I love this. I’m writing a text game, and things like “prioritizing the order that things you can interact with are described in the description body based on their relative importance” are critical to ensuring players feel drawn to the most important elements of a room first. An early draft of one of my test rooms mentions a [door] at the end of a [path] and then for some characters a description that the path looks hazardous. However, because the [door] is described first I’ve had players (ones playing characters who are given the context for the danger) jump right into trying to run up to it because it was listed first. It was great immediate feedback that if I want to alert the players to the danger, the danger needs to be the first thing they read about.
I love this. I’m writing a text game, and things like “prioritizing the order that things you can interact with are described in the description body based on their relative importance” are critical to ensuring players feel drawn to the most important elements of a room first. An early draft of one of my test rooms mentions a
[door]at the end of a[path]and then for some characters a description that the path looks hazardous. However, because the[door]is described first I’ve had players (ones playing characters who are given the context for the danger) jump right into trying to run up to it because it was listed first. It was great immediate feedback that if I want to alert the players to the danger, the danger needs to be the first thing they read about.