home *** CD-ROM | disk | FTP | other *** search
- Newsgroups: rec.arts.int-fiction
- Path: sparky!uunet!comp.vuw.ac.nz!canterbury.ac.nz!huia!greg
- From: greg@huia.canterbury.ac.nz (Greg Ewing)
- Subject: Re: Searching for a sense of wonder
- Message-ID: <BxsFFy.4Dt@cantua.canterbury.ac.nz>
- Nntp-Posting-Host: huia.canterbury.ac.nz
- Reply-To: greg@huia.canterbury.ac.nz (Greg Ewing)
- Organization: University of Canterbury, Christchurch, New Zealand
- References: <1992Nov13.140109.7455@starbase.trincoll.edu> <1e4hprINNkle@life.ai.mit.edu> <1e5mvtINNnlp@terminator.rs.itd.umich.edu> <1992Nov15.155951.3262@starbase.trincoll.edu>
- Date: Mon, 16 Nov 1992 02:40:46 GMT
- Lines: 38
-
- Some thoughts following from some thoughts expressed here recently...
-
- Realistic vs. fantastic settings: Seems to me it doesn't matter
- as long as there is a certain amount of internal consistency.
- A universe where anything can happen doesn't make for good stories.
- There need to be some restrictions, and those restrictions have to
- be logical. In this regard, a fantasy-based adventure is probably
- harder to create because there is more for the author to invent.
-
- Using the computer better: One way is to make the games less linear,
- less preprogrammed. In a typical adventure game, the player can't
- do anything useful that the author hasn't thought of in advance.
- Most puzzles have a single "right" solution which must
- be deduced or guessed, and nothing else can possibly work.
-
- E.g. getting through a locked door typically involves finding the
- right key to unlock it.
-
- In real life, faced with a locked door, there are many courses of
- action available such as picking the lock, kicking the door,
- removing the hinge pins, attacking it with an axe, etc. which are
- perfectly feasible ways of addressing the problem.
-
- I'd like to see an adventure system that *really* allowed you to
- use your intellect to find novel solutions to problems, rather
- than pre-arranged solutions to puzzles.
-
- Such a game becomes more of a simulation, of course, and opens
- up a whole canning factory of worms, as the discussions about
- "naive physics" etc. show!
-
- It would certainly deserve the title "interactive", though...
-
- Greg Ewing, Computer Science Dept, Canterbury Univ., Christchurch, New Zealand
- Internet: greg@cosc.canterbury.ac.nz +--------------------------------------
- Spearnet: greg@nz.ac.canterbury.cosc | A citizen of NewZealandCorp, a
- Telecom: +64 3 667 001 x6367 | wholly-owned subsidiary of Japan Inc.
-
-