Further ruminations on Trinity and design craft.

The Craft of the Adventure by Graham Nelson is a foundational work of game design craft. It’s a fantastic point of departure for conversations about interactive fiction. There are two versions of this text, with major differences between them. Topics discussed:

  • My next game
  • Microsoft studio closures
  • Famously bad puzzles in Zork II
  • General discussion of The Craft of the Adventure (1995 version)
  • Problems with creating narrative urgency in Trinity and A Mind Forever Voyaging

In the next episode, the discussion of The Craft of the Adventure continues, with an emphasis on the second, Designer’s Manual 4 edition.

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