If you're setting a game during the Cuban Missile Crisis, look through a library. find out what people were wearing, what other… — Graham Nelson Copy Share Image
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… — Graham Nelson Copy Share Image
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… — Graham Nelson Copy Share Image
This means keeping many trails open at once, inevitably requiring a fairly 'parallel' plot. This plot should be discovered rather than announced, so show,… — Graham Nelson Copy Share Image
I don't really believe in 'directions' in art; the rope twists as you follow it, that's all. — Graham Nelson Copy Share Image
At the end of April I archived 'Curses' and Inform, and announced them on the newsgroups. — Graham Nelson Copy Share Image
I try to make puzzles range all the way from easy to hard, and to leave many open at once. — Graham Nelson Copy Share Image
A deliberate choice on my part was for the player to continue to find new possibilities in the early Attic rooms far into the… — Graham Nelson Copy Share Image
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 Copy Share Image
Players very widely disagree with me about what's hard and what's easy. and in a way, 'I won, but it was a fight' is… — Graham Nelson Copy Share Image
I'm rather pleased with the new manuals. I see Inform now as a gauche young adult, having got past the stage of growing out… — Graham Nelson Copy Share Image
Then in my early teens, when the home computer bubble was blowing, I had one of the first, an Acorn Atom, and used to… — Graham Nelson Copy Share Image
The 'interactive fiction' format hasn't changed in any fundamental way since the early 1970s, in the same way that the format of the novel… — Graham Nelson Copy Share Image