Re: Gameplay theory: leaving object behind..
Sun, 17 Sep 1995 06:27:18 GMT
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)