"If you're setting a game during the Cuban Missile Crisis, look through a library. find out what people were wearing, what other issues were in the news, how houses were furnished, what cars were being driven. Especially include things which now seem foreign."
"I try to make puzzles range all the way from easy to hard, and to leave many open at once."
About the author
Graham Nelson
Game Designer
Graham Nelson is a prominent figure in interactive fiction, known for his innovative contributions that emphasize truth and freedom in storytelling.
All quotes by Graham Nelson →Same author
More quotes by Graham Nelson
"For a fortnight nobody at all emailed me, or posted a follow-up. Doesn't anyone care, I thought? It turned out my newsreader was broken, and hadn't posted at all."
"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."
"I don't really believe in 'directions' in art; the rope twists as you follow it, that's all."
"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."
"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 the best compliment a game can receive."