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Honestly I have to say I don't care for the whole ruin your game approach. Having to constantly create save points so that you can go back in my opinion completely breaks immersion. As far as I see it, anything that breaks the game to where it's impossible to continue is a bug. There are better ways than that to make a game challenging and interesting.
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HAAAAA (damn I'm old)
HEHEHEHEHE
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Indeed, this single "innovation" has pretty much killed adventure games for me (previously my favorite genre). Now when you get stuck you just click everything in your inventory on every other thing in your inventory and everything on the screen until something happens. No challenge, game over in about 2 hours.
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I remember a part in one of the Monkey Island games (maybe the first or second) where they made fun on Sierra game's habit of suddenly killing you off. If you got to close to the edge of a plateau, the ground would give way and you'd fall to your "death". A Sierra like dialog box would put up and tell you that you'd "really screwed up". Then it disappeared and Guybrush bounced back again. Apparently Guybrush landed on a rubber tree.
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Text adventures in general were OK, some were more fun than others. I never did get all the fluffs in the Hitchhikers Guide to the Galaxy. I guess TRWTF is that I was so bored in high school in the late 80's that I actually wrote my own text adventure engine.
CAPTCHA: ingenium: the material that Wiley Coyote made all his gadgets out of.
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You forgot to put "Spoiler Alert" in the Subject line, you InsensitiveClod (TM /.)!!!
PS it's xyzzy. No wonder you got eaten by the snake.
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The author is mixing up Zork II and Zork III, I think. Zork III was impossible to win on your first trip through. You can debate the gameplay of that, but there were certain things you had to discover about your world and you had to do some certain things before the earthquake hit around turn 300.
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Some of the first programs I ever wrote after learning GW-Basic were text based RPGs. After that, I graduated to some crappy graphics RPGs. Then a brief stop in QBasic before going to C++. I recently wrote a little sprite based RPG in C++. Hard but fun :)
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I made it to lvl 21 Raver and got the Raver girlfriend constantly on X. Her mind wasn't the only thing opened.
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If there's a pit of quicksand and you throw your chalice into it, well, maybe you got what you deserved. Should the game prevent you from doing that?
And most Infocom games were the kind where you would sit down and play for a few hours. You probably did several things wrong, but you could still keep on playing. Next time you play, do it right. It's a game, right?
Ultima V is one of my favorite long-term games, but, if you really tried hard, you could make the game unwinnable. You had to basically be an asshole and kill off citizens that wanted to help you. The lesson? Don't be an asshole!
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Don't like it? Go somewhere else.
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Totally awesome!!! Perfectly portrait what it was all about :-D
But... how does it continue!?
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Oh, plus the t-shirt. Cough.
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I think I was among the generation of kids that was just past the text-based adventure craze. I remember in eighth grade, going to a computer store with my best friend, and together we picked out a game for his birthday. We were looking at the cool colorful graphics on the box, and expecting to see some kind of graphical action game. We were immensely disappointed to go back to his house and install the game on his computer and discover it was a text RPG.
I do remember, shortly after that, being very impressed with games I downloaded from the local BBS, like Commander Keen, Jill of the Jungle, and soon after, Wolfenstein 3-D.
My favourite game of all time has got to be LOOM, particularly the version that came on CD with all the audio.
And shortly after all this, I discovered MUDs, which threw me right back into the world of (multiplayer) text gaming...
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http://www.dynamicarcade.co.uk/game.wml ^Random very short text adventure I wrote in wml^ wml = mobile phone internet crazy language, so visit on a mobile phone. OK, so it's not strictly a text adventure, as it's multiple-choice instead of you typing commands in, which would be annoying on a phone. On the upside it is only ~3.4kB and completely self contained, so if you play it 3.4kB is all you download. wml is crazy, allowing you to include multiple pages in one file like that.
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In fact, I believe another publisher of text adventures actually designed them so that getting stuck was impossible. YOu could die, of course, but getting stuck because you forgot to grab the magic spork right at the beginning of the game wasn't possible. At worse, it made you travel back to where you get it, and all the way back, but no, you weren't stuck...
It might've been Infocom... but I can't remember.
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xyzzx? I assume you meant xyzzy.
