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- From: lippin@wish-bone.berkeley.edu (The Apathist)
- Newsgroups: rec.arts.int-fiction
- Subject: Re: Intelligence Assumptions
- Date: 20 Nov 1992 02:13:12 GMT
- Organization: Authorized Service, Incorporated
- Lines: 35
- Message-ID: <1ehhjoINNqbm@agate.berkeley.edu>
- References: <blasius.88.722034873@gmd.de> <1ef5ajINNs2l@uniwa.uwa.edu.au> <GNAT.92Nov19215055@kauri.kauri.vuw.ac.nz>
- Reply-To: lippin@math.berkeley.edu
- NNTP-Posting-Host: wish-bone.berkeley.edu
-
- From the tinkling keys of gnat@kauri.vuw.ac.nz (Nathan Torkington):
-
- >Do we:
- > --> open doors?
-
- I say yes. If the player's intent is to go through the door, you can
- be sure he'd try to open it, and he'd have a reasonable expectation of
- success.
-
- > --> try all the keys we have in locked doors?
-
- Probably not. The clever player would likely just try the key whose
- description matches the door. ("A piece of well-worn masking tape is
- wrapped around the large end of the key; you can just make out the
- word "garage" in faded blue letters.")
-
- But once the player has tried the key in the door and found it to
- work, I think the game should remember that it works. If the door
- gets locked again, it should unlock it automatically the second time.
- For a compelling argument, I refer you to the elevators in Planetfall.
-
- > --> refuse to do things that would get us killed ("jump off ledge")?
-
- Don't flatly refuse -- I jumped off a ledge in Zork Zero just to see
- what I'd hit when I landed. But I think it's good to warn people when
- a command that would ordinarily be safe is now dangerous. The player
- might, for example, have lost track of what room he's in.
-
- (Also, an undo command that works when you're dead can make the game
- much more pleasant in these situations.)
-
- --Tom Lippincott
- lippin@math.berkeley.edu
-
- "Please do not defeat this important safety feature."
-