A Conversation for Zork - the Computer Game
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Lentilla (Keeper of Non-Sequiturs) Posted Mar 1, 2005
I know what you mean. Even the newest Myst games suffer from that sort of 'wave your mouse around' sort of puzzle solving. I figure it's not a real puzzle, because you're already getting a clue from the graphic interface that this is something you can actually click on, rather than just being part of the background.
That's one thing Meretsky said about text adventures - that there was this freedom to do just about anything. The newer graphic adventures lock you into - as you said - a linear cave.
I didn't know that you were working on a game - that's cool! I like the idea of it being non-linear. Many of the games that I keep returning to are games with no goal, just more things to do. SimCity and the Sims, for instance - and there's a Playstation game called Monster Rancher that occupies a lot of my time!
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Afgncaap5 Posted Mar 2, 2005
Oh, this game has a goal. And goals. I'd actually like it to be a trilogy of games, each one abusing the concept of "game play" in a slightly different way. But whether I get one or three, you could think of it as the Ultimate Job Interview For A Custodial Position.
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Lentilla (Keeper of Non-Sequiturs) Posted Mar 3, 2005
Yup. Just like a degree in philosophy or semantics. Fold the degree into a paper hat, and place upon head.
I dunno... There's a market for it, but where? It used to be that you had to get picked up by a developer. But it seems like these days, if you have an idea for a game, you put it together and sell it yourself.
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Afgncaap5 Posted Mar 6, 2005
Sell it? Oh, no. The CLI Game would have to be for free.
Very few people have actually made money with text adventures in recent years, I'm afraid.
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Afgncaap5 Posted Mar 8, 2005
Doomed? Nah, I doubt it. My doom is eccentricity, as is the case with nearly everyone who makes IF games these days.
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