Also, confirmations or denials of anything on the list so far would
help a lot. What I have so far:
- "And the Waves Choke the Wind" (Gunther Schmidl. 2000)
- "Border Zone" (Marc Blank. Infocom, 1987)
- "Brainscape" (Ostergren and Wilson. 1985) http://www.wurb.com/if/game/33
- "Breakers" (Rod Smith. Synapse, 1986)
- "Brimstone: The Dream of Gawain" (James Paul. Synapse, 1985)
- "Demoniak" (Palace Software, 1990)
- "Drool" (Jeff Breidenbach. 1994) http://www.wurb.com/if/game/2884
- "Dungeons of Daggorath" (Douglas Morgan, 1982) http://www.wurb.com/if/game/2871
- "Essex" (Bill Darrah. Synapse, 1985)
- "Eureka!" (Ian Livingstone. Domark, 1984) ("a few real-time elements
in some locations")
- "Getting Back to Sleep" (Patrick Evans. 2004) http://www.wurb.com/if/game/2376
- "Hex" (Geoff Larsen. Larsoft, ?) http://adventure.if-legends.org/Larsoft.html
- "Hobbit, The" (Megler and Mitchell. Melbourne House, 1983)
- "Lord of the Rings 3: Crack of Doom" (Melbourne House. 1989)
- "Madness and the Minotaur" (Spectral Associates, 1981)
- "Mindwheel" (Robert Pinsky. Synapse, 1984)
- "Mr. Remote Mom" (Lenny Pitts. 2000) http://www.wurb.com/if/game/1232
- "Rat in Control" (Michael J. Roberts. TADS 3, 2003)
- "Sadim Castle" (MP Software for the Acorn Electron, 1984)
- "Seastalker" (Galley and Lawrence. Infocom, 1984) http://ifwiki.org/index.php/Seastalker
- "Shadows of Mordor" (Philip Mitchell. Melbourne House, 1987)
- "Sherlock" (Philip Mitchell. Melbourne House, 1985)
- "Sylenius Mysterium" (C.E. Forman. 1997) http://www.wurb.com/if/game/325
- "Time and Dwarves" (Graham Nelson. Inform demo, 1997)
Many of these entries are heresay - they were so marked in Baf's
Guide, r*if, or ifwiki, but for many I haven't been able to confirm if
(or how) they are real-time. Any reactions, descriptions, or
anecdotes would be most welcome.
For the curious, the major past r*if threads I drew on were :
"IF in real-time" (2003)
"Real time" games (1997)
> I'm looking for examples of 'real-time' IF, in which turns advance
> while the interactor sits and does nothing. Any suggestions would be
> greatly appreciated.
Battle of Walcot Keep http://wurb.com/if/game/2688 has a real-time mode. It
is not on by default, however. (To check it out, TOGGLE REALTIME. DOWN.)
Valhalla ((Richard Edwards, Graham Asher, Charles Goodwin, Andrew
Owen), Legend, 1984):
A detailed review:
It's been many years since I played either of these, but I don't
recollect a real-time component to either of them -- if memory
serves me right they both had the standard "time passes only when
you enter a command" interface of most IF.
I suppose you could include many of the Sierra games, like King's
Quest 1-4, if those fit your definition of IF.
Mindwheel has things that continue to happen even when the user does
not type a command (lines of descriptive text continue to pop up and
scroll by), but I believe all such things are just flavor text
fleshing out the current environment (various reactions of the crowd
in the singer segment for example, and I remember at a later point
various actions of waiting demons, one picking radiator grill parts
from its teeth). I don't think any of these real-time 'events'
actually effect gameplay/puzzles, but I didn't finish the game so I
don't know for sure.
Much of Mindwheel doesn't crucially advance until you interact, but it
isn't quite true that the real-time aspect is only ambience. For
example, the thug and bodyguard wander the stage in the first scene,
moving every 25-30 seconds or so. Trying to examine or attack the
thug won't work unless you are both in the same part of the stage -
you can't ignore the real-time output as mere flavor text.
Can't be done, currently. You can only measure how long the player
spends at the input prompt.
It's been on the suggestion list for a possible Glk/Glulx extension
"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
Bush's biggest lie is his claim that it's okay to disagree with him. As soon as
you *actually* disagree with him, he sadly explains that you're undermining
America, that you're giving comfort to the enemy. That you need to be silent.
Ah, I didn't realize/remember that the NPCs moved independently of
user action - very interesting.
Well, it almost can't be done. In theory, you could have a perl script
running in the same directory, writing the current time to a file,
which Glulx then read in; this would work the same way as the quirky
RSS-reading device shown in the manual. But of course this requires
either a) user cooperation to start the subsidiary script or b) that
you run the game off a server, so if you're aiming to surprise the
player by (as a novelty) referring to the actual time in his time
zone, that's not much good.
But it's not *completely* impossible.
I didn't remember that either. As I said, it's been a very long time.
David Goldfarb |"Why are you persecuting me? What have I ever done
gold...@ocf.berkeley.edu | to you?"
gold...@csua.berkeley.edu | "You tried to kill me and destroy this
| entire planet."
|"Apart from that!" -- Doctor Who, "Boom Town"
I think a caveat or two should apply here, just because that particular
wiki is very policed. Not everyone's edits are allowed to remain and
often highly-biased opinions rule in place of the complete truth.
In short, you may want to keep a close eye on that page.
www.intaligo.com Building, INFORM, Seasons (upcoming!)
Ooh ooh! A juicy story full of scandal and intrigue! Tell all!
Don't know enough about ifwiki to say - I only have about 10 edits.
If anyone wants to have an ifwiki revert war over the entry "real-
time", of course, I'm game. But I suspect that people are saving
their fire for other categories. Honestly, though, I don't know which
ones. Still, if someone wants to point out edits they disagree with,
the nice thing about wikis is that the histories stay there forever -
just link to them. If that doesn't work, there are always other wikis
- I've heard of one called wikipedia that has a few IF-related entries
Likewise, most MUDs and their kin (MUSH, MOO, MUCK, etc.) are
certainly realtime and arguably IF.