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"A deliberate choice on my part was for the player to continue to find new possibilities in the early Attic rooms far into the game. I think this builds atmosphere, though it means there's no neat division of the prologue from the middle game."
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Exlpore more Choice quotes

"If you simply ignored the feeling, you would never know what might happen, and in many ways that was worse than finding out in the first place. Because if you were wrong, you could go forward in your life without ever looking back over your shoulder and wondering what might have been."

"Everything is a choice and every choice has a consequence; a good one or bad one! We choose to choose every day, whether we choose not to choose, but it is not all our choices that result in something better! It is not all our choices that result in something lasting! It is not all our choices that result in something fulfilling. No matter what our daily conscious and unconscious choices result in, the lessons from the results of our choices that can help shape our next choices must never be neglected, for they that shall neglect the lessons from the consequences of their choices shall always choose and choose again and again, and in the end, they shall never see any lasting and fulfilling footprints!"

"My life is a series of invitations accepted and invitations rejected, and the place I now find myself is often a result of accepting the wrong invitations and rejecting the right ones."
Explore more quotes by Graham Nelson

"If you're setting a game during the Cuban Missile Crisis, look through a library. find out what people were wearing, what other issues were in the news, how houses were furnished, what cars were being driven. Especially include things which now seem foreign."

"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."

"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."

"The 'interactive fiction' format hasn't changed in any fundamental way since the early 1970s, in the same way that the format of the novel hasn't since 1700."

"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."

"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."

"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."

"The time has mainly gone on getting Inform into a decent shape for public use. I suppose the plot of 'Curses' makes a sequel conceivable when compared with, say, the plot of 'Hamlet' but none is planned."

"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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