| Article 8012 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1526 rec.games.programmer:8012 | |
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| From: johnf@apollo.hp.com (John Francis) | |
| Subject: Re: Alternatives to score in text adventures | |
| Sender: usenet@apollo.hp.com (Usenet News) | |
| Message-ID: <BsvzrE.8H3@apollo.hp.com> | |
| Date: Wed, 12 Aug 1992 20:04:26 GMT | |
| References: <1992Aug12.160321.24522@wam.umd.edu> | |
| Nntp-Posting-Host: greenwood.ch.apollo.hp.com | |
| Organization: Hewlett-Packard Corporation, Chelmsford, MA | |
| Lines: 51 | |
| dmb@wam.umd.edu (David M. Baggett) starts us thinking: | |
| >I've been working on _The Legend Lives!_, a science fiction text | |
| >adventure set in the Unnkulian Universe, and I've come to believe that | |
| >score may not be such a great thing to have in a text adventure. I'm | |
| >looking for some input regarding how people think having a score | |
| >affects gameplay. | |
| > | |
| >Making the game scored creates quite a few subtle problems. One is the | |
| >question of whether or not you should be able to finish the game | |
| >without getting the maximum possible score. Should information puzzles | |
| >just not award points since they can be skipped? (This would ensure | |
| >that you couldn't win the game without the maximum possible score.) | |
| > | |
| >I can see several ways of dealing with this issue: | |
| > | |
| > 1. Don't award points for information puzzles . . | |
| > 2. Code in clever restrictions that force the player to solve | |
| > information puzzles even if they already know the information. | |
| > 3. Make sure that all information given at the ends of information | |
| > puzzles is randomly generated. | |
| > 4. Eliminate scoring. | |
| > 5. Make information puzzles scored, and allow them to be skipped, | |
| > but award points as soon as the information is *used*. | |
| At a general level - awarding score points is a handy way of letting the | |
| player know he has done something right, or that he has started down the | |
| path towards solving a puzzle. If you eliminate scores then you will have | |
| to come up with some other form of reward system. | |
| To adress your particular concern - I think (3) is the optimum solution. | |
| I am pretty sure some of the later Infocom games took this approach - | |
| in fact I know HHGTTG did (geting the right tool to open the hatch). | |
| If you feel that is too much work, then you need solution (6) - keep | |
| scores for information puzzles, but allow the puzzles to be bypassed. | |
| This allows completion with less than a full score - so what? | |
| The obsessive completists among us would still do a complete run-through | |
| so we could finish the game with maximum score. Those who don't care | |
| about maximum points wouldn't bother. (Did you get the point for the | |
| dwarven magazine in Adventure? How about the Don Woods stamp in Zork?) | |
| My feelings about the other proposed solutions: | |
| 1. I like reward systems. If I do something right, I want praise. | |
| 2. As you say, hard to do in an unobtrusive fashion. | |
| 4. I like reward systems. If I do something right, I want praise. | |
| 5. Aargh!! Reward *cheating*? | |
| -- | |
| John Francis johnf@apollo.hp.com | |
| The world can be divided into two classes :- | |
| those who divide people into two classes, and those who don't. | |
| Article 8014 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1527 rec.games.programmer:8014 | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
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| From: blasius@gmd.de (Volker Blasius) | |
| Subject: Re: Alternatives to score in text adventures | |
| Message-ID: <blasius.28.713650240@gmd.de> | |
| Sender: news@gmd.de (USENET News) | |
| Nntp-Posting-Host: blasius | |
| Organization: GMD, Sankt Augustin, Germany | |
| References: <1992Aug12.160321.24522@wam.umd.edu> | |
| Date: Wed, 12 Aug 1992 20:10:40 GMT | |
| Lines: 105 | |
| In article <1992Aug12.160321.24522@wam.umd.edu> dmb@wam.umd.edu (David M. Baggett) writes: | |
| >I've been working on _The Legend Lives!_, a science fiction text | |
| >adventure set in the Unnkulian Universe, | |
| Hurra! | |
| > and I've come to believe that | |
| >score may not be such a great thing to have in a text adventure. I'm | |
| >looking for some input regarding how people think having a score | |
| >affects gameplay. | |
| >Adventure (Colossal Cave) set the precedent that text adventures should | |
| >be scored games. Its "x out y points -- this makes you a ____" format | |
| >appears in almost all its successors, and I wonder if that's just | |
| >because we've all been following a trend somewhat blindly. | |
| >Making the game scored creates quite a few subtle problems. One is the | |
| >question of whether or not you should be able to finish the game | |
| >without getting the maximum possible score. Interestingly enough, | |
| >Adventure did *not* reqiure you to get all the points to win. | |
| Yes, and this plagued us for months, until someone got hold of the source | |
| code and analyzed it until he found that you had to leave the magazine | |
| (Spelunker Today) at Witt's End to get this final point that made you | |
| Adventurer Grandmaster. I always want to have seen all of a game I play, | |
| all the nooks and crannies, and a score is a big help in this direction. | |
| This implies that you should be able to finish without having got all the | |
| points, this fact telling you that you missed something or/and that you | |
| cheated (see below). And if you cheated, it serves you right not to know | |
| whether you missed something. | |
| A game that (in my opinion) overdid this, was Sierra's The Colonel's Bequest. | |
| There were loads of redundant clues you didn't get points for if you didn't | |
| examine each and every item with a magnifying glass and stuff like that, so | |
| I finished the game with many, many points missing. I always read the hint | |
| book afterwards (if there is one, and for my peace of mind there better is), | |
| so I found out what I had overlooked, but it was a bit much for my taste. | |
| >Did Zork? Did most Infocoms? I really don't remember. | |
| As far as I remember, you had to have all the points to finish. This is OK | |
| if this is also an indication that you didn't miss anything, i.e. the game | |
| is layed out this way. In fact, I prefer games that are layed out this way, | |
| but if I really missed something, I want to know. (I admit that Witt's End | |
| was just a big teaser, but it served this purpose very well.) | |
| >All the Unnkulian games are written such that you can't win and not have | |
| >gotten all the points (unless you exploit a bug in the game). This | |
| >creates tricky situations, though, particularly in "information puzzles." | |
| >Consider a puzzle that the player has to solve to get some information | |
| >needed later in the game (e.g., you must get past the troll to get into | |
| >the Wizard's Alcove containing the scroll on which the secret password is | |
| >written). If this information is the same from game to game (i.e., not | |
| >randomly generated), then the player could conceivably play the game | |
| >once, write down the needed information, and then play again (or, e.g., | |
| >make a walkthrough) without out ever solving any of the information | |
| >puzzles again. Should this be allowed? Should information puzzles | |
