Newsgroups: rec.arts.int-fiction,rec.games.int-fiction
Path: nntp.gmd.de!Dortmund.Germany.EU.net!Germany.EU.net!howland.reston.ans.net!news.sprintlink.net!in1.uu.net!eskimo!daedulus
From: daedulus@eskimo.com (Erik Hermansen)
Subject: Re: Gameplay theory: leaving object behind..
X-Nntp-Posting-Host: eskimo.com
Message-ID: <DF1DxJ.MvI@eskimo.com>
Sender: news@eskimo.com (News User Id)
Organization: Eskimo North (206) For-Ever
References: <1995Sep8.233605.25903@news.cs.indiana.edu> <4333qe$1fq@cnn.Princeton.EDU> <DEvDHq.FDD@eskimo.com> <43b1n9$9tq@nntp4.u.washington.edu>
Date: Sun, 17 Sep 1995 06:27:18 GMT
Lines: 22
Xref: nntp.gmd.de rec.arts.int-fiction:8266 rec.games.int-fiction:9600

In article <43b1n9$9tq@nntp4.u.washington.edu>,
Dan Shiovitz <scythe@u.washington.edu> wrote:
>>Exactly right.  I would take it a step further and have more locations 
>>than should actually be visited.  Think of how many locations there are 
>>in the real world that have absolutely no visitation value.  You have to 
>>think about where you're going in real life to arrive at any place of 
>>interest.
>Oh dear.  Another case of simulation vs storytelling, methinks.  IMO, having
>the sort of excess rooms you're talking about here would be a big mistake.  
>Why?  Well, this ain't real life.  It's a game.  Assuming we're trying to do
>more than just slap a bunch of puzzles together, the author generaly wants to
>create a mood for the game.  Putting in excess rooms in a game has the same
>effect as putting unnecessary words in a sentence -- the main point of the
>thing is lost under the deluge of extras.  

Well, not every game.  But at least one like this would be interesting.

-- 
*****************************************************************************
When in danger or in doubt, run in circles, scream and shout.

-----------------------------------------Erik Hermansen (daedulus@eskimo.com)
