate play-throughs and cheating flip-throughs, I don't think I realised what the article points out.
Neuromancer is riddled with complex text interfaces for every interaction. Every choice demands a read through, along with several text selections to decide from. Here's a video of how awful it is. https://www.youtube.com/watch?v=5tNMdbq_Z7w
How is that more simple?