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- From: magnus@thep.lu.se (Magnus Olsson)
- Newsgroups: rec.arts.int-fiction
- Subject: Re: What words to use and recognize
- Message-ID: <1992Dec22.111219.5013@pollux.lu.se>
- Date: 22 Dec 92 11:12:19 GMT
- References: <BzFA13.Hro@world.std.com> <1992Dec19.132352.3897@pollux.lu.se> <BzMqAD.Itq@world.std.com>
- Sender: news@pollux.lu.se (Owner of news files)
- Organization: Theoretical Physics, Lund University, Sweden
- Lines: 149
- Nntp-Posting-Host: dirac.thep.lu.se
-
- In article <BzMqAD.Itq@world.std.com> tob@world.std.com (Tom O Breton) writes:
- >Magnus: Well, this thread seems to be almost at the incineration point (If
- >that message about "SOLVE PROBLEM" "WIN GAME" wasn't already a flame),
-
- No, it wasn't a flame. I was being sarcastic, but my sarcasm was aimed
- at the direction I feared this discussion was taking, and not directly
- at you or anyone else in particular. Sorry if you felt offended.
-
- BTW, I think the reason this debate is getting a bit inflamed is twofold:
-
- a) Everybody seems to be slightly misunderstanding what the other
- people say. This is certainly not due to malice, and probably not
- entirely to lack of reading comprehension either... No flame intended,
- but I think we could all (including me) have expressed ourselves more
- clearly at points.
-
- b) The discussion has been a lot about abstract principles, and
- speculation about what things will be like if they're implemented.
- This makes it very easy just to start shouting "is" and "is not" at
- each other...
-
- >so I
- >won't dwell on it at length. I have a few things to clarify, and then I'm
- >done.
-
- I fear I'll have to be done as well, since I really must spend all
- available time onb my thesis right now.
-
- >> Yes, I suppose it might be a good idea to be able to say "USE CUP ON
- >> CANDLE" in this situation.
- >
- >I don't know where you're getting that from. It doesn't sound like anything I
- >said.
-
- Well, it was I who said that. It was my suggestion on how to implement
- something that somebody (maybe not you) suggested - or at least, I
- interpreted that somebody as suggesting that.
-
-
- >I have to take objection to this theme: (quotations from various parts)
-
- Note: You shouldn't just concatenate unrelated quotations, since then
- it looks as if I'd written something different from what I actually
- did. Please insert ellipses "[...]" or something like that between the
- distinct quotations to avoid misrepresenting my views. (It wasn't too
- bad in that case, but falemwars have been started over less).
-
- >> IMHO an adventure that requires bad guessing is badly written. If the
- >> author wants the user to use the cup to snuff the candle, then it's the
- >> author's responsibility to make the game recognize all resonable semantics,
- >> like "PUT CUP OVER CANDLE" and things like that. Of course, this requires
- >> *extensive* play testing, but so do many other aspects of adventure games.
- >
- >> An adventure writer simply needs to work so hard on the game's internal
- >> consistency that there aren't any logical holes in it. And the game must be
- >> play tested by people who have keen eyes for internal logic.
- >
- >> Yes, but then the game is badly written.
- >
- >It is of course up to the individual authors, but I think here in this group
- >OF such authors, it will be clear to most that an efficient return on your
- >programming effort is desirable.
- >
- >Same work, more game... looks good to me!
-
- It looks good to you, since you're taking the author's point of view.
- I'm taking the player's point of view, and I'm not sure I like what I
- think you're suggesting.
-
- Let me make it clear that I'd prefer a game like your proposal (or
- what I think is your proposal) better than a badly designed one where
- one has to guess at the author's intentions. But I'd still prefer a
- well-designed, "traditional" one.
-
- >> I haven't played that game myself, but here's what I'd do if I were to
- >> write such a puzzle:
- > [ Rather a lot of effort, with the *foreknowledge* of what exact objections
- > would be raised, deleted ]
-
- Foreknowledge? Well, I'd rather say afterthought in this case. But
- foreknowledge *is* important - the author not only has to find puzzles
- that make good sense to _him_ (her), but also has to try to put
- himself/herself in the user's place, and think like the user.
-
- This is hard indeed. But this is why it's of _vital_ importance that
- all games be _thoroughly_ play-tested.
-
- >I think you missed my point.
- >
- > 0: Pretty much everyone agrees the game that included the example was
- > quite well-written. Telling me that this well-done game should have
- > been done *better* just makes my point for me.
-
- Should it really have been made better on this point? I don't know,
- since I haven't played this game, but I saw at least one post that
- disagreed with your views on ablative shileds and so on.
-
- > Asking the author to manually make clear what functionality is
- > supported, discovering and covering even a good fraction of the
- > possible solutions, just is not a realistic request.
-
- I'm afraid it is. But let me reiterate my point that the author should
- design the problems in such a way as to minimize this task. If dust is
- needed for a certain problem, then one shouldn't describe a lot of
- rooms as "very dusty" just for the sake of atmosphere, because then
- the user will want to get his dust from there, rather than from the
- erasers.
-
- > 1: You are retrofixing problems *that you know about*.
-
- Of course. But even a rather small number of play-testers (2-3) will
- find most of these problems, and let you retrofix them. And I
- seriously doubt that your ideas will eliminate the need for play
- testing.
-
- > 2: You are spending an extraordinary amount of effort on "making sure" of
- > very tiny things. I'm suggesting an easier and more foolproof way.
-
- Easier? More foolproof? I'm not so sure of that.
-
- But let's stop talking generalities: Why don't you write a game with
- an implementation of your ideas? Then we can see
-
- a) if it saved you much effort
-
- b) if the users will like it more than a "conventional" game, and if
- they won't feel that the game is "too helpful" (*)
-
- And it's point b) that's the _really_ important thing, isn't it?
-
-
- Footnote: (*) I've seen examples of games being too helpful; one
- (unnamed, to save people from having their fun spoiled) game has a
- helpful parser that supplies missing objects if there's only one
- suitable object present. In one room, I thought I'd try to break
- something I was carrying, but pressed return too early so my command
- just became "break", upon which the parser decided I wanted to break
- something else and proceeded to solve the entire puzzle for me.
-
- This was of course a bug, but if you make your game very helpful and
- forgiving towards the user, you may find that you have to spend your
- time finding and correcting this sort of overly helpful behaviour
- rather than finding alternative ways of solving problems...
-
- Magnus Olsson | \e+ /_
- Department of Theoretical Physics | \ Z / q
- University of Lund, Sweden | >----<
- magnus@thep.lu.se, thepmo@seldc52.bitnet | / \===== g
- PGP key available via finger or on request | /e- \q
-