On 05/14/2013 10:32 PM, Brian wrote:
> I started playing text adventures back in the 1980's when Scott Adams
> started to write adventures. I have seen good and bad adventures
> over the years.
> This might help adventure writers.
My own tidbits in something resembling this vein:
I like exploration and discovery - poking around to see what I can find,
and (once found) how it fits together. This covers a multitude of areas,
and has numerous implications; some of them are below.
Due to the above, I enjoy mapping.
> I hate mazes. When I get stuck in a maze my interest in the adventure
> starts to fall. To me mazes are boring as the scenery does not
> change and going in a certain direction can lead you back to the same
> location.
I don't enjoy mazes for themselves, but I do (or at least can) enjoy
mapping them, when their interiors can be made sufficiently distinct for
such mapmaking efforts to be practical.
I dislike time limits, whether realtime or "number of turns" or similar
- not so much for themselves, but because the limits they impose make
spending the necessary time for exploration and discovery impractical.
In games with "number of turns" time limits, I just end up issuing an
UNDO after every command, till I've tried them all and decided which one
I want to proceed forward with; in games with such time limits where
UNDO isn't available, I just wouldn't play the game.
I don't generally like "conversation-based" or otherwise "social" games,
again because of the limits they place on exploration and discovery;
when you're exploring a social/conversational space rather than a
physical one, generally either you can't go back to look around / do
something different in a previous "location" or (because you can) the
game tends to feel unrealistic.
> I hate adventures that have become impossible to win as you have done
> something wrong but you are not told that because of your actions
> its now impossible to win the adventure so you continue to play the
> adventure thinking that its still possible to win. The adventure
> writer should tell the player this.
I would put this as: I hate traps and dead ends.
The first example of something like this which springs to my mind is
from "Curses"; it's been a long time since I played it, but I believe
there is at least one place where there is an essential item which you
cannot get without the right equipment, but there is no indication that
you need that equipment before you go there, and (as far as I could ever
tell) once you leave there you can't return.
This seems to be what is prohibited by points 3, 4 and 5 (or possibly
just 4 and 5) of the Bill of Player's Rights.
I enjoy wordplay, although it's extremely difficult to do it well in IF
without tipping over into "guess the verb"-style gameplay (in violation
of point 8 of the Bill).
There's probably more, but that's all that's rising to the surface right
now, and in any case I think most of the rest would be parallel to
excerpts from the Bill of Player's Rights.
--
The Wanderer
Warning: Simply because I argue an issue does not mean I agree with any
side of it.
Secrecy is the beginning of tyranny.