| >just not award points since they can be skipped? (This would ensure | |
| >that you couldn't win the game without the maximum possible score.) | |
| >I can see several ways of dealing with this issue: | |
| > -- argument deleted to save bandwidth -- | |
| Yeah, this is difficult. My first thought was: | |
| If the game contains puzzles of this kind, I think it should | |
| - give points for obtaining the information the correct way, | |
| - allow the player to cheat by skipping over the information puzzle and | |
| finish without all the points, and | |
| - maybe tell the player, "You finished with x out of y because you | |
| cheated". | |
| But then I remembered that e.g. I cheated in Spellcasting 201 in exactly | |
| this way by saving, going to the lessons and writing the information down | |
| (or rather let SCRIPT write it down for me), restoring, and using the | |
| information without the tight schedule I'd otherwise have had. The game | |
| didn't punish me for that, and this I liked, because I hate arcade games. | |
| I really don't know. Maybe it depends on the game (attending to the lessons | |
| wasn't actually solving a puzzle to gain some information). | |
| >I've been toying with the idea of replacing the score counter with a | |
| >percentage. The percentage would give the player a rough idea of how | |
| >much of the whole game he/she has seen (just like current page number | |
| >in a novel). This could be based on number of locations visited vs. | |
| >the total number of locations, number of items seen versus total number | |
| >of items, etc. | |
| Somehow this idea doesn't appeal to me very much. I like points that tell me | |
| that the thing I just did or got is essential for getting onwards; it sure | |
| increases my motivation to continue. And the number of points you got should | |
| be enough indication as to the percentage of the way that's still ahead - | |
| though in most games the number of points you get for doing things of | |
| equivalent value rises exponentially the farther you get, especially in | |
| games with large scores. | |
| >Thoughts? | |
| Yes, these are my momentary thoughts about that, nothing more. | |
| Volker | |
| -- | |
| DingDong Laboratories Ltd., Makers of Fine Eunuchs (TM) | |
| Article 8018 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1529 rec.games.programmer:8018 | |
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| From: johnf@apollo.hp.com (John Francis) | |
| Subject: Re: Alternatives to score in text adventures | |
| Sender: usenet@apollo.hp.com (Usenet News) | |
| Message-ID: <Bsw38A.A8w@apollo.hp.com> | |
| Date: Wed, 12 Aug 1992 21:19:22 GMT | |
| References: <1992Aug12.160321.24522@wam.umd.edu> <BsvzrE.8H3@apollo.hp.com> | |
| Nntp-Posting-Host: greenwood.ch.apollo.hp.com | |
| Organization: Hewlett-Packard Corporation, Chelmsford, MA | |
| Lines: 18 | |
| In an earlier article, I write: | |
| >dmb@wam.umd.edu (David M. Baggett) starts us thinking: | |
| >> [ . . . . ] | |
| >> 3. Make sure that all information given at the ends of information | |
| >> puzzles is randomly generated. | |
| >> [ . . . . ] | |
| > | |
| >To adress your particular concern - I think (3) is the optimum solution. | |
| >I am pretty sure some of the later Infocom games took this approach - | |
| >in fact I know HHGTTG did (geting the right tool to open the hatch). | |
| On re-reading the origininal article, it occurs to me that what you mean | |
| by "randomly generated" is not what I mean - my interpretation is rather | |
| more like "randomly selected from amongst several pre-generated answers". | |
| -- | |
| John Francis johnf@apollo.hp.com | |
| The world can be divided into two classes :- | |
| those who divide people into two classes, and those who don't. | |
| Article 8019 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1530 rec.games.programmer:8019 | |
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| From: forbes@cbnewsf.cb.att.com (Scott Forbes) | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Subject: Re: Alternatives to score in text adventures | |
| Message-ID: <1992Aug12.215318.3239@cbfsb.cb.att.com> | |
| Date: 12 Aug 92 21:53:18 GMT | |
| References: <1992Aug12.160321.24522@wam.umd.edu> <greg.713641872@duke> | |
| Sender: news@cbfsb.cb.att.com | |
| Organization: Usenet Sports Programming Network | |
| Lines: 43 | |
| greg@Quotron.COM (Greg "Maddog" Knauss) writes: | |
| >dmb@wam.umd.edu (David M. Baggett) writes: | |
| >>Interestingly enough, | |
| >>Adventure did *not* reqiure you to get all the points to win. Did | |
| >>Zork? Did most Infocoms? I really don't remember. | |
| > | |
| >As far as I can remember, all Infocoms had score and they all required | |
| >you get get all the points to finish the game. | |
| ...Nnot quite. Planetfall, for example, had a number of alternate endings | |
| depending on whether or not you solved certain puzzles -- but you could | |
| "win" (reach the primary goal of saving the planet's population) without | |
| completing some of these puzzles. | |
| Also, it was possible to win Zork II without getting all the points, | |
| depending on certain semi-random actions of the Wizard. | |
| Spoilers ahead for Infocom games: | |
| In Planetfall you could "win" without restoring the Planetary Defense | |
| computers and/or without repairing Communications, but in either case | |
| you would not be rescued from the planet after saving its population | |
| (and would never get to see Ensign Twelfth Class Blather, either :-) ). | |
| In Zork II, if the Wizard cast the "filch" spell on your character, | |
| you would lose one or more treasures and would subsequently be unable | |
| to give them to the demon (which prevented you from scoring all the | |
| points). | |
| Another interesting scoring system was that of Zork III, which had a | |
| seven-point score; you received a point each time you had the opportunity | |
| to obtain one of the seven items required to win the game, regardless | |
| of whether or not you actually got the item. Your score was then a | |
| measure of how many puzzles you'd *seen*, not how many you'd solved | |
| (and in some cases, how many puzzles you had screwed up beyond hope -- | |
| some of Zork III's puzzles led to "you cannot win" outcomes, such as | |
| killing the hooded figure or giving up the book or staff). | |
| -- Scott | |
| P.S.: The rec.games.int-fiction CFV is in David Lawrence's hands, | |
| and voting should begin shortly.... | |
| Article 8020 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1531 rec.games.programmer:8020 | |
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| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Subject: Re: Alternatives to score in text adventures | |
| Message-ID: <1992Aug13.103148.309@csc.canterbury.ac.nz> | |
| From: cctr120@csc.canterbury.ac.nz (Brendon Wyber, C.S.C.) | |
| Date: 13 Aug 92 10:31:48 +1200 | |
| References: <1992Aug12.160321.24522@wam.umd.edu> | |
| Organization: University of Canterbury, Christchurch, New Zealand | |
| Lines: 39 | |
| In article <1992Aug12.160321.24522@wam.umd.edu>, dmb@wam.umd.edu (David M. | |
| Baggett) writes: | |
| > I've been working on _The Legend Lives!_, a science fiction text | |
| > adventure set in the Unnkulian Universe, and I've come to believe that | |
| > score may not be such a great thing to have in a text adventure. I'm | |
