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Subject: 
Re: Text-based Adventures
Newsgroups: 
lugnet.off-topic.fun
Date: 
Wed, 21 Jan 2004 18:08:07 GMT
Viewed: 
1342 times
  
In lugnet.off-topic.fun, Chris Phillips wrote:

Ah, Colossal Cave Adventure.  Still one of the greatest computer games of all
time.  Back in the days before frame rates and polygon counts dictated what made
a "good" game.  Back when most of the action happened in the mind's eye.

If you're thinking about writing an adventure game, you might want to check out
the original:  (Warning- may be highly addictive!)

  http://www.rickadams.org/adventure/e_downloads.html

This site has a lot of info about the origins of the game, maps, playing tips,
and downloads (many with source code) for the original classic.  Many adventure
games sprouted in the early days of the computer revolution, but the Zork
trilogy is one of the few that maintained the feel of the original.  Forget
graphical adventure unless you're doing another Myst.

When designing a game of your own, devise good puzzles that must be solved in
order to explore further.  Leave subtle clues carefully.  And inject humor
wherever possible.  A good game design predicts the many ways an adventurer
might try to do the wrong thing, and allows them to do it.  (In the original,
you can eat the food or drink the water, but that's not what you need them for.)

One unwritten rule about adventure games is the "one object one use" rule.  For
example, if you find a ring of keys, there is usually only one place where you
need to use it.  I have always thought that this "rule" needed to be broken, but
in a very non-obvious way.  Not: "oh, another locked door, I'll just whip out
the key ring again" but as "I already used the jar to carry water, now I smash
it on the floor so the barefoot elves can't follow me into the maze..."

Good luck, and let us know how you make out!

- Chris.

Thanks for the input, guys.  I'll keep those tips in mind.  I've had only
limited experience directly related to TBG's, but I think I can use some of my
Starship and CCA experience (URLs, respectively:
http://www.valyance.com/starship
http://www.classic-castle.com/events/classic_game/home.html).

Thanks especially for that last suggestion, Chris.  It's such a clever way to
make the player think, yet so obvious once you think about it.  I'll search for
ways to especially include this one ;-)

And perhaps add a signature location/item/character to my games.  Hmmm...a
Cheese Bonus?

Andrew



Message is in Reply To:
  Re: Text-based Adventures
 
(...) Ah, Colossal Cave Adventure. Still one of the greatest computer games of all time. Back in the days before frame rates and polygon counts dictated what made a "good" game. Back when most of the action happened in the mind's eye. If you're (...) (20 years ago, 21-Jan-04, to lugnet.off-topic.fun)

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