Well, the other obvious implentation is
>THROW ROCK AT <x>
You throw the rock at the <x>. You hit it nicely, but then the ceiling
falls on you.
*** You have died ***
Mostly, what's up is that it's a lot of trouble to program throwing so
it works properly; in most cases, it's not worth doing so. Possibly
this is an issue more for rec.arts.int-fiction, but here are some
things I tried to account for with thrown objects in Savoir-Faire:
a. Is the thing thrown the right shape to fly properly? (Consider
what happens if you try to throw a flat piece of paper.)
b. Is the thing too large or heavy for you to fling? (Consider trying
to throw a coffee table.)
c. Is there enough light for you to see to do the throwing?
d. Is the target too small to be hit accurately?
e. Is the thing thrown or the target fragile enough to be broken?
f. If either the thrown object or the target (or both) are broken,
what happens to the objects inside or supported? (Think of throwing a
rock at a glass table that is supporting other objects. Now think
about throwing a rock at a bottle with liquid in it, or at a glass
table with a glass bottle on it with liquid inside *that*. No joke.)
g. If the target is visible but not touchable, what happens? (Think
of throwing a rock at a target that's inside a glass bottle.)
h. If the target is on a supporter or in a container, where does the
thrown thing wind up? What if it's, say, spherical? Does it roll
off?
i. If you throw something at a spherical item that's resting on top of
a supporter, does the target roll off? Does it break?
So now you're keeping track of the shape, size, weight, and material
composition of every portable item in your game, along with the height
of all ledges and plausible supporters, and the light levels of all
lights. You could simplify this simulation somewhat, but simplify it
very much and you get some fairly implausible outcomes. (How
satisfied would you be if you threw a glass bottle at the wall and the
game said, "You hit! Good work!" but didn't break the bottle?)
Dealing with the possibility of consequent outcomes (items inside/on
other items also falling, breaking, or otherwise moving) means that
there is also a non-trivial prose-generation problem, because you have
to describe all these events to the player.
So essentially it's too much work to bother with unless a) the author
is a rabid simulationist or b) throwing things has some considerable
significance to the gameplay.
A good standard library can change this, of course. I happen to know
that TADS3 handles at least some of these things, so maybe PCs will
start being better shots sometime soon.
Why would it have to kill you? Why not "You hit your target, but the
rock does little damage. Apparently the <X> is more sturdy than you
thought." Or even just "Don't go around throwing things for no
reason, it's not polite."
Because.
ZORK dosen't need a reason to kill you most of the time. Jumping in the
kitchen is the one that always annoys me...
> Been playing some infocom games and something just occurred to me --
> why are we always the person with like the worst aim in the universe?
Could it be because most of us are? There's always that joke about
being rejected from Stormtrooper/Starfleet Academy because you hit the
target in the shooting test too often... (I always assumed that that
was a part of the appeal of FPS games - that they helped you shoot
straight in a way that would be next to impossible IRL.)
--
David Brain
London, UK
Almost always, perhaps. I think there was a nice response if you threw
a bottle at George in Deadline.
Apart from that, I think it usually takes too much code to figure out
what would happen. Throwing a hankerchief at a chimney in a storm is
a lot less likely to succeed than throwing a dart at a doormat inside.
And then there's a bzillion other cases...
/Fredrik
Hey! We can too hit the broadside of a barn. Load up Nord and Bert. :D
I was going to make that observation too, but since his nickname was
Nord_and_Bert I figured he knew it already. : )
Stuart