|Headline:||Game as a Website|
|Date:||Friday, January 31, 2020|
|Posted By:||Plaid Hatter Games|
I'm pondering the final form of the Iliad-07. For Gilgamesh I started with a simple text buffer with history. The text could contain hyperlinks, but those hyperlinks were strictly commands. For Iliad-07, I'm going to need to deliver a lot of expositional information, and I will also need to allow for access to maps and inventories and a decent way to navigate through social networks, the story arcs themselves, and so on.
For all of that I am realizing that I will need to provide something a little better than "I" (dumps to screen). And unlike a text adventure, I'll be including maps and charts galore. Users will also need some sort of search engine for the ship's structure, all of the encyclopedic data they have collected, and some sort of reference guide for what is "common knowledge" on board the ship.
Because I am settled on HTML as my content target, and my cuneiform engine as the delivery generator, I'm in a much saner place than I was with Gilgamesh. I can actually use a generic template (in the form of a document object model) and have the page displayed actually modify all of the areas in the order it sees fit, rather than have to generate the HTML in order and have to constantly stub out to a million and one methods that implement the various parts of a page layout.
I can also provide a different look and feel if someone is imagining or remembering a person or place as opposed to actually interaction with that person or inside that space.
And herein is where the "game as a website" enters as a concept. This is the late 21st century. Granted, in a universe with a slightly different history, but they will have some sort of equivilent of a Personal Digital Assistant. That PDA will be at a crew members side at all times. And get to know their tastes and interests. People living on a starship will need to access vast quantities of data, and it doesn't make sense to limit that access to data terminals.