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- From: malirath@ccwf.cc.utexas.edu (Robert Fisher)
- Newsgroups: rec.arts.int-fiction
- Subject: Re: Interfaces
- Message-ID: <84041@ut-emx.uucp>
- Date: 20 Nov 92 09:27:48 GMT
- References: <1992Nov14.033552.15936@vax5.cit.cornell.edu>
- Sender: news@ut-emx.uucp
- Distribution: rec
- Organization: The University of Texas at Austin, Austin TX
- Lines: 45
-
- In article <1992Nov14.033552.15936@vax5.cit.cornell.edu> oway@vax5.cit.cornell.edu writes:
- >
- >Has anyone here ever played a game called "The Prisoner" for the old Apple II?
- >
- . . .
- >
- >Adrian Robert
- >oway@cornella.cit.cornell.edu
- >
-
- Yeah! I really enjoyed that game. It was based on the TV serial of the
- same name. Never got very far in it though.
-
- I know what you're saying, Adrian. I have an idea or two for an adventure
- game and can't decide whether I want to try to program a full-blown game
- with an interesting interface or just go the text-based route. I really
- haven't found a "modern" adventure that capture that same feel and...
- "sense of wonder" (that was a good description, whoever came up with
- it).
-
- There are two things I really like about text-based games. (1) The sense
- of open-endedness. In most cases, this is a false sense, but since you
- type in command "sentences" instead of choosing from a finite set of
- buttons (or other options) -- text-based games at least feel freer.
- (2) Sure, I admire all those great artists in the computer-game market
- today, but the imagination still provides a more exciting image.
-
- One idea I had was to keep the basics of the text-based system, but add to
- it a little. (Sort of like Beyond Zork, or was it Zork Zero...) I've
- always thought that primative map-like graphics would help the player
- visualize his surroundings. The hard-part is to make them representative
- enough to be helpful, but abstract enough to not constrain the player's
- imagination too much. (I'm not thinking of walking through dungeon
- corridors when I play Nethack or Rogue, I'm thinking of this little
- character moving about a computer screen.) Another idea (that I think
- I've seen implemented before) is to expand the fairly common "status
- bar". Make it the full description of the current room. I never liked
- having to type "look" everytime I wanted to look at the room description
- again. Some games have also stuck arcade-type puzzels into a text-adventure.
-
- What other ways are there to expand the text-based adventure model?
- --
- ===========================================
- Robert Fisher / malirath@ccwf.cc.utexas.edu
- ===========================================
-