I thought Activision BOUGHT Infocom?
Lastly has anyone worked on, or played with either CDI or CDTV?
Chris
Agreed. If you do obviously stupid things, it should kill (injure, etc.)
you. What about things that aren't obviously stupid? Is it sufficient
to expect the user to save occasionally to provide for that?
What few people seem to remember is that the original Adventure on the
PDP-10 had code to keep you from doing a restore for a certain interval after
the save (typically 30 minutes), specifically to keep you from wanting to do
a save before anything even slightly risky. Was this a Good Thing? I'm not
sure.
Cheers,
Eric
The Devil's Advocate says that the game could kill you but not make
you restart the game. E.g.,
*-----------------------------------------------------------------------------*
>jump out the window
(opening the window first)
You plummet to a grue-some death on the pavement below.
*** You have died ***
Let's try that again, shall we?
>examine window
...
*-----------------------------------------------------------------------------*
Interestingly enough, Adventure (Colossal Cave) had something like
this: the game would ask you whether you wanted to be reincarnated
(though if I recall correctly it put you back in the brick building,
thereby forcing you to find your way back to your stopping point).
I'm still not sure whether I like this or not. You still know you're
never going to be penalized for carelessness or even outright stupidity.
(E.g., if the game warns you that "the rope bridge looks very unstable"
but you walk on it without saving first anyway.)
Dave Baggett
d...@wam.umd.edu
Random pointless death is annoying. Infocom was good about
not killing you randomly.
O'erweening overprotectiveness is equally annoying. More so,
in my opinion, but then, I grew up on Adventure and the Zorks.
Adam
--
"Man is conceivied in sin and born in corruption and he passeth from the
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