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- Path: sparky!uunet!pipex!bnr.co.uk!uknet!mcsun!sunic!news.lth.se!pollux.lu.se!magnus
- From: magnus@thep.lu.se (Magnus Olsson)
- Newsgroups: rec.arts.int-fiction
- Subject: Re: What words to use and recognize
- Message-ID: <1992Dec19.132352.3897@pollux.lu.se>
- Date: 19 Dec 92 13:23:52 GMT
- References: <BzDIsJ.M9M@world.std.com> <1992Dec17.163944.10997@pollux.lu.se> <BzFA13.Hro@world.std.com>
- Sender: news@pollux.lu.se (Owner of news files)
- Organization: Theoretical Physics, Lund University, Sweden
- Lines: 156
- Nntp-Posting-Host: dirac.thep.lu.se
-
- In article <BzFA13.Hro@world.std.com> tob@world.std.com (Tom O Breton) writes:
- >Magnus:
- >
- >> What's the point of a puzzle where the solution is to find a new use for
- >> some everyday object if you can just ask the game and get a complete list
- >> of all possible ways to use the object in question.
- >
- >Hope you don't mind if I respond by quoting myself, but:
- >
- >"Where 'command CUP' would be a catchall for command words that you
- >deliberately withheld from a player. (Presumably providing some clever way to
- >discover them)"
- >
- >If you, say, wanted to make use of the cup to safely snuff a candle flame,
- >and the player is supposed to cleverly realize this can happen, you might use
- >this.
-
- Yes, I suppose it might be a good idea to be able to say "USE CUP ON
- CANDLE" in this situation. [Historical footnote: to save space, my
- first adventure game (a re-creation of which is available as
- pub/Misc/atomia.zoo from leif.thep.lu.se) actually only supported the
- verbs TAKE, DROP, LOOK, WHERE (to describe one's surroundings),
- INVENTORY and USE, as well as the movement commands.]
-
- However, there's a disadvantage to this: suppose the player wants to
- use the cup to collect some molten candlewax, types USE CUP ON CANDLE,
- and to his/her surprise finds out that this snuffs the candle instead.
- Personally, I *hate* it when you're trying to do one thing and the
- game decides that it know better than you and does something
- different...
-
-
- >The idea is that
- >
- > 0: it only happens when the author *realizes* that they're putting forth a
- > puzzle, not when the author didn't think of something.
- >
- > 1: The player knows that there's a puzzle there, thus distinguishing it
- > from (unavoidable) similar-looking problems whose "solving" isn't part
- > of the game.
- >
- > (IE, parser stupidity, unforeseen-and-unsupported actions, and
- > unsupported vocabulary.)
- >
-
- Sorry, I didn't get that. I thought the reason for having these
- "general-purpose verbs" was to provide a workaround for parser
- stupidity.
-
- >I picture a player coming up with half-a-dozen odd-but-plausible things to
- >tell the cup before the parser understands "snuff candle with CUP". It's
- >still mixing up "Can you solve my clever puzzle?" with "What have I supported
- >in my stupid parser?", but at least it's fairer than blind guessing.
-
- IMHO an adventure that requires bad guessing is badly written. If the
- author wants the user to use the cup to snuff the candle, then it's
- the author's responsibility to make the game recognize all resonable
- semantics, like "PUT CUP OVER CANDLE" and things like that. Of course,
- this requires *extensive* play testing, but so do many other aspects
- of adventure games.
-
- >> An adventure game should of course not be a "guess the correct verb" game,
- >> but IMHO what every game designer should work _very hard_ to make all
- >> puzzles so "intuitive" that it's possible for the player to express the
- >> needed action in a very simple sentence, with everyday words (of course the
- >> game should accept all reasonable synonyms and alternative wordings).
- >
- >Again quoting he-whom-I-admire-most:
- >
- >"there is no way an IF writer can truly support all the uses a player can
- >think of (I can think of at least a hundred things a brick might be used
- >for);"
-
- Indeed; but please note that I wrote "all *needed* actions". You can
- do a hundred things with a brick, and the game can't possibly support
- all of them (we're talking about games, not real-world simulations)
- but if the game requires you to do one thing and one thing only with
- the brick, it should also understand all *reasonable* ways of
- expressing this. If there are 769 ways of expressing or doing this,
- then IMHO the puzzle needs some reconstruction to make the solution
- more unique.
-
-
- >However hard a designer works, I expect that within a *minute* I can find
- >something I can do in real life that the game does not support (Barring
- >extraordinary dodges such as a spartan setting to specifically defeat this)
-
- Of course, but let me stress again that we're talking about *games*,
- not artificial worlds (which seem to be an AI-complete problem).
-
- >I would much rather play a game that used a 'sensible default' mechanism like
- >this than one whose author worked "really really hard" to support synonyms.
-
- And I wouldn't. De gustibus non est disputandum.
-
- >> An adventure game should of course not be a "guess the correct verb" game,
- >
- >It goes beyond mere VERBS. All too often, it comes to a question not of
- >solving the puzzle, but of guessing which way of solving it is *supported*.
-
- Yes, but then the game is badly written.
-
- >I recall someone describing a puzzle where one had to get past laser beams by
- >clapping an eraser so that you could see the beams outlined in the dust.
- >
- >Clever? Yes, but you also have to *GUESS* that this functionality is
- >implemented, whereas other functionalities such as
- >
- > sweeping dust instead up from the floor,
- > improvising a mirror,
- > improvising an ablative shield that would hold for the few seconds
- > required,
- > holding something disposable before you as you go as a 'mine detector',
- > etc,
- >
- > are not. (Nor could one reasonably expect all such creative solutions to be
- > supported)
-
-
- I haven't played that game myself, but here's what I'd do if I were to
- write such a puzzle:
-
- 1. Make sure the player gets the information that the erasers are
- chalky (for example, when he/she examines them).
-
- 2. When the player manipulates the dusters in other ways, they should
- give off a lot of chalk dust.
-
- 3. Sweeping dust up from the floor should work *if there is any dust
- in the game*., but it needn't do that. BTW, you need quite a lot of
- dust to create a cloud, and it's not unreasonable to assume that hte
- rooms aren't *that* dusty.
-
- 4. Improvising a mirror requires reflective material. If there isn't
- any in the game, there's no need to support such a solution.
-
- 5. If the laser beams are merely *detectors*, rather than death-rays
- (again, I haven't palyed the game myself), ablative shields or
- disposable objects won't help - the detectors will still be triggered.
-
-
- *BUT* if a problem is such that there are scores of possible solutions
- inside the game, then it's of course very bad only to allow one of
- them.
-
- An adventure writer simply needs to work so hard on the game's
- internal consistency that there aren't any logical holes in it. And
- the game must be play tested by people who have keen eyes for internal
- logic.
-
-
- Magnus Olsson | \e+ /_
- Department of Theoretical Physics | \ Z / q
- University of Lund, Sweden | >----<
- magnus@thep.lu.se, thepmo@seldc52.bitnet | / \===== g
- PGP key available via finger or on request | /e- \q
-