Well, that's an attitude or opinion I just don't get myself. Why would
a text based game not promise any upgrades. Obviously, if the
developer is selling this as a product it only makes sense if he or
she upgrade the game from time to time with new content. Especially,
if there are possible expantion packs that can be purchased and
downloaded the way all the major paper and pen roll playing games are
done. The only difference here is instead of buying a hard cover or
paperback book you ar buying it in an electronic format.
Sure I can do the same in a web scripting language of my choice, but
there is no more promise I'll update that than the stand alone
version. I might write the initial game, charge for a subscription,
make my money and forget it after six months. I wouldn't do that of
course, but its just the principle of the fact there is no more
assurance I'd update one format more than the other. I guess it is
just this preconception or misconception that web based means more
upgrades than stand alone. Which isn't necessarily true.
On 8/9/11, dark <d...@xgam.org> wrote:
> Hi Tom.
> I agree on the online game, but i don't think it's so illogical that people
> won't pay for a game offline that uses text.
> A stand alone text game promises no upgrades to the game, and no interaction
> with other players. Much as I dislike it myself, pvp and co op play are very
> popular and are the reason many people play brouser based games and muds.
> On the matter of upgrades though, I myself would probably think the same,
> sinse a game like alterean or sryth always promises expantion and something
> new to do or somwehre new to explore (why I like alterean myself), where as
> a stand alone game is just that, stand alone.
> then again, gamebooks are always! stand alone, and electronic versions of
> those are now becoming popular and being sold commercially on the iphone, so
> this miight not apply as much anymore.
> the html vs stand alone debate is an interesting one.
> As I've said, i began with brouser games like ashes of angels and legend of
> the greend ragon quite a long while before I tried interactive fiction or
> audio games. As someone only just getting used to computers myself at that
> stage, they suted me well sinse they were very quick and immediate to play
> and just required webpage naviigation.
> Also these days, people can play such things on iphones, or from anywhere
> they happen to be.
> On the other hand, a server based game does have the advantage of a unique
> interface and being able to add sounds far more easily as well as having
> hotkeys and probably being easier in terms of the command interface.
> Then again, i don't know how easy it would be to update such a game with new
> areas. muds like alterean and materiamagica do this well, but I'm less csure
> of a custome game, where as obviously with an html game it's just a matter
> of writing new pages and hooking in the php for monsters and stat tracking.
> I must confess, creating an html rpg was always something I wanted to do,
> and in fact I have a very complete system in mind in my brain which i'd love
> to program at some point.
> Btw, as an interesting idea though, not all games have accounts and log in
> info, though obviously you'd need that if you wanted people to pay for the
> Age of fable on http://www.apolitical.info/webgame/index.php?mode=0 has no
> account info at all, and in fact plays far more like a gamebook than the
> usual rpg (it even has a distinct plot and ending though it keeps getting
> expanded too).
> you can play as many different types of character, there are stats to roll,
> and though there is no combat as such, there are items and quests etc,
> despite the fact that the interface, and I presume the coding is fairly
> Beware the grue!
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