I find stats the most difficult part of writing the game. Trying to keep track of them all. It’s just so very complicated.
I’d say first and foremost, if you don’t have a head for stats, then you don’t need to make them overly complicated. The stats can supplement the story.
Looking at games you like, looking at the code, that’s the best method to learn. Then just start simple, and try things out for yourself.
If you look at Creatures Such As We, it doesn’t even have a stats page. There are some behind the scenes stats, but they’re very simple. I’d suggest playing the game first, and then having a look at the code while you play to see how it does things. https://www.choiceofgames.com/creatures-such-as-we/scenes/startup.txt
Choice of The Dragon is also a great game to look at to see how opposed stats work, since it only has a few main stats. It’s slightly more complicated than Creatures Such As We, but nowhere near as complex as most of the games.
I like @Havenstone’s system for Choice of Rebels. You have three main stats, Charisma, Combat and Intellect. Those are fairly static and can range from 0-3. You don’t need to worry about them increasing, decreasing, and with it being such a small amount of stats, and such a small range for them, it’s easier to ensure each of the stats is important and has unique stuff devoted to it.
He does then have a few other opposed stats that fluctuate more and are more based on your personality, and how you act, and how people see you.
Yeah the blog’s great.
By the Numbers: How to Write a Long Interactive Novel That Doesn’t Suck - Choice of Games LLC
7 Rules for Designing Great Stats - Choice of Games LLC
