Lately, I've been playing old school adventure games, both graphic- and text-based. These old school adventures share a certain charm that modern interactive fiction tries to distance itself from.
Without getting too theoretical, I think it's clear that the simplistic, gamey aspects of classic text adventures have given way to the complex, story-based medium of modern interactive fiction. At the former extreme, you have Scott Adams games, where you are given no direction and have to figure out unfair, off-the-wall puzzles. At the latter extreme, you have games like Photopia, where the story is completely on rails and there are no real puzzles to solve.
My position is that modern IF should build on old game design rather than completely do away with it. That said, it's important to distinguish between the good and bad aspects of classic adventures.
The Good
Length - Old games had length, so when you completed an old game, you truly felt accomplished. You also had an opportunity to become immersed in the world. Not too much immersion can happen in a two hour IFComp game.
Freedom - You had a lot of freedom in old adventures. Perhaps too much freedom. In any case, interacting in the world felt less script-driven, despite the strategically placed puzzles and inevitable locked doors.
Straightforward Puzzles - Old school puzzles are usually variations on the lock and key puzzle. Sometimes the key items could get really crazy; sometimes you had to "use cat to open door" or something equally absurd, but many of them were sensible and intuitive.
The Bad
Mazes - I don't think there are any redeeming features of mazes. They are artificially inserted into games (how many times do you find a maze in real life?) and serve mostly to frustrate the player. Unless you rethink the maze in some amazing new way, I think games are best without them.
MacGyver Puzzles - These puzzles assume that the player is infinitely resourceful, able to make a loaded gun out of tree branches and bubble gum. This is lazy game design prompted by the ease of creating lock and key puzzles.
Zero Story - The stories weren't there, and when they were there, they were rather weak. I don't expect War and Peace, but I need a bit more than the plot of Tetris.
I'd like to hear what other people think. What is worth preserving from the early days of IF? And what is worth leaving behind?
