The idea of using text in place of full graphics is an interesting one, harkening back to text based adventures such as Colossal Cave Adventure [Crowther.1976], and Zork [Infocom.1977]. While this is an interesting idea, the fact of the matter remains in how do we implement it. Older text based games were programed to recognise certain phrases or commands, there is little time to implement such a feature here. Some early precursors (Though their exact names are escaping me right now), used a predetermined list that a player could choose from. While this would limit the players choices in a very obvious way, it would also be a change to impose a humorous tone, as originally intended.
However, this could be a good exercise in experimenting with fonts and colour per character, much in the vain of Five Nights at Freddy’s 4 [Cawthon.2015], and Undertale [Fox.2015]. This could be the better option, as the correct choice in font and colour could give a better impression for a villain than an image. Keeping them hidden, leaving the player to imagine their own personal villain. A look back through Why Fonts Matter [Hyndman.2015] will serve well here.
- Cawthon, S. (2015) Five Nights at Freddy’s 4. [Programme] Microsoft Windows. Scott Cawthon Games.
- Crowther, W. (1976) Colossal Cave Adventure. [Programme] Commodore 64. Washington: Microsoft Studios.
- Fox, T. (2015) [Programme] Microsoft Windows. Toby Fox Games.
- Hyndman, S. (2015) Why Fonts Matter. Random House: London.
- (1977) Zork: The Great Underground Empire – Part I. [Programme] PDP-10. California: Activision.
- Lammle, R. (2014) Eaten by a Grue: A Brief History of Zork. [Online] Mental Floss. June 16th Available from: mentalfloss.com/article/29885/eaten-grue-brief-history-zork [Last Accessed: 25/10/2016]