Quoting Tavis Ormandy from 11 Jan (a Monday in 2021) at 1150 hours...
>
> There were some lines that felt like DNA had written them
> (maybe he did, I know he was involved). That was cool.
As far as I know, he was heavily involved in both writing and
puzzle-creation, but didn't do the "turn it into code" programming
(He had an interest in doing so, but the expertise needed was more than
the available time for him to learn)
> The main problem for me was that what soft-locking
> (getting the game into a state where you cannot make
> progress) seems to be part of the game, which is super
> frustrating.
>
> Don't get me wrong, I've played old Sierra games, but I
> think they would still have considered soft-locking
> progress a bug?
>
It's very deliberate. Douglas himself said that the game is
user-insulting and user-mendacious (ie, deliberately lies to you)
https://twitter.com/bbcarchive/status/1011936679211528192
...basically, what you're describing is a feature, not a bug
> Here's an example, early on, Ford offers you a towel - if
> you accept it, the game continues but you can't actually
> make any progress:
>
> > Moments later, your friend Ford Prefect arrives. He
> > hardly seems to notice your predicament, but
> > keeps glancing nervously at the sky. He says, "Hello,
> > Arthur," takes a towel from his battered
> > leather satchel, and offers it to you.
> >
> > > take towel
>
> ....Silly me, I guess???
I'm not getting the concern here. It's a puzzle - and a simple one. I'm
sure everyone went down the path of taking the towel once - either
because they knew from the radio/books that towels are good, or they
knew from text adventure gaming tropes that you collect everything if
you can. This puzzle subverted both those expectations nicely :)
Anyway, a game without dead-end paths would be pretty dull. We have save
points for a reason :)
> There are still some fun lines, e.g.
>
> > >look around
> > You keep out of this, you're dead and should be
> > concentrating on developing a good firm rigor
> > mortis.
>
> Here's another example in the Vogon hold, there's a puzzle
> where you have to build a rube goldberg machine to get a
> babel fish. The flavor text wasn't from the book but does
> sound like it was written by DNA, the kind of content I
> was hoping for!
>
> The problem is, if you didn't get all the items you needed
> to build it, too bad you're dead. The game never tells you
> you can't progress though, so you have to have played it
> enough to get frustrated and lookup the solution.
> Honestly, it spoiled what could have been a fun puzzle.
The babelfish puzzle is famous, to the point that infocom sold "I got
the Babel Fish" tshirts.
For what it's worth, I solved the babelfish puzzle by repeatedly playing
through to it, finding I couldn't solve it because I lacked an item, and
then revisiting the game from scratch. It was definitely frustrating,
but the sense of accomplishment when done was fantastic and in total, it
was fun! (I didn't actually find it conceptually hard - just time
consumingly iterative)
> I don't know if I have the patience to finish the game,
> which is a shame because I there is some content I would
> have really enjoyed!
Whilst the Babel Fish puzzle does have the reputation for being
fiendish, the whole game changes style not long after that (once you get
onto the Heart of Gold). I actually found the latter half of the game to
be harder, but from memory, nothing in it relies on the first half, so
you can lock in a "arrived on the Heart of Gold" savepoint :)
There is a lot of quirky obscure content in the game too (footnote 12!)
and IMHO, absolutely worth it overall
As a final observation, I'd note that at the time of release, it was
considered one of Infocom's best games, and was a best seller. It gained
much critical acclaim. So I'd say give it another go, and treat the game
itself as a character - a perhaps not entirely reliably one :)
.../Nemo
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earth native