| > looking for some input regarding how people think having a score | |
| > affects gameplay. | |
| Most of the collect-the-treasure-type games gave points for collecting | |
| treasures and storing them somewhere, and some bonuses for doing some deeds. | |
| They didn't actually give points for solving the puzzle's themselves. Example: | |
| in adventure you didn't get any points for oiling the rusty gate, just getting | |
| the trident beyond. Zork 3 used this method. The score was out of seven, one | |
| point for each of the items you needed to pass the Dungeon Master. You could | |
| actually have full points and not have solved the entire game. | |
| Infocom's Moonmist for a score stated what the player has done and yet to do. | |
| Example: | |
| > SCORE | |
| You have meet all the guests and heard about the treasure hunt but | |
| have yet to solve any of the clues or find the ghost. | |
| That would be quite hard to implement in a true non-linear game. | |
| Recognition of progress is important. I personally think that you should award | |
| points for information type puzzles and let the player use that information in | |
| other plays of the game, thus making it possible to solve the game without all | |
| the points. You should definitely not say the player cheated in the score | |
| response as it will alienate the player. However feel free to put a little | |
| "tongue in cheek" comment in at the time the player uses the information. | |
| Someone else had the idea of an object in the game giving progress "an acme | |
| progress meter". I actually quite like that idea. | |
| Be seeing you, | |
| Brendon Wyber Computer Services Centre, | |
| b.wyber@csc.canterbury.ac.nz University of Canterbury, New Zealand. | |
| "Ph-nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn." | |
| Article 8021 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1532 rec.games.programmer:8021 | |
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| From: gnat@kauri.vuw.ac.nz (Nathan Torkington) | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Subject: Re: Alternatives to score in text adventures | |
| Message-ID: <GNAT.92Aug13105800@kauri.kauri.vuw.ac.nz> | |
| Date: 12 Aug 92 22:58:00 GMT | |
| References: <1992Aug12.160321.24522@wam.umd.edu> <bsw1du.aqz@wang.com> | |
| Sender: news@comp.vuw.ac.nz (News Admin) | |
| Organization: Contract to CSC, Victoria Uni, Wellington, New Zealand | |
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| Nntp-Posting-Host: kauri.vuw.ac.nz | |
| In-Reply-To: smayo@wang.com's message of Wed, 12 Aug 92 20:39:29 GMT | |
| In article <bsw1du.aqz@wang.com> smayo@wang.com (Scott Mayo) writes: | |
| Depends on what you call *win*. Do you win when you meet the friendly | |
| elves in Adventure? Or do you win when you get that last, blasted point, | |
| the one that drove you to your wit's end? | |
| ^^^^^^^^^ | |
| I love it!! :) | |
| Nat. | |
| (gnat@kauri.vuw.ac.nz) | |
| Article 8022 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1533 rec.games.programmer:8022 | |
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| From: jlg@cochiti.lanl.gov (Jim Giles) | |
| Subject: Victory conditions (was: Alternatives to score in text adventures) | |
| Message-ID: <1992Aug12.233804.1119@newshost.lanl.gov> | |
| Sender: news@newshost.lanl.gov | |
| Organization: Los Alamos National Laboratory | |
| References: <1992Aug12.160321.24522@wam.umd.edu> <bsw1du.aqz@wang.com> | |
| Date: Wed, 12 Aug 1992 23:38:04 GMT | |
| Lines: 25 | |
| In article <bsw1du.aqz@wang.com>, smayo@wang.com (Scott Mayo) writes: | |
| |> [...] | |
| |> Depends on what you call *win*. Do you win when you meet the friendly | |
| |> elves in Adventure? Or do you win when you get that last, blasted point, | |
| |> the one that drove you to your wit's end? The latter is winning to some folk - | |
| |> it shows they've *completely* plumbed the sordid depths of the game, and | |
| |> the programmer's grungy soul. For that sort of player, score is everything. | |
| The victory condition of the game is up to the programmer. I prefer | |
| games where the victory condition is the achievement of some objective | |
| - you return to town alive and in possession of "The Lost Widget" for | |
| example. Expertise is demonstrated by achieving this objective with | |
| the _least_ possible score. This is more natural to the real world | |
| where the important thing is the achievement, not the irrelevant | |
| side-information you pick up along the way (of course, you don't | |
| know what's irrelevant until you've solved the puzzle). | |
| I really prefer stategic games to puzzles anyway. So, on that basis, | |
| I would argue to eliminate score entirely - or change its meaning so | |
| it was a measure of how well you were doing (in terms of time or | |
| resources) rather than how much you've unraveled. Games of this | |
| latter kind can actually have value in the real world. | |
| -- | |
| J. Giles | |
| Article 8038 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1539 rec.games.programmer:8038 | |
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| From: roarf@stud.cs.uit.no (Roar Foshaug) | |
| Subject: Re: Alternatives to score in text adventures | |
| References: <1992Aug12.160321.24522@wam.umd.edu> | |
| Sender: news@news.uit.no (USENET News System) | |
| Organization: University of Tromsoe, Norway | |
| Date: Thu, 13 Aug 1992 14:08:44 GMT | |
| Message-ID: <1992Aug13.140844.3900@news.uit.no> | |
| Lines: 74 | |
| In article <1992Aug12.160321.24522@wam.umd.edu>, dmb@wam.umd.edu (David M. Baggett) writes: | |
| |> | |
| |> Making the game scored creates quite a few subtle problems. One is the | |
| |> question of whether or not you should be able to finish the game | |
| |> without getting the maximum possible score.... | |
| What about games with alternative paths towards the goal state? | |
| A good adventure game should offer different ways of doing things, | |
| and what then about score calculations? | |
| I don't think explicit scores are such a good idea. The motivation to | |
| go on playing should come from the game itself as hints about how close | |
| you are to solving a problem or eventually finishing the game. Note also | |
| that 'score' can be viewed differently from a number in the upper right | |
| corner of the screen. When the player finds an item that can be used for | |
| protection, weapon, gives skills, has a value, that is also a score. For | |
| the gold-hungry, a good motivation is to find gold. For others, the $$$ | |
| <insert favourite money-name> is the means to getting better equipment. | |
| etc. | |
| I also feel that the explicit score may come in the way of real problem | |
| solving : "Oops, there I got ten points, does that mean this thing has | |
| a usage, etc etc". The problem is of course that I don't know the strategy | |
| the programmer uses for handing out scores. Result is that the user may end | |
| up using more brain circuitry figuring out the score-giving strategy in | |
| search of hints than actually applying logic to the gaming situation, | |
| like "hmm, this is a screwdriver; what else can it be used to but | |
| screwing? hmm, hmm...". | |
| Screwing screws, that is... :-) | |
| If you absolutely want scores and your game contains several paths, | |
| you must space the scores out on the different paths, so finishing the game | |
| along one (of several) path selections gives 100 % score. To spread the 100 % | |
