Challenge and how it can be met - in text games

Some links to other discussions and examples…

1/ Nice visual maze challenge from @choicehacker here: Randomized maze - now with graphical map!

2/ Lots of different challenges here,

from @Carlos.R Missing Wings

3/ Variable images (like a different combat pose for a monster dependent on a variable set on the previous page)

4/ Whole topic about death and challenge (I guess rogue-likes often draw on this kind of challenge to lend impact to your decisions) which I’m also categorising as part of the whole challenge intensity thing - how important is it that you suceed? What are the fail criteria and rewards/punishment of success and failure.

5/ Timer system. It doesn’t provide a forced page turn for that ‘ah I’m running out of time’ sensation, but might be helpful for a less pressured time management challenge (similar to the resource management challenge).
@JimD’s Zombie Exodus - Safe Haven has a really good passage of time mechanic that does sucessfully make you feel the pressure as you try to fit multiple actions into a limited day. Zombie Exodus: Safe Haven

6/ Think I’m also going to use Zombie Exodus - Safe Haven as an example of one of the more memorable inventory systems, and challenge reward systems, where exploration and combat challenges resulted in rewards for your home/camp.

7/ Relationship balancing. A social challenge where you try to appeal to one or other npc, or try to balance and mitigate the effects of your actions on your relationships with them (or their relationships with each other). Good example in The Superlatives: Aetherfall by Alice Ripley of conflict between a Venusian and a Martian character and if I recall correctly, ro.

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