Subject:
|
Re: Text-based Adventures
|
Newsgroups:
|
lugnet.off-topic.fun
|
Date:
|
Wed, 21 Jan 2004 18:08:07 GMT
|
Viewed:
|
1418 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 (...) (21 years ago, 21-Jan-04, to lugnet.off-topic.fun)
|
17 Messages in This Thread:
- Entire Thread on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
|
|
|
|