And yes, I want to kill the dragon with my bare hands.
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Enchanter had a Dispell scroll that could undo exactly one magical trick. There were a dozen places you could use it, and if you were stuck by a few puzzles you could use this to see what lay behind each of them (in separate plays of the game). This let you narrow down where that specific scroll was to be used.
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[image]
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Ravers are extacy, MDMA, addicts from the 1980's & '90's who went to parties. See the bands Crystal Method & Skinny Puppy.
Interestingly, MDMA was legal up until circa 1985, since the DEA never got arund to banning yet.
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And I thought Pokemon games were stupid...
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I used to love those games. I played one called Trinity for hours and hours. Never did complete the dang thing.... I also played one called Orb, not sure if it's the same as OrbQuest. The Orb I played was for DOS around in the mid eighties....
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Best comment ever...!
CAPTCHA "uxor"
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CompuServe Adventure Tournament...
Hentai waiting to happen
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Reminds me of this text adventure version of Guitar Hero.
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My favorite was a text adventure for the Atari 400/800. It was the only game I ever played that had an item that was never used for any purpose. I am unable to remember the name after all these years but the object was "a stick".
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I re-wrote it in C++ during a boring high school class, and still carry the minuscule executable (it runs fine in the Windows XP console!) on my thumb drive.
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BRILLIANT.
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http://code.google.com/p/orbquest/downloads/list found orbquest remake
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I share the sentiment... let us play it! :)
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The worst I've seen for that was "Dark Seed". You basically had 3 game days to figure out what's up with this migraine headache you have, and on each day you had to do EVERYTHING possible for that day, in order to save yourself from a gruesome fate.
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I seem to recall Nethack goes out of its way to prevent you using your saves for anything other than a game break. If you die, it nukes the save. It even has code to spot if you've attempted to copy it somewhere else and back again.
Weird thing is, Nethack's open source, yet this behaviour remains. I believe Nethack players would consider loading your save after dying "cheating".
Personally, I'd say being able to get stuck unexpectedly is a mistake. If you go doing something blatantly stupid, you get what you deserve. But if you go into dungeon_a without having got random item_b that you need to defeat monster_c, and you're then trapped in the dungeon, that's bad game design.
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Both games require you to save in specific points, which might lead you to save few times... and then lose 4 hours of gameplay. Oh, and ObsCure has the "feature" of making savepoints one-use-only; save in the wrong moment and you're royally screwed.
However, having your char discovering you needed the "X key of freedom" 4 hours after not taking it, and not giving you the chance to go back for it is just annoying. Maybe this is the reason I am used to having a zillion savegame files on most games (ok, that and also my previous experience with the "Choose Your Own Adventure" books)
Then again, I like the Wing Commander series, even though Wing Commander 4 has some actions that can truly muck up your gameplay. Example: Mistreat the beggar you find at the beginning of the game, and halfway through the game, one of the hardest missions gets even harder!
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Ice-T shouts "Cop Killa!" at you for 5000 points!
Sorry... As long as we're going into wacky land, might as well reference an old wacky BBS game.
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The way I see it, a game should be in one of two states at any given time: either (1) winnable, or (2) clearly lost. It shouldn't be in an unwinnable state where you've made a mistake, but the mistake won't become obvious for several hours yet. Throwing your chalice into the quicksand is an obvious mistake, but failing to get your mail from the mailbox isn't.
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Actually, toasted crickets and cicadas are really good. Especially in a stir fry. Kind of nutty, actually. And no, I'm not trolling.
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I'm perfectly fine with a game that lets you hurt yourself. Please, I want that! I'm even OK with what you say where if you really go out of your way to screw yourself over then go for it. Fair game as far as I am concerned.
What I was referring to are games where you get to a point where you cannot ever continue because you forgot to do something 50 steps back that you didn't know you had to do in the first place. The problem I have with that is that it just ends up in pure frustrating. You one don't know why you can't continue and even if you suspect you forgot to do something, you don't know what. If now you have no way to fix this other than loading an earlier save-game then honestly the game is broken. Even if you have save games, how far back do you have to go?
To me, that's just random trial and error and has little to do with challenge.
Other than that, I'm all for punishing severe stupidity where the player actively chooses to do something stupid.
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