Karl Kuras wrote:
> 
> Now your main gripe seems to be with the fact that you can't just be in a
> room and say I want to do X.  This was at first mainly a technical problem
> of doing pathfinding routines (notice that later Sierra and Lucasarts games
> all take care of this for you automatically through mouse controls.  KQ1 was
> meant to be played with a joystick or keyboard, so you didn't have a mouse
> to point at stuff and intereact with it through icons (granted the Amiga and
> I believe Mac versions both had mouse support but they were just ports made
> at a later time.  When Maniac Mansion is released these problems are dealt
> with).

I have to stop you there -- any game requiring text input couldn't possibly
have been meant to be played entirely with a joystick.  While it was lack of
foresight not to create an icon-based system controllable with the joystick,
not changing that formula until 1991 is inexcusable.  (Tass Times in Tonetown,
in 1986, is the first game I can remember that perfected this.  You could
indeed play the entire IF with a joystick.)

> Also, the old descriptions in text adventures were replaced by graphics.
> This changed the nature of the puzzle solving from the old "ok, what items
> are listed in the descrption and let's play with those" to "what items are
> drawn with any kind of detail and let's play with those".  Part of the

I can accept this argument as what they were going for, but since the graphics
were 160x100 low-res, there wasn't much room for detail and I think they
missed the mark.  It didn't work, initially.  Later releases didn't improve on
this because they used the higher res of 320x200 to just draw smaller objects.

> appeal, especially in those early games was to try to find the items of
> interest, like watching an old detective movie and spotting which character
> was missing from the scene, because he was off murdering someone.  Text
> adventures just had to tell you what happened and give it away or not tell
> you making it unfair.

You haven't played enough text adventures.  Even the original classic "you are
in a maze of twisty passages, all alike" was like you describe -- a single
room was described slightly differently than the others.  Witness also
Hitchhiker's Guide to the Galaxy, where a description changes in a subtle
way.  And those are just some small Infocom examples.  I haven't played much
IF to completion, but I have played more Sierra games to completion and at the
end of almost every one I have questioned the use of my time.  :)
 
> Despite the fact that this post is coming out a bit disjointed, another
> great addition of the Sierra style game was that you could finally have
> something besides straight choose your own adventure style gameplay.  Action
> sequences were added to the games (Conquest of Camelot being probably the
> best example of this), which began to bridge gaps between genres and giving
> much more realistic feeling experiences, especially since you could now
> actually see scenes played out that would otherwise just be described.

Yes, but you've jumped too far ahead.  Those games (post-1991) are out of the
scope of this debate as they allow full mouse control.  Besides, the action
sequences were a bit clunky IMO -- better than nothing, I guess, but worse
than even a bad pure action game.

Despite my writing, I'm not specifically declaring that Sierra games sucked. 
:-)  I wouldn't have played so many (about 8 to completion) if I didn't enjoy
*something*...  What I'm trying to understand is why they survived for so long
when they were clearly a novelty and not a true innovation to the IF (or any
interactive storytelling) genre.  I think you hit the nail on the head when
you wrote "more accessible to younger audiences that were quickly bored by
pages and pages of text".
-- 
Jim Leonard ([EMAIL PROTECTED])                    http://www.oldskool.org/
Want to help an ambitious games project?             http://www.mobygames.com/
Or check out some trippy MindCandy at             http://www.mindcandydvd.com/

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