| over _all_ paths is a bad idea, as you can then finish the game with | |
| far less, and the score looses all meaning. Pointless is a word that comes | |
| to mind... :-) | |
| Of course, by placing scores along the different paths so each path through | |
| the game ends up with 100% opens the possibility for the user to get | |
| more than 100% by moving "sideways" and covering several paths. But | |
| so what? | |
| The score strategy should at any rate be available in text form so the | |
| user knows how it works. | |
| The one reason I see to use scores is that it simplifies the | |
| implementation. It is reasonably simple to attach scores to objects and | |
| actions (saying magic words). It is far less simple to have a game responding | |
| with subtle, and not-so-subtle, hints about advances. For the game to be | |
| able to hand out such messages, the interface between the user and the | |
| game must be more 'detailed' or 'fine-grained' in that the game must understand | |
| more complex commands and produce responses. That leads us to creating a | |
| more complex command parser (my favourite subject, btw :-), and also the | |
| structure on the 'inside' of the game. I have not come up with all solutions | |
| myself, but like speculating on these problems... | |
| |> | |
| |> Thoughts? | |
| |> | |
| Many... :-) | |
| |> Dave Baggett | |
| |> dmb@wam.umd.edu | |
| -- | |
| Roar Foshaug (roarf@stud.cs.uit.no) | |
| Department of Computer Science | |
| University of Tromsoe 'oe' is '\o{}' in Tex | |
| N-9000 TROMSOE, NORWAY 'OE' is '\O{}' in Tex | |
| Article 8040 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1540 rec.games.programmer:8040 | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!mips!sdd.hp.com!cs.utexas.edu!rice!owlnet.rice.edu!amitp | |
| From: amitp@owlnet.rice.edu (Amit Jayant Patel) | |
| Subject: Re: Victory conditions (was: Alternatives to score in text adventures) | |
| Message-ID: <BsxDH9.Mvn@rice.edu> | |
| Sender: news@rice.edu (News) | |
| Reply-To: amitp@owlnet.rice.edu | |
| Organization: Rice University | |
| References: <1992Aug12.160321.24522@wam.umd.edu> <bsw1du.aqz@wang.com> <1992Aug12.233804.1119@newshost.lanl.gov> | |
| Date: Thu, 13 Aug 1992 13:58:20 GMT | |
| Lines: 22 | |
| In article <1992Aug12.233804.1119@newshost.lanl.gov>, jlg@cochiti.lanl.gov (Jim Giles) writes: | |
| |> | |
| |> The victory condition of the game is up to the programmer. I prefer | |
| |> games where the victory condition is the achievement of some objective | |
| |> - you return to town alive and in possession of "The Lost Widget" for | |
| |> example. Expertise is demonstrated by achieving this objective with | |
| |> the _least_ possible score. This is more natural to the real world | |
| |> where the important thing is the achievement, not the irrelevant | |
| |> side-information you pick up along the way (of course, you don't | |
| |> know what's irrelevant until you've solved the puzzle). | |
| In a game, though, it's nice to explore everything --- if you were trying to | |
| encourage people _not_ to explore everything, then why spend time writing | |
| those "side dishes"? | |
| Just my opinions, | |
| Amit | |
| -- | |
| /\\ Amit J Patel, amitp@owlnet.rice.edu | |
| \\/ I think I'm at Rice University | |
| Article 8046 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1542 rec.games.programmer:8046 | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!mips!sdd.hp.com!cs.utexas.edu!rice!adam | |
| From: adam@owlnet.rice.edu (Adam Justin Thornton) | |
| Subject: Re: Alternatives to score in text adventures | |
| Message-ID: <BsxHE9.1Hr@rice.edu> | |
| Sender: news@rice.edu (News) | |
| Organization: Milo's Meadow | |
| References: <1992Aug12.160321.24522@wam.umd.edu> <1992Aug13.140844.3900@news.uit.no> | |
| Date: Thu, 13 Aug 1992 15:22:56 GMT | |
| Lines: 23 | |
| I always kind of liked scores, although back when I was writing | |
| games for my Apple II (Applesoft BASIC, btw, is _not_ a recommended | |
| adventure development platform. 6502 assembler is even worse.), | |
| they usually were of the "Pick up Object X for Y Points" variety. | |
| I don't see why it would be terribly hard to have flags indicating | |
| whether or not you've solved the puzzle for each given puzzle; you're | |
| probably going to have less than 300 such puzzles even in a very large | |
| game; if each flag is set as a bit in a long status string, I don't see | |
| why this is a problem. | |
| One of the better implementations of this I have seen is Infocom's | |
| _Bureaucracy_. If you give the paranoid the password before legitimately | |
| learning it, he snarls "You're just guessing", you can't see the pillar | |
| (though you can climb it) in the airport before getting the ticket, | |
| and so on. | |
| Adam | |
| -- | |
| "Man is conceived in sin and born in corruption and he passeth from the | |
| stink of the didie to the stench of the shroud. There is _always_ | |
| something." -- Robert Penn Warren | Vote Cthulhu in '92! | adam@rice.edu | |
| If Rice shared my opinions I wouldn't have this disclaimer | 64,928 | |
| Article 8051 of rec.games.programmer: | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!zaphod.mps.ohio-state.edu!malgudi.oar.net!caen!destroyer!ncar!noao!arizona!davevh | |
| From: davevh@cs.arizona.edu (Dave Van Horn) | |
| Newsgroups: rec.games.programmer | |
| Subject: New scoring for text-adv game. | |
| Summary: Two scores, rather than one. | |
| Message-ID: <20507@optima.cs.arizona.edu> | |
| Date: 13 Aug 92 18:20:43 GMT | |
| Sender: news@cs.arizona.edu | |
| Organization: U of Arizona CS Dept, Tucson | |
| Lines: 35 | |
| Hello. I have another idea for the scoring in a text-adv | |
| game. | |
| If you were to have two scores, one for `completeness', one for | |
| `number of the _really_ cool puzzles you've solved', it seems to me | |
| that you could have the best of all possible worlds for the player, if | |
| at the expense of some extra proggramming. | |
| The way I see this, the `completeness' score could be computed | |
| by counting what the minimum number of puzzles left to solve before | |
| finishing, and subtracting this from the number of puzzles needed to | |
| solve the games in the shortest possible route. | |
| The `number of _really_ cool puzzles you've solved' score, on | |
| the other hand, would be just that: The number of really cool puzzles | |
| the player has solved, perhaps with a brief mention of how many | |
| `_really_ cool' puzzles there are in the game. | |
| BTW, I mean `_really_ cool' to be defined by the programmer... | |
| It may turn out that the player thinks you're full of it... | |
| Have Phun! | |
| --Dave. | |
| |\ / / |"This is real, | davevh@cs.arizona.edu | |
| | \ / / | This is now. | Thanatos@hacks.arizona.edu | |
| | / \ / ~~/ | This is a freak | bv367@cleveland.freenet.edu | |
| |/ \/ / | show, baby, anyhow." | #include <std_disclaimer.h> | |
| -- | |
| |\ / / |"This is real, | davevh@cs.arizona.edu | |
| | \ / / | This is now. | Thanatos@hacks.arizona.edu | |
| | / \ / ~~/ | This is a freak | bv367@cleveland.freenet.edu | |
| |/ \/ / | show, baby, anyhow." | #include <std_disclaimer.h> | |
| Article 8053 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1547 rec.games.programmer:8053 | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Path: wam.umd.edu!ni.umd.edu!haven.umd.edu!darwin.sura.net!zaphod.mps.ohio-state.edu!sdd.hp.com!caen!uunet!mcsun!sunic!liuida!thoni | |
