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- Organization: Carnegie Mellon, Pittsburgh, PA
- Path: sparky!uunet!spool.mu.edu!caen!batcomputer!cornell!rochester!cantaloupe.srv.cs.cmu.edu!crabapple.srv.cs.cmu.edu!andrew.cmu.edu!jf41+
- Newsgroups: rec.arts.int-fiction
- Message-ID: <of4MbGC00VpFQ4iEtH@andrew.cmu.edu>
- Date: Mon, 23 Nov 1992 20:48:02 -0500
- From: "Jonathan R. Ferro" <jf41+@andrew.cmu.edu>
- Subject: Re: Intelligence Assumptions
- In-Reply-To: <1ehhjoINNqbm@agate.berkeley.edu>
- References: <blasius.88.722034873@gmd.de> <1ef5ajINNs2l@uniwa.uwa.edu.au> <GNAT.92Nov19215055@kauri.kauri.vuw.ac.nz>
- <1ehhjoINNqbm@agate.berkeley.edu>
- Lines: 18
-
- lippin@wish-bone.berkeley.edu (The Apathist) writes:
- > From the tinkling keys of gnat@kauri.vuw.ac.nz (Nathan Torkington):
- > > --> 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.
-
- As many people who have played Loom and/or LGOP II can attest, flatly
- refusing to let people dig their own graves can make the game very
- boring quite quickly. I found that discovering novel ways to die in
- Zork II was often very interesting and possibly quite informative. My
- favorite, other than the standard trip through the spheres, was
- overheating the balloon and popping out of the top of the volcano shaft
- to the sight of a somewhat familiar landscape before crash-landing.
-
- -- Jon Ferro Einsprachigkeit ist heilbar
-