Once text games ruled supreme - but conventional wisdom says their day has passed, and that the modern gamer needs more than text to feel satisfied with their gaming experience.
The group started with the problem statement, What can we do to bring Text Experiences to the modern gamer?
However, our initial research showed that there are many text-based games doing very well in the modern market right now. Our focus shifted to examining these games for commonalities. What user interface techniques do they employ? What, therefore, are the best user interface techniques to bring Text Experiences to the modern gamer?
What is a Text Experience? (the distinction is important for us, not for consumers)
- Words are the primary imagery tool
- The user has agency
- Genres (Examples)
- RPG (Mud / Fallen London)
- Economy Simulator (Candy Box / A Dark Room)
- Puzzle (Infocom Text Adventures)
- Narrative Exploration (Choice of Games, Choose Your Own Adventure)
- Be Clear
- Onboard simply
- Communicate what is interactible
- A broad audience wants it to be clear what their options are
- Communicate consequences of interaction
- You feel enlightened (+1 score)
- Use dyslexic-friendly fonts, color-blind friendly colors, user controlled text speed
- Lessons from web and newspaper layout - Go long not wide
- Emphasization correlated with importance
- Be concise TL;DR
- Poetic Twitterization (“Poetry = short beautiful text that hits hard” - Dan Fabulich)
- Chunk your text
- Things that matter should always be available
- Paned inventory in a backpack game, for instance
- Be Attractive
- Textual level design is important
- There are so many good examples of this in graphic design
- Material design - https://www.google.com/design/spec/material-design/introduction.html
- Material is the metaphor
- Bold, graphic, intentional
- Motion has meaning
- Kinematic typography
- Motion should be intentional and communicative
- Don’t have motion just to have motion - it’s not the lens flare of the text space
- Animate transitions - position, color, size
- Your letters are your Characters - give them personality
- Keep objects stationary for the interactable part of their lifetime
- Real time text updating
- Word choreography (https://youtu.be/SpSQW65MGbw?t=53m32s)
- Use the canvas
- ex: Brightness over time to reflect fire in a dark room
- Be Successful
- Novelty is important
- Good tools for cheap content
- Multiplatform when appropriate to the interface

- Take control of the layout- how the words fall and look is part of the game
- Fix the width of the text so the author has control over how wrapping looks
- Break text into narrative beats
- Bigger text, pick a clear font (maybe not Times New Roman), control layout
- Control scrolling (More…), treat scrolling as part of the presentation
- There is a special challenge with this and localization (block text)
- Be genre-specific
- The interaction informs the fantasy, so changing the interaction fundamentally changes the game
- Consider changing presentation techniques while preserving the interaction
- Accessibility
- Use hints as a limited resource
- “Remember xxx” or “Think on xxxxxx” keeps it on the screen
- Can update based on context
- Show progress (score)
- Remind players of their goals
- Automatic terse mode (if been there before or nothing has changed)
- Make the room feel alive
- Even when you aren’t interacting, things happen - sounds, events, etc.
- Market
- Serial content (to get accepted by book readers)
Edith Finch - text in a 3d space : https://youtu.be/bwDKrEbXm7E?t=191
Google Material design - https://www.google.com/design/spec/material-design/introduction.html
Lost Oddysey - Word choreography (https://youtu.be/SpSQW65MGbw?t=53m32s
Aki’s pinterest for horseshoe - https://www.pinterest.com/aquito/touch-ui-text-animation-references/
Futures of text - http://whoo.ps/2015/02/23/futures-of-text
GDC talks of IF - https://emshort.wordpress.com/2015/04/02/interactive-narrative-gdc-talks-part-1/
Heather’s GDC talk -http://www.gdcvault.com/play/1022035/Harvesting-Interactive
If you want to create a text game, try these!
Twine: http://twinery.org/
InkleWriter: http://www.inklestudios.com/inklewriter/
ChoiceScript: https://www.choiceofgames.com/make-your-own-games/choicescript-intro/
Inform: http://inform7.com/
TADS: www.tads.org
A Dark Room
Device 6
With Those We Love Alive
Emily’s Away
Herstory (more than words, obviously, but search terms are the only way the user can interact with the game, reminiscent of a parser-based text adventure)
section 4
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