Desiremakesmeweak
Literotica Guru
- Joined
- Jun 7, 2012
- Posts
- 2,060
A bunch of freelancers working on-spec would easily be able to do it.
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The key, though, is that text adventure in this day and age would needs to deliver a very high standard of writing, a cohesive creative vision and/or a unique angle on its subject matter to be compelling. That's the sort of thing that either takes personal-project dedication or funding. A bunch of freelancers working very remotely on-spec won't be able to deliver it. (And in fairness I don't think Sadtaco is trying to scam anyone, I just don't think the model is very attractive to prospective writers, at least not for me.)
Then the single player of any of the FPS's of the likes of Battlefield 4, COD whatever version they are on, which lead you through a story, yet give you choices on which way to go at certain decision points are sedo-text adventures.
Yeah, never did like them. Give me a scope and .338 Lapua from a hide where I can just pick off my opponent anytime.
Not the same thing. Fallen London has 1.2 million words of text so far and that's the game's focus. Although it has graphics to pretty it up, they're not essential; you could strip out the graphics and run it as a pure text game and it'd still be basically the same game. A text-only CoD wouldn't be CoD, because the FPS elements are what matter there.
Then in between there are things like Torment, where text and non-text elements are both important.
LEWD has about 50k words of writing now, an average novel's length, but it surely doesn't seem like that when you think you've played through it all.
Just for clarity - 50k is a novella. Novels start at around 80k and I would suspect that an average would be closer to 120k.
Hm. I suppose I was thinking a more democratic approach. I want people that actually like the game, where it seems to be headed, and its potential and all. I figure I can let people have fun adding things they'd like, within reason.I'll be honest, it seems an interesting concept and I'll be doing some more research into it.
One thing that would probably help is having a 'lead writer,' or even a 'creative director' who can at the very least be your resource for core continuity of quality, if not the content itself. I only have access to my ipad right now so 'playing' the demo isn't great, but from what I did get through some of your starting text could use a bit of a work over.
I think I just meant a mere ten thousand in a weekend. I may have mispoken if it was plural.Like I said, I'll be looking into it. My main concern is your 'tens of thousands of words in a weekend' idea. Yes, some people can produce that much, but I would be just as concerned with the quality as I would with the quantity you're bringing in. The very best games release 'when it's ready' and not before; and often times 'when it's ready' gets turned into 'now' due to investor pressure and the game fails.