| From: thoni@ida.liu.se (Thomas Nilsson) | |
| Subject: Re: More on scoring in text adventures | |
| Message-ID: <1992Aug13.182525.20990@ida.liu.se> | |
| Sender: news@ida.liu.se | |
| Organization: CIS Dept, Univ of Linkoping, Sweden | |
| References: <bsw1du.aqz@wang.com> <1992Aug12.233804.1119@newshost.lanl.gov> <1992Aug13.155932.26491@wam.umd.edu> | |
| Date: Thu, 13 Aug 1992 18:25:25 GMT | |
| Lines: 46 | |
| This discussion about scoring in adventure games have been most | |
| interesting, giving many good arguments for keeping scores or at least | |
| a progress indicator to push the player forward and given indication | |
| to when he is on the right track. | |
| A *really* good adventure game should be non-linear (I think we all | |
| agree on this, and would produce that kind of games if it wasn't for | |
| all the implementation and testing involved). In fact I think a good | |
| game should have many parallell paths and situations where the player | |
| makes a choice between one path and others, perhaps leading him | |
| different amounts closer to the ultimate goal. This makes the game | |
| more like a web or a directed graph (because you can't go back in | |
| time) than a linear road with little sideway paths quickly leading | |
| back onto the main track. | |
| As has been said before, in this kind of game a progress indicator | |
| would be very difficult to implement and even more to define, but by | |
| deciding on a (or perhaps a set of) 'correct' path through the game | |
| graph we might be able to define some events, actions or situations | |
| that are crucial to the 'perfect' solution to the game. These events | |
| might be considered as progress points but more important is the use | |
| of them in the end-game. Because by giving the player indications | |
| that his solution might not have been the most perfect one we also | |
| increase the re-playability of a game (much like the varying endings | |
| in Planetfall, where you might end up saving the planet but not | |
| yourself). How about for example: | |
| Congratulations, you managed to throw down the dictator of | |
| Agrovenia and the people pronounce you a hero. Your future | |
| might hold much glory and praise from the people of Agrovenia, | |
| but will the memory of the burnt and mutilated body of your | |
| dearest comrade Claude ever fade so that you can honestly | |
| enjoy it? | |
| /Thomas | |
| -- | |
| Little languages go a long way... | |
| ---------------------------------------------------------------------- | |
| Thomas Nilsson Phone Int.: (+46) 13 12 11 67 | |
| Stenbrotsgatan 57 Phone Nat.: 013 - 12 11 67 | |
| S-582 47 LINKOPING Email: thoni@softlab.se | |
| SWEDEN Thomas_Nilsson@augs.se | |
| ---------------------------------------------------------------------- | |
| Article 8058 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1548 rec.games.programmer:8058 | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!jvnc.net!yale.edu!yale!mintaka.lcs.mit.edu!brokaw!nathan | |
| From: nathan@brokaw.lcs.mit.edu (Nathan Glasser) | |
| Subject: Re: More on scoring in text adventures | |
| Message-ID: <1992Aug13.192458.1709@mintaka.lcs.mit.edu> | |
| Sender: news@mintaka.lcs.mit.edu | |
| Organization: MIT LCS, Cambridge, MA | |
| References: <bsw1du.aqz@wang.com> <1992Aug12.233804.1119@newshost.lanl.gov> <1992Aug13.155932.26491@wam.umd.edu> | |
| Date: Thu, 13 Aug 1992 19:24:58 GMT | |
| Lines: 48 | |
| I played a text adventure game within the last few months which had no | |
| score in it. It was called Enchanted Castle. I won't say what I thought of it, | |
| but in the game, you had 3 goals: To escape from the castle, to rescue the | |
| princess, and to destroy the castle. The first was the only real requirement | |
| to end the game, but the other two were required to "win". | |
| In article <1992Aug13.155932.26491@wam.umd.edu> dmb@wam.umd.edu (David M. Baggett) writes: | |
| >But here's a more realistic thought: How about having a score but | |
| >never telling the player what the maximum is? Then die-hard gamers | |
| >would have the added challenge of actually determining what the maximum | |
| >possible score *is*. (Even the game author might not know unless s/he | |
| >bothered to check all the score increments for mutual exclusivity!) The | |
| >more I think about this, the more I like it. | |
| This reminds me of the Super-NES game "Super Mario World". (I played this | |
| on a friend's system last month). | |
| I'm not sure whether the game had a score or not, but someone can probably | |
| supply that information. The similarity is that there is a single objective of | |
| the game, which is to kill off a certain creature in order to rescue a | |
| princess, but there are other things going on. There are all these different | |
| "worlds" and "exits" from the worlds. Many of the worlds have alternate | |
| exits which sometimes lead to new worlds (and sometimes not). The alternate | |
| exits are sometimes difficult to find in the worlds where they are located, and | |
| often hard to use once found. | |
| The game keeps a count of all the different exits that are used. The number | |
| that exist is quite a lot more than the number needed to actually complete the | |
| rescue objective. It doesn't tell you how many the maximum is, though I think | |
| it does indicate when you've found all the exits in some way, so the number | |
| is known "on the street" through information passing among players, magazines, | |
| etc. I think it is fair to say that some players, after completing the | |
| objective, continuing playing the game for weeks afterwards just to go | |
| through all the exits. | |
| This seems completely pointless to me. (Please, no flames from NES fans.) | |
| Games, in general, may not have a point from some points of view, but this | |
| really seemed like a waste of time. If a text adventure game had such a | |
| feature... I think it would not be desirable. After completing the objectives | |
| of the game, I can't see any reason to keep playing it when there might not | |
| even be anything more to do... At least a known fixed maximum score lets you | |
| know this. Or a fixed set of objectives known to the player, even if some of | |
| them are minor. | |
| -- | |
| Nathan Glasser | |
| fnord nathan@brokaw.lcs.mit.edu,mintaka!brokaw!nathan | |
| YP-17 Nate on IRC | |
| Beware the DDG! | |
| Article 8062 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1549 rec.games.programmer:8062 | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!ames!sun-barr!news2me.ebay.sun.com!exodus.Eng.Sun.COM!exodus!dmaustin | |
| From: dmaustin@bonk.sun.com (Darren Austin) | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Subject: Re: Alternatives to score in text adventures | |
| Message-ID: <DMAUSTIN.92Aug13153716@bonk.sun.com> | |
| Date: 13 Aug 92 20:37:16 GMT | |
| References: <1992Aug13.140844.3900@news.uit.no> <BsxHE9.1Hr@rice.edu> | |
| <1992Aug13.164321.28499@wam.umd.edu> | |
| Organization: Sun Microsystems, Mountain View | |
| Lines: 30 | |
| NNTP-Posting-Host: bonk | |
| In-reply-to: dmb@wam.umd.edu's message of Thu, 13 Aug 1992 16:43:21 GMT | |
| In article <1992Aug13.164321.28499@wam.umd.edu> dmb@wam.umd.edu (David M. Baggett) writes: | |
| } adam@owlnet.rice.edu (Adam Justin Thornton) writes: | |
| } >I don't see why it would be terribly hard to have flags indicating | |
