I know puzzleless IF has been a thing for awhile, but I'm not talking about anything artsy here. I still can't help but view good puzzles as like, the foundation of a quality text adventure, but as both a writer and a reader, I've always been just bad
at them. They have this tendency to be unwelcome stumbling blocks that either have to be set up or gotten around before I can proceed to the meat of a game. Atmosphere, interactivity and story is what it's all about for me. The problem is I worry it might just
With IF on the brain again I've been trying to think of something simple and fun I could do to re-familiarize myself with the developer, and I realize after all this time I STILL just want to make Walk Around My Incredibly Detailed Fantasy World and Look At Things and Talk to People: The Game.
If the gameplay itself was say, just a matter of finding collections of objects via talking to NPCs and paying attention while exploring, or selling goods to make X amount of cash, would that be enough to hold anyone's interest? (Kind of laid back experience of the Shire meeting Animal Crossing, is the best way I can explain it...)
Or does anyone have any examples they can think of that remove the usual puzzle focus and still leave a satisfying or at least moderately entertaining game behind?
Another possibility I've considered would be a sort of CYOA-IF hybrid with locations to explore interspersed with choice-based segments to move the actual plot along.