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- From: librik@cory.Berkeley.EDU (David Librik)
- Subject: Re: Intelligence Assumptions
- Message-ID: <librik.722317049@cory.Berkeley.EDU>
- Sender: nntp@pasteur.Berkeley.EDU (NNTP Poster)
- Nntp-Posting-Host: cory.berkeley.edu
- Organization: University of California, at Berkeley
- References: <dpn2.121.722195016@po.CWRU.Edu> <92324.150831MBS110@psuvm.psu.edu> <Bxzwpq.AvL@news.cso.uiuc.edu> <1992Nov20.043722.2838@gn.ecn.purdue.edu> <dpn2.127.722241989@po.CWRU.Edu>
- Date: Sat, 21 Nov 1992 03:37:29 GMT
- Lines: 21
-
- dpn2@po.CWRU.Edu (Damien P. Neil) writes:
-
- > (John P. Mechalas) writes:
- > >As far as I know, you can't UNDO being dead... If you die, you have to restore.
- > >I don't know if this is true for TADS 2.0, but it is for Infocom games that
- > >support undo...or at least all the ones I have played..
-
- > Really? All the ones that I played allowed you to UNDO death.
-
- > You have died. Do you want to RESTORE, RESTART, UNDO, or QUIT?
- > > Sue the implementor.
-
- I haven't seen this before. My immediate reaction is negative: what is the
- point of death if it has no effect on the game? Does this change the way
- you design your game? I try to make death a bad thing: at least you have
- to have saved the game, or start over from the beginning, or something.
- If you can UNDO death, what's the point of combat, for instance? You'd always
- win the first time through.
-
- - David Librik
- librik@cory.Berkeley.edu
-