Tag Archives: Failbetter

Standard Patterns in Choice-Based Games

When I was analysing the structures of CYOA works a few years back, I began to recognise some strong recurring design patterns. I came up with some home-brewed terminology, but didn’t ever lay it out in a nice clear way. … Continue reading

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Sunless Sea – first impressions

Since back in the days when Fallen London was known as Echo Bazaar, I’ve been wishing (really, more of a portmanteau verb made of a wish and a grumble) for a version not built around the free-now,-gouge-later business model. Fallen London has, hands-down, some … Continue reading

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Echo Bazaar: character and story

I have recently been playing a lot of Echo Bazaar. The genre’s Victorian dark-fantasy — a few steampunky elements, but really it’s more interested in the criminal-horror aspect, plus a fair bit of cosmic horror. As far as game design goes, it’s … Continue reading

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