Then in my early teens, when the home computer bubble was blowing, I had one of the first, an Acorn Atom, and used to write primitive adventures on that. Graham Nelson Read Quote
Eventually I found it had been working all along-but didn’t show anything on screen until it had the first full page of text. I inserted 30 new lines, and suddenly my toy said ‘hEllO woRlD’. An hour later I understood alphabet shifting rather better! Graham Nelson Read Quote
A deliberate choice on my part was for the player to continue to find new possibilities in the early Attic rooms far into the game. I think this builds atmosphere, though it means there’s no neat division of the prologue from the middle game. Graham Nelson Read Quote
At the end of April I archived ‘Curses’ and Inform, and announced them on the newsgroups. Graham Nelson Read Quote
The time has mainly gone on getting Inform into a decent shape for public use. I suppose the plot of ‘Curses’ makes a sequel conceivable when compared with, say, the plot of ‘Hamlet’ but none is planned. Graham Nelson Read Quote
Writing a really general parser is a major but different undertaking, by far the hardest points being sensitivity to context and resolution of ambiguity. Graham Nelson Read Quote
What I would pay much more attention to are the few points where the player can inadvertently make a career decision. Most players end up back-tracking, though some actually enjoy this. Graham Nelson Read Quote
By the new year of 1994, it had grown up into Inform 4 and could produce games twice as large. Graham Nelson Read Quote
I don’t really believe in ‘directions’ in art; the rope twists as you follow it, that’s all. Graham Nelson Read Quote