Most important is the story since it doesn't have a lot of other things to work with. This followed by a proper map layout wiht lots of variations in the environment. Finally the command input interpreter: how complex are the commands you can give to move around and act in the world.
Would that mean just text, and nothing more? No location graphics? No music? Because that would be dull'ish. Why limit an idea to the specs of old 70's computers.
Don't think I would ever bother with an adventure that has nothing in the way of graphics. I'd want at least a static pic to illustrate locations. But that's just my personal taste.
wolf_ wrote:
Would that mean just text, and nothing more? No location graphics? No music? Because that would be dull'ish. Why limit an idea to the specs of old 70's computers.
Same as books: with only the words to go on, each reader can build his/her own 'version' of the environment described in the text. For readers that enjoy this "fantasize" aspect, part of the attraction (see: romance novels ). But yeah not for everyone.
But i would like to know what you think:
what makes an text based adventure game a good game?
For me, a good game is usually a game that I still like, after I finished playing it. (This also applies to other kinds of games, not just text based games. But that is not the question.)
And that's probably it. I'd like to say "nice descriptions", "fun puzzles", "good english", or "finishable"; but I also liked some text adventures that doesn't have some of those things. (Good thing I can actually hack into some of those games and fix the errors and continue...)