Hi Dark,

This does sound good. Those games are quite addictive as simple as
they are, and I think it is the simplicity that makes them so
enjoyable.

As you pointed out with a lot of text adventures, especially
interactive fiction, its often a case of guess the verb or difficult
puzzle elements that turns people off playing it. However, text
adventures as you've seen don't have to be that way. If and when I do
my RPG I agree that keeping the commands simple stupid is the best
practice.

Its hard to go wrong with commands like put, take, use, wear, equip,
etc. if you stick to a few basic commands people can generally go from
there. I've even thought that adding a Dos style menu where you simply
press a number for the selection is even easier yet.

On 1/7/12, dark <[email protected]> wrote:
> Hi everyone.
>
> Today I've been testing some of the beta versions for the new eamon delux
> with it's vi compatibility mode.
>
> it's going very well, all the irritations with display are totally gone so
> that it just displays like any console window dos application, and the
> developer has completely altered several menues so that now they all have
> numbers to press, for instance in the character editer to alter your
> characters' hardiness you now just hit one and then type the new number just
> like those number driven choices in dos programs.
>
> Also, the developer is doing a lot of very nice extra work in the vi mode,
> such as writing in text descriptions of graphics, and with more of a
> campeigne mode to be added where you can actually use that gold from
> adventures to buy improvement for your character (rather than having to
> cheat with the editer), this is looking like it'll be awsome.
>
> Oh and yes, he's also making the dungeon designer accessible too in case
> anyone would like to write their own eamon games.
>
> So, today i've been playing all the beginner eamon delux adventures and
> having thoughts.
>
> As beginner adventures these are not complicated in the least, go into
> location, slaughter your way through and grab the loot to take back to the
> main hall to sell for dosh.
>
> what is surprising me is how addictive these are, and how just a few lines
> of description and a very simple system can create an immersive game.
>
> The parza is fairly unsophisticated, indeed the only item manipulation
> commands are put, remove, wear and use, so puzles tend to be a matter of
> looking in the room description and searching objects for other objects.
>
> the combat is equally simple, but at the same time has enough in for
> variation. Five basic types of weapons with your character gaining
> experience in them as they use them, a heal, damage, and speed spell with
> again limited chance of use, and the chance to have your charisma affect
> your dealings with npcs, meaning they either ignore, fight, or fight along
> side you.
>
> Yet, the system has enough to be interesting, particularly when you've got
> got three or four allies on your side vs three or four enemies, ---- indeed
> in those situations you might play healer.
>
> Don't mistake me, the system is stil primative. I'm rather sorry for
> instance there is no menue driven conversation, and some more spells or
> fighting moves would be nice to have.
>
> Also the descriptions obviously vary in quality according to the game, ----
> and yet, i've spent considderable time today just running around dungeons
> hacking up nasties for fun and prophit.
>
> So, what Tom has said recently about text games really holds true I think,
> even though I personally am not a fan of interactive fiction, ---- too many
> item manipulation  commands and puzles that are too obscure.
>
> Yet something like a more complex eamon, with some more commands, some more
> character interaction and some random text would I think be awsome! indeed I
> might think about creating something like this if I ever start writing
> games.
>
> Beware the grue!
>
> Dark.
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