Re: Amoral Behaviour in IF


Wed, 21 Jun 1995 04:29:19 GMT

Jean-Henri Duteau (nstn1433@fox.nstn.ca) wrote:
: My other point, however, deals with this sudden realization: what's to
: stop us from making a fun IF that requires moral behaviour? Really, it
: would actually add to the puzzles. You have to get by the troll in the
: caves and you have to do it without killing him. For that matter, you
: have to get to the caves without trespassing first. You'd probably have
: to give a warning in the beginning, so your players don't go kill the
: troll, but it would be challenging. Especially challenging because all of
: the IF players so far would have to change their mindset.

There have been several 'moral issue' type things in adventure games.
I felt real guilty using the resurrection spell in Death Gate to randomly
kill someone else..
I was a bit disgusted with Sam & Max's disregard for property/lives of
people they don't know.
Supposedly the end of the Daedalus Encounter has a moral issue thing in
it, anyone know about it?
The best one I've seen those, was in this old game called Star Trek: First
Contact where for the end of the game as a test there was a door that
someone had to go through; the first person to go through would die.
You could order either Spock or McCoy to go through. If you think on
this a few turns, a villian from early in the game appears that you
can order to go through. But to actually win, you have to go through
the door yourself. (this is probably what you are talking about)
Also, in SPAG #4 there was something mentioned called The KORC Trilogy
that supposedly does all sorts of that kind of thing.

--
Jason Dyer - jdyer@indirect.com