Hi,
I can find another word issue game. The conbined Zork (the one that has you
in the ZorkI dungeon but with other features from ZorkII and ZorkIII, in
particular the endgame) has a major one. When I get to the box (the one that
moves you to the door of the dungeon master, the correct term is not "enter
mirror" or "enter box" or "enter opening". No, it's just "enter". I really
see no logic for that at all.

Best Regards,
Hayden


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lisa Hayes
Sent: Sunday, February 20, 2011 6:54 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

It's a tap in Australia as well I find fill cup would be cool.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

----- Original Message ----- 
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, February 21, 2011 9:56 AM
Subject: Re: [Audyssey] Creating Adventure Games


> Hi Dark,
>
> Dark wrote:
>
> You find a cup, but the game simply refuses to recognize the command
> "put cup under
> tap"
>
> My reply:
>
> In cases like that I often times find I'm over thinking the
> problem/solution. I don't know the game in question but in my
> experience it usually turns out to be something as simple as
> "fill cup"
> instead of
> "put cup under tap"
> which reminds me of another issue. Over here in America I don't know
> of anyone who calls the fosset a tap. If I were to try that command
> I'd probably typed
> "put cup under fosset"
> because that is generally what Americans call it. Apparently over in
> the U.K. people call it a tap. This difference in names for things can
> result in all kinds of problems for the gamer if he doesn't come from
> a country that uses that specific noun.
>
> For instance, lets talk about a car. In America we have the hood,
> trunk, windshield, etc and if I'm reading a book written by someone
> from the U.K. they call those things a bonnet, boot, and windscreen
> which I find absolutely weird. Oh, I can figure out what they are
> talking about because a bonnet is a type of hood, windscreen sounds
> close enough to windshield to take their meaning, and if someone tells
> another character to put something in the boot of the car it is easy
> to guess he/she is talking about the trunk.
>
> However, these differences in language, even relatively the same
> language, can make things extremely confusing. Especially, if we are
> talking interactive fiction where commands are based on the developers
> experience, language, and own logic when creating the game.
>
> For example, imagine you are in a game where you have to fix someones
> car in order to acquire some special item from your friend. So you go
> over and type
> "open bonnet"
> and you get some message like "you see no such thing." You might spend
> considerable time trying this and that until you figure out the
> correct command is
> "open hood"
> because the guy who wrote it is an American and the word bonnet never
> occurred to him when writing his game.
>
>
> Dark wrote:
>
> I think this is my problem with a lot of if, particularly the early
> zork and collossal
> cave type affairs.
>
> My reply:
>
> Yeah, I've been there too. This is where I think beta testing could
> come in handy. You could have the fill cup example from above and
> someone might say I tried
> "put cup under tap"
> when the developer only has the command
> "put cup under fosset"
> in the game. He could tell the person the solution, but update the
> game to accept
> "put cup under tap"
> as well. This will help work out the bugs, and would certainly resolve
> all the pesky language issues too.
>
> One of the big problems with this is we don't all think the same way.
> I might try something simple like
> "fill cup"
> to begin with while you might try
> "put cup under tap"
> as your first try. Both are logical commands for the same action, but
> maybe the author thought of the former and not the latter command.
>
> Cheers!
>
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