Hi Tom.

all that is very true, also in terms of text sinse the english language contains so many descriptive words, having the game randomly select a couple can give the appearence of new items or descriptions even though it is only selecting from a pool, which can completely change the feeling of the game.

For instance in the roguelike game angband, most magical items that aren't weapons such as potions, wands, rings and amulets and the like need to be identified with an identify spell before you know exactly what their affects are. they aren't however just called "unidentified x" they each have a material description, such as copper plated wand, or ivory studded staff"

Once identified, either by using an identify spell or by using the item, the game will call them things like ivory studded staff of cone of cold.

The clever thing however, is that these descriptions are compltely randomized each game, so one game the ivory studded staff might be cone of cold, the next it might be a staff of summon monster.

this adds a lot of replay value, and also a very nice flavour for the magic items.

What is however even cleverer, is that the game creates these descriptions out of a number of components that are put together. So each potion for instance could be a red potion, a red congealed potion, a red bubling potion, a dark red potion etc and you have lots of variation.

the same goes for room descriptions.

one idea I had in entombed for instance was having a description that could substitute psudonims, or parts of the description to allow variation in the environment.

for instance, you are in a long/round/wide/narrow/cramped/broad cave/cavern/chamber/room/slot.

Add in a few more descriptors and some sentence variation, and there is the potential for a great many different ways of describing the same environment, ----- and that's before you start assigning random objects to the area.

this is why in some senses textual games have a greater facility for randomization and variation than audio or graphical ones, sinse it's far easier to create variations in text than it is in graphics or sounds.

Beware the grue!

dark.

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