I’m not “mad” at you at all.
We’re all readers here, except Mary and Jason. Not all of us shared your reactions; of those who did, some got past them. Don’t get “mad” at me the reader for pointing out that you’ve overlooked a terrific game.
I’m sure Mary and Jason are taking in your honest observations on e.g. the marketing of Choice of the Cat and what it did to your expectations. They’ll weigh that along with all the feedback they’ve received (including all those reviews on the App Stores and the bottom line of how many people bought it), and the sum of it will influence future editing/marketing of games.
But just as they’ll keep all forum feedback in perspective, I’m sure they’ll keep your example in perspective too. The fact that a game didn’t register with you when it came out (despite being CoG’s highest word count to date by a mile) doesn’t necessarily show that the marketing was poor.
Yes, but it’s not something anyone does on purpose, and some of the most notable examples were written before there were code features ilke gosub and multireplace to help tighten things up.
Here’s an example of inefficient coding, from the hypothetical Choice of Skyrim:
*choice
#Turn left
You find yourself walking down another long passage with runic inscriptions on the walls. A draugr jumps out and fights you, but you win. In time, you come to a great hall where the final boss awaits.
*goto hall
#Turn right
You find yourself walking down another long passage with runic inscriptions on the walls. Two draugr jump out and fight you, but you win. In time, you come to a small room full of treasure.
*goto treasure_room
The reuse of words in the descriptive passages is coding inefficiency. The author could use a few different coding techniques to avoid that duplication.
Thanks–but if I’ve understood you rightly here, I think you’re giving me too much credit. Big long ambitious games were coming to CoG no matter what I did, as witness the fact that two appeared almost immediately to either side of Rebels. Of the ones you mention that came out in 2018, Fallen Hero had been in development on the forum for ages before release, and I’m sure Kyle had been working on Silverworld for a long time without any regard to what I was doing with Rebels. I can’t take any credit for inspiring the scope and ambition of those games.
It’s possible, for better or worse, that the success of Rebels will open up more space for more people to write stat-crunchy iterative games like the winter survival chapter. That, rather than word count, is where I suspect Rebels stood out a bit from the pack. We’ll see whether others follow.