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- From: rbryan@Mail.trincoll.edu (Russell L. Bryan)
- Newsgroups: rec.arts.int-fiction
- Subject: Re: Searching for a sense of wonder
- Message-ID: <1992Nov15.155951.3262@starbase.trincoll.edu>
- Date: 15 Nov 92 15:59:51 GMT
- References: <1992Nov13.140109.7455@starbase.trincoll.edu> <1e4hprINNkle@life.ai.mit.edu> <1e5mvtINNnlp@terminator.rs.itd.umich.edu>
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- Organization: Starving Writers of America (sole member)
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- X-Xxmessage-Id: <A72BDEC25A013165@downes1-101.dynamic.trincoll.edu>
- X-Xxdate: Sun, 15 Nov 92 16:02:26 GMT
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-
- In article <1e5mvtINNnlp@terminator.rs.itd.umich.edu> Roger Espinosa,
- roger@oit.itd.umich.edu writes:
- >Anyway. Chalk another vote for finding extraordinary adventures
- >and plots in everyday, ordinary surroundings.
-
- Just for the record, you don't really have to talk to the dolphin -- I
- believe you only have to point at the coconut, and certainly that is an
- action that would not be so extrordinary if it were your dog, right?
- Well, your average dolphin is much smarter than your dog.
-
- Yes, the origami puzzle is odd, but you seem to have accepted time travel
- through mushrooms without complain. The puzzle IS intuitive, because if
- you examined everything you were carrying, only one, the rice paper,
- which you found folded into an origami swan, had even a hint of Asian
- background. It seemed pretty basic to me, and involved little more than
- applying what I know.
-
- Now, I will admit, I would probably enjoy an interactive game without
- puzzles very much, but at this moment such a pastime is impossible. The
- reason that there are puzzles in interactive fiction is because the
- parser hasn't been created yet that can accept any words and sentences
- which you give it. Think of it this way -- if all the puzzles were
- removed from your favorite game, you could walk through the entire world
- in the matter of maybe ten minutes' typing. Therefore, a non-puzzle game
- would have to be many, many times larger than an ordinary IF game to be
- of any lasting interest. However, the parsing problem mentioned earlier
- will not allow for extremely large worlds because the vocabulary would
- become unmanagable, not to mention the increased number of actors with
- whom you would have to have far more detailed conversations, because you
- would not be limited by the actor waiting to hear key phrases -- those
- key phrases are stripped out with the puzzles.
-
- Perhaps you believe that this is too extreme an example, but really it
- isn't. Perhaps you don't intend to remove ALL of the puzzles. Perhaps
- you only want to make then all easier. Well, IMHO, any game which
- doesn't contain at least one puzzle which will leave you thinking as you
- try to fall asleep at night will be sucked dry within a day. Software is
- too expensive to be used up in a single day.
-
- What I'm saying is that the puzzles to which I refer, and which I write,
- may be fantastic or odd, but they are logical in some way. They may be
- frustrating, but when they're solved I make sure that there is enough
- reward to make all of that frustration worth it.
-
- Puzzles are presently a positive component of interactive fiction.
- Interactive fiction could not work now without them. Why take part in
- the action if you don't have to make any decisions? What is the appeal
- of interactive fiction when everything is obvious and laid out before you
- like a road map? I could have killed the folks at Infocom for including
- hints on-line with their games! Anyway, that's all for now. Thoughtful
- response is welcomed.
-
- -- Russ
-