Enter Interactive Fiction

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It was noted in Jerz and Adams: Storytelling in Computer Games that sometimes you have to take stuff away.  That made me think of my New Games Journalism piece that I am currently writing.  I want to incorporate as much detail as possible about my chosen game; however, I need to step back, remove some game elements, and really focus of one main human emotion.  

This also relates perfectly to text-based adventure.  A two word command was all that you needed to move forward, have an adventure, and solve puzzles.  The only limit was the player's mind.  Take the Adventureland Bear example.  How many players would actually think of that command?  And how many now want to play that section or even try off-the-wall commands in other sections of the game?

There was also some mention that developers should make their games entertaining for the players and not to design the whole game themselves.  Koster discussed how some designers become "hypersensitive to patterns in games."   Developers need to build upon their creative thoughts and make their games fun.

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