Graham Nelson is an English mathematician and computer scientist known for his work in the field of computational logic and interactive fiction. He is recognized for creating Inform, a programming language used for writing interactive fiction. Nelson's contributions to both mathematics and computer science have had a notable impact on these fields.
"Writing a really general parser is a major but different undertaking, by far the hardest points being sensitivity to context and resolution of ambiguity."
"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."
"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."
"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."
"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."