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- Path: sparky!uunet!stanford.edu!agate!usenet.ins.cwru.edu!b63519.STUDENT.CWRU.Edu!dpn2
- From: dpn2@po.CWRU.Edu (Damien P. Neil)
- Newsgroups: rec.arts.int-fiction
- Subject: Re: Intelligence Assumptions
- Date: Thu, 19 Nov 1992 17:43:36 GMT
- Organization: Case Western Reserve University
- Lines: 21
- Message-ID: <dpn2.121.722195016@po.CWRU.Edu>
- References: <1e5mvtINNnlp@terminator.rs.itd.umich.edu> <GNAT.92Nov19215055@kauri.kauri.vuw.ac.nz>
- NNTP-Posting-Host: b63519.student.cwru.edu
-
- In article <GNAT.92Nov19215055@kauri.kauri.vuw.ac.nz> gnat@kauri.vuw.ac.nz (Nathan Torkington) writes:
- >Do we:
- > --> open doors?
-
- Generally, I would say yes. Definately yes if there are many doors around --
- Moonmist is a good example of this. If you have just a few doors, and you
- want the player to take notice of them, you may want to have the player do
- it the hard way.
-
- > --> try all the keys we have in locked doors?
-
- Probably not. Using a key in a door is a puzzle, even if it is a minor one.
-
- > --> refuse to do things that would get us killed ("jump off ledge")?
-
- "Jump off ledge" is fairly specific -- if the player really wants to do it,
- they should be able to. However, the player should not (IMHO) be able to
- type "go north" and accidentally walk off the ledge.
- +-------------+------------------+---------------------------------+
- | Damien Neil | dpn2@po.cwru.edu | Case Western Reserve University |
- +-------------+------------------+---------------------------------+
-