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Ironshanks Wandering Minstrel
Joined: 17 Feb 2003 Posts: 134 Location: Shiner's Peak
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Posted: Sun Oct 05, 2003 2:45 pm Post subject: |
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Well I would like a menu-driven text RPG. Seems like it would be the same literary style but without the hassle. _________________ That's not a broken link, it's a PICTURE of a broken link. It's really very conceptual.
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barok@home Guest
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Posted: Sun Oct 05, 2003 4:41 pm Post subject: |
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well, maybe one day i'll revive it for something to do...
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UscGradEray Sick of Being A Fairy Princess Yet?
Joined: 23 Sep 2003 Posts: 14 Location: The State of Misery
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Posted: Mon Oct 06, 2003 2:55 am Post subject: |
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Ironshanks wrote: | I always found the biggest difficulty in text RPGs was navigating. I'd love them if there was a decent map in game. |
For the ones I've played, I've always made maps. Of course, this only works for games that are (mostly) laid out on a grid. That's exactly the reason I gave up on some of the classic text adventures.
I think the other big problem people have with interactive fiction is the "hunt for the verb" syndrome, in which you know what to do but not what word the programmer used for the action. To me, this problem is secondary when a game doesn't have logical directions (so I can't make a map), but it can be frustrating when the programmer doesn't think of enough synonyms.
By the way, there have been interactive fiction games that included a menu of all possible verbs and all currently available nouns. I think Multi-Dimensional Thief (I'm not sure that's the exact title) was one. That eliminated the "hunt for the verb" problem, but at the expense of a clunky interface. It could be done much better now (and probably has, but I'm not aware of it). _________________ I've decided not to make a signature.
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Guest
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Posted: Mon Oct 06, 2003 12:09 pm Post subject: |
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Ironshanks wrote: | I always found the biggest difficulty in text RPGs was navigating. I'd love them if there was a decent map in game. |
You're so right. I always find it a pain when i'm walking around and suddenly find i'm lost. Without being able to scan about 30 areas at once (as you would do with your average tile based RPG) you can't really find out where you are.
Did anyone ever think of using a piece of software which has all the maps already on it for a mud? That would be useful.
P.S. If you want a good mud try Aetolia (.com). Its the best one i've played, although I tend to get fed up of muds quickly.
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The Anarchist Slightly Deformed Faerie Princess
Joined: 13 Feb 2003 Posts: 32 Location: London, England
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Posted: Mon Oct 06, 2003 12:15 pm Post subject: |
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Christ, forgot to log in. That was me up there ^. _________________ Some may know me as MidnightDreamer... time for a namechange.
blackgc.f2g.net
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fingersmith Pretty, Pretty Fairy Princess
Joined: 30 Sep 2003 Posts: 13 Location: UK
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Posted: Tue Oct 07, 2003 5:34 pm Post subject: |
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I think you people have hit it on the head there! Navigation and the verb guessing syndrome are definitely two of the worst things with text adventures.
A map of roughly where the character is I think is essential. I am also considering dividing the playing area into regions and areas which are organised in a grid fashion and the player would always be told which grid they are in to give them a sense of whereabouts. Navigation would come down to moving from one area to the next and these would be big enough to prevent the player getting too lost. It doesn't bode well with the old cave adventures where everything is simply "your in a cave underground", but in a well structured fantasy land with towns containing districts, mountain ranges, different types of forests, rivers and other landmarks, it ought to be easy to promote a sense of whereabouts.
The verb problem is a difficult one, my personal thoughts on this are that it needs to be kept simple. A few simple commands to interact with the game environment.
To help with the verb guessing problem, like any game that needs to be learnt, I think a tutorial is a good thing. A player is coming into this world with absolutely no clues as to what to type. So rewards could be rewarded for completing the tutorial and these could be presented as small starter quests. Some easy modules might be; movement and navigation, looking around and searching the area, fighting and spell casting, picking up things and using items, and NPC interaction!
I think the depth to textual interfaces should come not in a wide range of possible ways to achieve the same thing (light lamp, use lamp, use match on lamp, turn on lamp) or wacky and complex phrases to solve puzzles. Instead items, areas, npcs and quests which can be identified by name and should be supported in an interactive and diverse manner. In other words, if the player types something relevant, then they've done the hard bit of picking up on the clues and should be rewarded. So no matter who they talk to or where they are, the player is pointed in the right direction. When asking about a quest for example, a diverse range of npcs should be able to help you out or point you in the right direction. Thereby the discovery element comes not from hunting for the right NPC and then being presented with the right menu choice or relevant response, it comes from picking up on names and phrases and have all sorts of npcs give you clues that your onto something or intelligent enough responses to tell you've picked up on a quest of some sort.
