Hi Jeremy.
I agree the wastes took randomness a bit far, and some sort of scaled
approach might work, but there are examples of games that got it right,
Angband, despite being a roguelike is one of them.
I do think Fallthru was a good example, because while the challenges were
the same the ways you completed them differed, ie, where you went and what
you collected sinse you were unsure what you'd get, and of course Eamon
rocks.
The problem with If titles as an example of text games, is that generally
the if community have got so tied up with the idea of puzzles and parza,
they are stuck for any sort of other challenge, indeed any game with combat
mechanics gets roundly bashed by if players, not to mention games with
random descriptions or generation.
Text as a medium has several advantages rpg wise, the first and formost of
which being that it is! possible to create a lot of randomly generating
content, for example descripters for weapons or items simply using text
generation, additionally, while I agree on the difficullties of providing
full sound and audio, some sounds and background music can be added for
effect the way games like Smugglers or indeed Kodp do it, thus creating
something which has both a degree of complexity, and also a good atmosphere.
Entombed is actually a great example of this.
Beware the grue!
Dark.
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.