Hi Tom.

I'm actually much more a fan of limited commands in these cases. As I've said before, interactive fiction was something I played a great deal of at one point, but don't tend to anymore sinse for every really good game I found I found four or five more that just got frustrating, either because the puzzles were utterly illogical, or required some very weerd verbs.

For instance, suppose you find a gun and a silencer, what is the command.

"put silencer on gun?", "use silencer with gun?", "silence gun?", "Screw silencer onto gun?" "Screw silencer onto barrel"

there are so many different ways of saying the same thing, yet if you get the wrong one, the game just won't react. However simply having a use x with x parza, there's no question with what you need to do.

Also, the fewer verbs there are in the parza, the more obscure the puzles can be sinse more limited your choice of actions, the more likely you are to hit upon the right one.

For example, the game Broken sword which was one of those point and click graphic adventures like Monkey island, so had limted verbs, had one puzzle where you had to climb a haystack.

one item you had at the time was a large sewer key a couple of feet long. in an if game you could've spent ages mucking about with commands, but in Broken sword simply using the key with the haystack let you push it into the hay half way up and use it as a step to climb.

This is just what I mean.

then, having combat in a game gives you a way to interact with your environment and have some fun as well.

Beware the grue!

Dark.
----- Original Message ----- From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Sunday, January 08, 2012 2:01 AM
Subject: Re: [Audyssey] Eamon delux news and thoughts


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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