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Graham Nelson

"By the new year of 1994, it had grown up into Inform 4 and could produce games twice as large."

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"By the new year of 1994, it had grown up into Inform 4 and could produce games twice as large."

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Explore more quotes by Graham Nelson

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Graham Nelson
"The most frequent complaint is that it's hard. True. it's a hard game to win Also, many people ask me how to use the secret debugging commands, apparently under the impression that I'll tell them."
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Graham Nelson
"At the end of April I archived 'Curses' and Inform, and announced them on the newsgroups."
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Graham Nelson
"Players very widely disagree with me about what's hard and what's easy. and in a way, 'I won, but it was a fight' is the best compliment a game can receive."
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Graham Nelson
"If pushed, though, I'd say that the next stage will be reached when it it's no longer true that about 75% of the best games were written in 1980's on the way to that."
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Graham Nelson
"For a fortnight nobody at all emailed me, or posted a follow-up. Doesn't anyone care, I thought? It turned out my newsreader was broken, and hadn't posted at all."
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Graham Nelson
"I'm rather pleased with the new manuals. I see Inform now as a gauche young adult, having got past the stage of growing out of his shoes every few months."
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Graham Nelson
"I like to employ a form of repetition, in which the same elements recur but in different and unexpected ways. rather than being discarded as soon as they are understood or passed over."
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Graham Nelson
"Eventually I found it had been working all along-but didn't show anything on screen until it had the first full page of text. I inserted 30 new lines, and suddenly my toy said 'hEllO woRlD'. An hour later I understood alphabet shifting rather better!"
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Graham Nelson
"This means keeping many trails open at once, inevitably requiring a fairly 'parallel' plot. This plot should be discovered rather than announced, so show, don't tell."
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Graham Nelson
"What I would pay much more attention to are the few points where the player can inadvertently make a career decision. Most players end up back-tracking, though some actually enjoy this."
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