| } >whether or not you've solved the puzzle for each given puzzle; you're | |
| } >probably going to have less than 300 such puzzles even in a very large | |
| } >game; if each flag is set as a bit in a long status string, I don't see | |
| } >why this is a problem. | |
| } It's not that it's hard or an implementation problem, it's just that | |
| } it's tedious and a pain. Also it seems like the time required to come | |
| } up with creative excuses (IMHO "You're just guessing the password!" is | |
| } too lame) could be better spent on other things. | |
| I think the best solution to this problem is the one that Meretzky used in | |
| most of his later games. That was to have a random choice out of a given | |
| set. For example the password would be randomly picked out of a set, say | |
| "xyzzy", "plugh", "yoho", "zot". If the player has never seen the password | |
| in this session, then no matter what he tries for the password it will | |
| fail. This forces the player to go through the path that reveals the | |
| password. This falls into the category of trying to hide the "scoring" | |
| problem from the player. Plus it adds a little variety to the game. It is | |
| more work to code, but I think it works pretty well. | |
| --Darren | |
| -- | |
| Darren Austin | Enough with safe and sane, | |
| SunTech | it's time for dumb and dangerous! | |
| darren.austin@sun.com | | |
| Article 8068 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1550 rec.games.programmer:8068 | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!news.udel.edu!bach.udel.edu!helie | |
| From: helie@bach.udel.edu (Ray) | |
| Subject: Re: Victory conditions (was: Alternatives to score in text adventures) | |
| Message-ID: <BsyArv.89z@news.udel.edu> | |
| Sender: usenet@news.udel.edu | |
| Nntp-Posting-Host: bach.udel.edu | |
| Organization: University of Delaware | |
| References: <bsw1du.aqz@wang.com> <1992Aug12.233804.1119@newshost.lanl.gov> <BsxDH9.Mvn@rice.edu> | |
| Date: Fri, 14 Aug 1992 01:57:31 GMT | |
| In article <BsxDH9.Mvn@rice.edu> amitp@owlnet.rice.edu ( Amit ) writes: | |
| " In a game, though, it's nice to explore everything --- if you were trying to | |
| encourage people _not_ to explore everything, then why spend time writing | |
| those "side dishes"? " | |
| Wouldn't the point of "side dishes" (SD's) be to make the world seem more | |
| three-dimensional and realistic? In real life, you can do whatever | |
| you want, and not everything you do is going to get you closer to | |
| solving a particular problem. | |
| Without SD's, then everything that you are possibly allowed to do | |
| leads you towards the solution or goal, and where's the challenge of that? | |
| You know you're doing the right thing, simply because you're allowed | |
| to do it. | |
| Personally, I think many games suffer from a lack of SD's which would | |
| give the player a more realistic feel of a complete world. More thought | |
| would have to be given to what the right thing to do is -- you wouldn't | |
| be so sure just because you were allowed to do it. | |
| Ray 8-) | |
| Article 8073 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1551 rec.games.programmer:8073 | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!mips!swrinde!cs.utexas.edu!uunet!munnari.oz.au!bunyip.cc.uq.oz.au!uqcspe!cs.uq.oz.au!warwick | |
| From: warwick@cs.uq.oz.au (Warwick Allison) | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Subject: Re: Alternatives to score in text adventures | |
| Message-ID: <9818@uqcspe.cs.uq.oz.au> | |
| Date: 14 Aug 92 05:25:42 GMT | |
| References: <1992Aug12.160321.24522@wam.umd.edu> | |
| Sender: news@cs.uq.oz.au | |
| Reply-To: warwick@cs.uq.oz.au | |
| Followup-To: rec.arts.int-fiction | |
| Lines: 32 | |
| dmb@wam.umd.edu (David M. Baggett) writes: | |
| >I'm looking for some input regarding how people think having a score | |
| >affects gameplay. | |
| There is, IMO, one BIG drawback with scoring: | |
| It encourages cheating. | |
| Often, when a "puzzle" is solved, the player might not be aware | |
| just HOW important it was... or not. eg. If I get the egg and I get a | |
| score increase of 1000 points, I'm not likely to just eat the egg | |
| straight away, am I! Also, if I meet a wandering Glimblewop, I'll save | |
| the game, give the egg to the Glimblewop (who will eat it, since I read | |
| earlier in the game "Glimblewops will eat anything and everything, and | |
| never give you anything in return"), if I get some points, I'll be | |
| happy, otherwise, I will think "oh well, that clue was right", and | |
| restore the game. That's CHEATING. If I didn't heed the warning, then | |
| serves me right - I shouldn't find out my mistake until the Great | |
| Knoblemairn asks if I have brought the beginings of life into his | |
| Court. | |
| Of course, I SHOULD find out my mistake (not just wander aimlessly while | |
| the Knoblemairn just ignores me). | |
| -- | |
| Warwick | |
| -- | |
| _-_|\ warwick@cs.uq.oz.au /Disclaimer: | |
| / * <-- Computer Science Department, / | |
| \_.-._/ University of Queensland, / void (if removed) | |
| v Brisbane, Australia. / | |
| Article 8075 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1552 rec.games.programmer:8075 | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!wupost!gumby!destroyer!ubc-cs!newsserver.sfu.ca!sfu.ca!neilg | |
| From: neilg@fraser.sfu.ca (Neil K. Guy) | |
| Subject: Re: Victory conditions (was: Alternatives to score in text adventures) | |
| Message-ID: <neilg.713774151@sfu.ca> | |
| Sender: news@sfu.ca | |
| Organization: Simon Fraser University, Burnaby, B.C., Canada | |
| References: <bsw1du.aqz@wang.com> <1992Aug12.233804.1119@newshost.lanl.gov> <BsxDH9.Mvn@rice.edu> <BsyArv.89z@news.udel.edu> | |
| Date: Fri, 14 Aug 1992 06:35:51 GMT | |
| Lines: 21 | |
| helie@bach.udel.edu (Ray) writes: | |
| >In article <BsxDH9.Mvn@rice.edu> amitp@owlnet.rice.edu ( Amit ) writes: | |
| >Wouldn't the point of "side dishes" (SD's) be to make the world seem more | |
| >three-dimensional and realistic? In real life, you can do whatever | |
| >you want, and not everything you do is going to get you closer to | |
| >solving a particular problem. | |
| I tend to agree with that one. One problem I have with Adams' | |
| Hitch-hiker game, for instance, is that it is extremely constrained | |
| and linear in nature. I'd love the opportunity to, say, roam around | |
| the Heart of Gold and look at things. But you can't. The only | |
| locations that appear are those crucial to solving the game. I'm much | |
| more interested in just mucking around than solving puzzles. | |
| Planetfall was kind of neat in that regard. | |
| Hey, you know what they say about getting there... I just think that | |
| half is underestimating. | |
| - Neil K. (n_k_guy@sfu.ca) | |
| Article 8082 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1553 rec.games.programmer:8082 | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!wupost!usc!cs.utexas.edu!uunet!mcsun!sun4nl!tuegate.tue.nl!svin02!wsinfo11!luit1 | |
| From: luit1@wsinfo11.info.win.tue.nl (Wim Jansen) | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Subject: Re: More on scoring in text adventures | |
| Message-ID: <3972@svin02.info.win.tue.nl> | |
| Date: 14 Aug 92 12:26:31 GMT | |
| References: <bsw1du.aqz@wang.com> <1992Aug12.233804.1119@newshost.lanl.gov> <1992Aug13.155932.26491@wam.umd.edu> <1992Aug13.192458.1709@mintaka.lcs.mit.edu> | |
