i actually like the direction your taking with Mota here. As I've said
before, it was the atmosphere of shades of doom and the large amount of area
to explore as much as it's evil monsters and full first person gameplay
which got me interested in audio games in the first place.
There are certainly many mainstream games that do this, going right back to
even Zelda on the Nes, in fact the reason I became such a fan of the mega
man and metroid games is that these are the closest I've come to true rpgs
without need to read text, so it's certainly possible, ---- though thus far
I'd say not too many audio games have really attempted it too much Sarah,
terraformers and to an extent shades of doom and monkey business (though
imho that one failed on the background vs forground objects front as well as
in navigation generally), are the ones which occur to me, and certainly not
One other advantage of having puzles and description elements in a full
action game, is limiting the parza.
while I stil play gamebooks, brouser games and muds, I've largely given up
with interactive fiction, because I just found far too many games with
puzles who's solution was so ridiculous as to be unguessable, or who's parza
simply got in the way of what I wanted to do.
for every good adventure I tried, I'd have to go through about 7 or 8
frustrating ones, thus I frankly felt the return wasn't really worth it.
Cut the parza though to a simple use x with y, or limit the characters
choices, and things become far easier, pluss you can have many more whacky
puzles simply because players can just try using everything with everything
else and seeing what happens or examining everything for information, -----
this was how graphic adventure games like secret of monkey island, broken
sword and loom worked.
Beware the grue!
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