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Graham Nelson

Read through the most famous quotes from Graham Nelson




The most frequent complaint is that it's hard. True. it's a hard game to win Also, many people ask me how to use the secret debugging commands, apparently under the impression that I'll tell them.


— Graham Nelson


#apparently #ask #commands #complaint #debugging

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


#adventures #atom #blowing #bubble #computer

This means keeping many trails open at once, inevitably requiring a fairly 'parallel' plot. This plot should be discovered rather than announced, so show, don't tell.


— Graham Nelson


#discovered #fairly #inevitably #keeping #many

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


#attention #career #decision #end #enjoy

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


#being #context #different #far #general






About Graham Nelson






Did you know about Graham Nelson?

He co-edited Oxford Poetry and in 1997 received an Eric Gregory Award from the Society of Authors for his poetry. Demo code for Inform programmers. Was a finalist for Best Individual Puzzle Best Puzzles Best Writing and Best Game at the XYZZY Awards 1996
The Tempest (1997 Z-code) for IF Comp 1997 (25th place).

He has also authored several IF games including the acclaimedCurses (1993) and Jigsaw (1995) using the experience of writing Curses in particular to expand the range of verbs that Inform is capable of understanding. Graham A. Nelson (born 1968) is a British mathematician and poet and the creator of the Inform design system for creating interactive fiction (IF) games.

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