| Sender: news@svin02.info.win.tue.nl | |
| Reply-To: luit1@info.win.tue.nl | |
| Followup-To: rec.arts.int-fiction | |
| Lines: 25 | |
| Really, this thread is getting way long. Ah, what the hell... | |
| Scoring is not that difficult, provided we view the game as a directed | |
| graph, ie. no going back (in time). Each arc represents a road (not) taken | |
| or a puzzle (un)solved. The score for taking that road/solving that puzzle | |
| is the 'weight' of the arc. The hiscore is reached by choosing the the | |
| 'optimal' path in the graph. Some choices may lead to death or disaster, | |
| some to completing the game but not necessarily a glorious victory... | |
| I think this can be applied to all sorts of games, though the 'length' of | |
| an arc (ie. playtime) may vary considerably throughout different gametypes. | |
| Designing a program to fit this scoring mechanism, would lead to a | |
| 'programmed instruction' type of game in case of (text)adventures. As a | |
| result most of the program would not be played in a single session. | |
| This has a certain appeal, right ? | |
| Consequently, developing game would be more tedious, so a game migth end up | |
| costing more... But, hey, it would be worth money ! | |
| Just a thought, Wim. | |
| -- | |
| ====================================================================== | |
| = -- Another Key-bored Genius gets Mouse-trapped -- = | |
| = luit1@info.win.tue.nl ( in real life: W.M. Jansen ) = | |
| ====================================================================== | |
| Article 1556 of rec.arts.int-fiction: | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!zaphod.mps.ohio-state.edu!cis.ohio-state.edu!rutgers!rochester!cantaloupe.srv.cs.cmu.edu!pww | |
| From: pww+@A.GP.CS.CMU.EDU (Peter Weyhrauch) | |
| Newsgroups: rec.arts.int-fiction | |
| Subject: Points | |
| Message-ID: <BszLq4.Dv8.2@cs.cmu.edu> | |
| Date: 14 Aug 92 18:51:40 GMT | |
| Sender: news@cs.cmu.edu (Usenet News System) | |
| Organization: School of Computer Science, Carnegie Mellon | |
| Lines: 12 | |
| Originator: pww@A.GP.CS.CMU.EDU | |
| Nntp-Posting-Host: a.gp.cs.cmu.edu | |
| Hi, all. | |
| I'm curious to hear from the people who find points to be a good | |
| way to get satisfaction out of a game. Why are points important | |
| to you? | |
| As a counter position, I consider points unnecessary. When I watch | |
| a movie, I don't keep track of the "score," I just enjoy what actually | |
| happens. Similarly, I would hope that a well designed game would give | |
| me joy to play, not joy to watch my point tally go up. | |
| Peter Weyhrauch | |
| Article 8108 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1557 rec.games.programmer:8108 | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!wupost!usc!cs.utexas.edu!ut-emx!ccwf.cc.utexas.edu | |
| From: steppe@ccwf.cc.utexas.edu (Top Changwatchai) | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Subject: Re: Alternatives to score in text adventures | |
| Message-ID: <77804@ut-emx.uucp> | |
| Date: 16 Aug 92 11:05:38 GMT | |
| References: <1992Aug12.160321.24522@wam.umd.edu> | |
| Sender: news@ut-emx.uucp | |
| Followup-To: rec.arts.int-fiction | |
| Organization: The University of Texas at Austin, Austin TX | |
| Lines: 35 | |
| If a game is going to be scored, then your option (5) is closest to how I | |
| would handle information puzzles. That is, award points for when the info | |
| is used. When the player is solving a particular puzzle for the first time, | |
| she or he will want to have to go around collecting and assembling clues. | |
| However, the seventeenth time around, he won't be as keen to go to the 83th | |
| story of the skyscraper to reprogram the city's power grid to defeat the | |
| alarm system to get into the office to pick the desk lock with a sharpened | |
| kazoo just to find a scrap of paper with the code word "ululating." By then, | |
| "realism" (in terms of forcing the character to "discover" information before | |
| using it) starts to interfere with game enjoyment. You don't even really need | |
| to come up with clever comments ("ESP") to enforce this realism (although | |
| these comments don't hurt, either). | |
| In fact, some adventures are better off without a scoring system at all. | |
| Take _Monkey's_Island_, for instance. It's an animated adventure that's | |
| packed with features that emphasize the storyline and humor, rather than game | |
| mechanics. Not only does it not have a score, but it's also impossible (as | |
| nearly as I can tell) to do something that you can't recover from. Even | |
| falling off a cliff or sinking your ship isn't fatal. And once you figure out | |
| a puzzle (say, threading your way through a complicated maze), the game then | |
| skips over that puzzle when you return (i.e., you don't have to go back through | |
| the maze when it's obvious that there's nothing more to be found there, and | |
| that the route is already mapped). | |
| Since playing MI, I've been thinking about whether a scoring system is | |
| necessary for text adventures, which boast more elaborate puzzles and | |
| situations. Probably a non-numeric scoring system is better, with a small | |
| number of ranks which indicate how well you're doing. | |
| Incidentally, the less linear the game (I feel) the more challenging and fun | |
| it is to play, as well as design. | |
| Top | |
| Article 8109 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1558 rec.games.programmer:8109 | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!zaphod.mps.ohio-state.edu!cs.utexas.edu!ut-emx!ccwf.cc.utexas.edu | |
| From: steppe@ccwf.cc.utexas.edu (Top Changwatchai) | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Subject: Re: More on scoring in text adventures | |
| Message-ID: <77805@ut-emx.uucp> | |
| Date: 16 Aug 92 11:33:41 GMT | |
| References: <bsw1du.aqz@wang.com> <1992Aug12.233804.1119@newshost.lanl.gov> <1992Aug13.155932.26491@wam.umd.edu> | |
| Sender: news@ut-emx.uucp | |
| Followup-To: rec.arts.int-fiction | |
| Organization: The University of Texas at Austin, Austin TX | |
| Lines: 15 | |
| Just a couple more comments on puzzle nonlinearity and completeness: | |
| The Infocom game _Arthur_ included a hints feature. After completing the game | |
| (without using any hints), I looked through all the hints to see if I had | |
| missed anything. I guess this is why some people like reading hint books | |
| after solving a game. Alternatively, some games (like Infocom's _Planetfall_ | |
| and Sierra's _Leisure_Suit_Larry_) hint at major puzzles that haven't been | |
| solved (which aren't crucial to finishing the game). | |
| Sometimes this is fun, particularly if solving a non-crucial puzzle ("side | |
| dish") leads to a witty or otherwise satisfying addition to the game. However, | |
| I don't at all feel the need to get every last point in a game if it involves | |
| simply looking at a room, searching a flowerpot, or something equally dull. | |
| Top | |
| Article 8110 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1559 rec.games.programmer:8110 | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!wupost!usc!cs.utexas.edu!ut-emx!ccwf.cc.utexas.edu | |
| From: steppe@ccwf.cc.utexas.edu (Top Changwatchai) | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Subject: Re: Victory conditions (was: Alternatives to score in text adventures) | |
| Message-ID: <77806@ut-emx.uucp> | |