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Ironshanks Wandering Minstrel
Joined: 17 Feb 2003 Posts: 134 Location: Shiner's Peak
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Posted: Wed Oct 08, 2003 1:34 pm Post subject: |
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I was thinking of a sidebar with common verbs (use, pickup, examine) etc. that you could click on, and then click on any noun in the current text display to use it on that thing.
I don't know, maybe that would be too dumbed down for people? _________________ That's not a broken link, it's a PICTURE of a broken link. It's really very conceptual.
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Modanung Mage
Joined: 20 Jun 2002 Posts: 317 Location: The Netherlands
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Posted: Wed Oct 08, 2003 2:45 pm Post subject: |
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In the old days, me and Bjorn... ok, mostly Bjorn... used to draw the maps ourselves. Actually that was a lot more fun.
We still have the maps of Solstice, Korenvliet, Super Mario Bros. and some gamble combinations of Super Mario Bros. 3. Korenvliet was the only textadventure, a Dutch one, but Solstice didn't have an in-game map as well.
Somehow it's very fun to draw your own maps.
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fingersmith Pretty, Pretty Fairy Princess
Joined: 30 Sep 2003 Posts: 13 Location: UK
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Posted: Wed Oct 08, 2003 2:57 pm Post subject: |
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I used to draw my own maps too. That was unforgettably good fun.
The menu thing probably depends a lot on the style of the game and how it fits in with the overall feel. I don't think it's unhelpful to provide the verbs and items in the immediate area or player inventory.
Although it wouldn't fit in with the sort of game I envisage because I want the reader to pick out the important things from the room themselves. I want virtually everything described in the texts to be interactive, a large portion of the game world would be built from the ground up from interactive objects but not everything the player can interact with will be important.
So in a finite world a menu probably works well. In the graphical game world hovering with the mouse highlights an item, picking up an item and moving it over another changes the mouse cursor appropriately and talking to NPCs yields menu driven responses, providing a similar level of feedback to your text menu system.
I think it changes the emphasis of the game onto 'questing' rather than what I might be inclined to call 'adventuring'.
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UscGradEray Sick of Being A Fairy Princess Yet?
Joined: 23 Sep 2003 Posts: 14 Location: The State of Misery
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Posted: Wed Oct 08, 2003 4:36 pm Post subject: |
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You have some interesting ideas. I'd like to see what you produce. Of course, I'm just a lowly slime, so what do I know?
I'm afraid I don't agree with you about the small verb list. If you don't provide multiple verbs to do the same thing (push button, press button, hit button...), you'll need to have the player memorize every verb that can be used. I don't think that's a reasonable expectation from text adventure players.
Of course, if you really limit the verbs, the player can easily memorize them. By "really limit", I mean limit to something like these four forms: "use object", "use direct_object on indirect_object", "give indirect_object direct_object" (or "give direct_object to indirect_object"), and "talk to npc". The drawback to this method is that it's difficult to use the same object in multiple ways. Using objects in unexpected ways is often a large part of the puzzle/quest nature of text adventures, so you would need a way around this difficulty. _________________ I've decided not to make a signature.
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fingersmith Pretty, Pretty Fairy Princess
Joined: 30 Sep 2003 Posts: 13 Location: UK
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Posted: Thu Oct 09, 2003 5:11 pm Post subject: |
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UscGradEray wrote: | If you don't provide multiple verbs to do the same thing (push button, press button, hit button...), you'll need to have the player memorize every verb that can be used. |
I think that's a pretty fair comment. Some verbs have very similar meanings and to restrict the player to using one particular verb like "push" instead of "press" is kinda restrictive. Where a verb amounts to the same thing I think I can cater for it. I may not advertise this flexibility to the player but I certainly wouldn't want to punish them for using alternative verbs.
UscGradEray wrote: |
By "really limit", I mean limit to something like these four forms: "use object", "use direct_object on indirect_object", "give indirect_object direct_object" (or "give direct_object to indirect_object"), and "talk to npc". The drawback to this method is that it's difficult to use the same object in multiple ways. Using objects in unexpected ways is often a large part of the puzzle/quest nature of text adventures, so you would need a way around this difficulty. |
I've thought about this and I think it works well with more linear adventures and storylines. If it possible to predict how the user might try to use objects in a certain surroundings and situations, then I think it makes sense and is fairly easy to implement.
The trouble I'm having with this is that I'm not confident I'll be able to support this kind of flexibility in my "open world". For example, many of the objects I want to put into the game will have properties. Two such properties might be "wood" and "sharp". When the player uses a sharp object on a wooden object it will produce tinder for the player to light a fire (assuming the wooden object is not "wet"!). The plan is that I won't need or be able to fully predict how the player will create tinder. The player might say "cut" if using a "knife", "chop" when using an "axe", "scrape" using "flint", "attack" using a "sword" (attack wood?).. and there maybe various ways of phrasing it too which adds to the complexity.
So without the use of quite a complicated phrase parser (which I certainly can't write myself), I've come to the conclusion that I'll need to limit how the player can interact with the world.
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