Re: [gamedesign-l] Digest Number 503
> ________________________________________________________________________Really your two reasons are should be for why you dislike _poor_
> Message: 5
> Date: Sun, 31 Mar 2002 22:37:59 +0200
> From: Lothar May <L-May@...>
> Subject: Two things I most dislike in text-based adventures
> there are some reasons why I don't like many text-based adventures,
> and the two most important of these reasons are:
text-adventures. Good text adventures have had "goto baker" or
"follow fred" like commands for the last 15 years ('87 maybe a bit later
than that). Also any reasoanble adventure would start you off with some
task to do, even if it is as basic as getting home. Finally poor
vocab for the command parser is simply lack of effort on the designer's
Monday, April 01, 2002, 5:13:46 PM, you seemed to have written:
> Really your two reasons are should be for why you dislike _poor_But this often only works after you first visited a place. Still, at
> text-adventures. Good text adventures have had "goto baker" or
> "follow fred" like commands for the last 15 years ('87 maybe a bit later
> than that).
the beginning, you often have to wander around north and south and
north. Things like "follow fred" normally only work if you do them in time,
otherwise they won't. You can't expect from a player to type in
"follow fred" straight away and not try something else, at least
not from a player who usually doesn't play text-based adventures.
> Finally poorCertainly it's lack of effort on the designer's part, but often it has
> vocab for the command parser is simply lack of effort on the designer's
nothing to do with poor vocab. As a designer, you can only think of
the words a player might enter if you give him a task - he might enter
anything if you don't, and even considering hundreds of words won't help
you in that situation.
> But this often only works after you first visited a place. Still, atI think you're asking to be able to see other rooms from where you're
> the beginning, you often have to wander around north and south and
standing, in a text adventure. It's been done, I remember Suspended had
this sort of thing, but models of visual occlusion are not the usual fare of
text adventures. You could have a list of adjacent rooms. Well, for that
matter you could have a list of compass exits. A lot of people don't like
the artistic effect of explicit room exit lists, but it does make navigation
Brandon Van Every Seattle, WA
20% of the world is real.
80% is gobbledygook we make up inside our own heads.