| Date: 16 Aug 92 11:54:16 GMT | |
| References: <1992Aug12.233804.1119@newshost.lanl.gov> <BsxDH9.Mvn@rice.edu> <1992Aug13.184137.7579@newshost.lanl.gov> | |
| Sender: news@ut-emx.uucp | |
| Followup-To: rec.arts.int-fiction | |
| Lines: 39 | |
| Organization: The University of Texas at Austin, Austin TX | |
| Keywords: | |
| In article <1992Aug13.184137.7579@newshost.lanl.gov> jlg@cochiti.lanl.gov (Jim Giles) writes: | |
| >In article <BsxDH9.Mvn@rice.edu>, amitp@owlnet.rice.edu (Amit Jayant Patel) writes: | |
| >|> [...] | |
| >|> In a game, though, it's nice to explore everything --- if you were trying to | |
| >|> encourage people _not_ to explore everything, then why spend time writing | |
| >|> those "side dishes"? | |
| > | |
| >Well, I don't. As I said, I like strategic games rather than puzzles. | |
| >I find those "side dishes" irritating - in my own games or someone | |
| >else's. This is not a criticism, different people have different | |
| >tastes and mine aren't drawn by arbitrary puzzle games (I've never | |
| >been patient enough to win conventional Zork-type adventure games, | |
| >for example, their arbitrary puzzles don't interest me). | |
| > | |
| >-- | |
| >J. Giles | |
| I'm not sure I understand you. What do you mean by "strategic games"? I've | |
| always viewed adventure games ("interactive fiction" as Infocom calls it) as | |
| being based on puzzles, as opposed to computer role-playing games (like | |
| Ultima or Wizardry) or war games. | |
| When I refer to "puzzles," though, I don't mean sterile puzzles like the | |
| 12-ball problem (which is very interesting in its own right); I refer to | |
| puzzles that take advantage of the adventure game setting: you have a bunch | |
| of stuff to pick up and use, a bunch of people to talk to, a bunch of skills | |
| to exploit, and goals that may or may not be clearly defined. Take Zork III, | |
| for example. While in some ways it was aesthetically pleasing, there simply | |
| wasn't as much atmosphere as, for example, Planetfall. The puzzles were set | |
| up in linear order (you had to solve one before moving on to the next), which | |
| made them easy and which gave the sense that the player was solving the | |
| puzzles, rather than the adventurer solving them (if that makes any sense). | |
| Top | |
| Article 1564 of rec.arts.int-fiction: | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!wupost!gumby!destroyer!ubc-cs!unixg.ubc.ca!kakwa.ucs.ualberta.ca!ersys!aph | |
| From: aph@ersys.edmonton.ab.ca (Al Hunt) | |
| Newsgroups: rec.arts.int-fiction | |
| Subject: Original idea? Was Alternatives to scoring in... | |
| Message-ID: <iTPNPB1w165w@ersys.edmonton.ab.ca> | |
| Date: Mon, 17 Aug 92 09:20:53 MDT | |
| Organization: Edmonton Remote Systems #2, Edmonton, AB, Canada | |
| Lines: 38 | |
| Netters, | |
| I just got what I think is an original idea that would solve this scoring | |
| problem. It is a technique used in film and tv. | |
| How about having the adventurer filling out a diary or log book. This | |
| could be controlled by the player (ie "Update the Diary" command), or | |
| done at a scheduled time (ie Just before the adventurer goes to sleep). | |
| Example: | |
| >Sleep | |
| You find a comfortable spot, and begin to fill out your diary prior to a | |
| much needed rest. | |
| Dear Diary, | |
| I am really pleased with myself today! Not only did I find the golden | |
| fleece, but managed to solve a puzzle written on the side of a well! If | |
| I can keep progressing at this rate, I will have the Crown in my grasp in | |
| no time! | |
| --- | |
| This sort of idea does not distract from the game. The feeling of the | |
| adventurer doing the solving is there. Subtle hints could be given: | |
| Dear Diary, | |
| I finally got the golden fleece. I am feeling a little uneasy about | |
| throwing in that pit. I think I should have kept it after all. | |
| --- | |
| Well, that is a little blatent, but you get the idea. | |
| Speling is my fort, eh? | |
| Al Hunt | |
| Al Hunt aph@ersys.edmonton.ab.ca | |
| Article 1566 of rec.arts.int-fiction: | |
| Newsgroups: rec.arts.int-fiction | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!wupost!uunet!mcsun!sunic!liuida!thoni | |
| From: thoni@ida.liu.se (Thomas Nilsson) | |
| Subject: Re: More on scoring in text adventures | |
| Message-ID: <1992Aug17.121459.2861@ida.liu.se> | |
| Sender: news@ida.liu.se | |
| Organization: CIS Dept, Univ of Linkoping, Sweden | |
| References: <3972@svin02.info.win.tue.nl> <1992Aug14.173416.2497@wam.umd.edu> | |
| Date: Mon, 17 Aug 1992 12:14:59 GMT | |
| Lines: 54 | |
| dmb@wam.umd.edu (David M. Baggett) writes: | |
| >... If you (the player) can just wander around | |
| >anywhere and do anything then *yeah*, it's more realisitc, but it's | |
| >also *plotless* and, some will surely aruge, *pointless*. | |
| [stuff deleted] | |
| >The problem here is that the author really has to code N complete | |
| >adventures, where N is the number of possible paths that can be taken. | |
| This is not necessarily the case. It is very easy to confuse the two | |
| very different types of movement that occurs during the playing of an | |
| adventure game. One (which is the easy part) is the purely physical or | |
| geographical movement through the map with all its details (objects). | |
| We tend to stick to this when we talk about paths in the game. | |
| But the more interesting movement is through the plot, which can be | |
| viewed as the movement through time and events. This type of movement | |
| is much more interesting because *this* is what makes up the story. | |
| So like a book author the adventure author should create a world as a | |
| stage for the events that makes up the story he is going to tell. Thus | |
| the locations of the game need not be, or rather, shouldn't be mixed | |
| up with the events that are taking place there. | |
| This leads to a methodology that likes like: | |
| - define your world losely, in concept, in time a.s.o | |
| - describe your story as a sequence of events and from this find what | |
| the main settings and vital locations are | |
| - design and detail the geography of your world | |
| The main idea here is of course to place your story in the locations | |
| necessary for its progress, not the other way around. | |
| Doing this will, I think, give you the best of two worlds, Dave, the | |
| player may freely explore the immediate surroundings until the | |
| conditions arise for the next scene of your plot to carry or sweep the | |
| hero (sorry, player!) forward in the story. | |
| Agreed, this is much more work, both defining a world, a story and | |
| find the good triggering mechanisms. But, what good adventures we | |
| would get.... | |
| /Thomas | |
| -- | |
| Little languages go a long way... | |
| ---------------------------------------------------------------------- | |
| Thomas Nilsson Phone Int.: (+46) 13 12 11 67 | |
| Stenbrotsgatan 57 Phone Nat.: 013 - 12 11 67 | |
| S-582 47 LINKOPING Email: thoni@softlab.se | |
| SWEDEN Thomas_Nilsson@augs.se | |
| ---------------------------------------------------------------------- | |
| Article 1567 of rec.arts.int-fiction: | |
| Newsgroups: rec.arts.int-fiction | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!mips!sdd.hp.com!apollo.hp.com!netnews | |
| From: johnf@apollo.hp.com (John Francis) | |
| Subject: Re: Points | |
| Sender: usenet@apollo.hp.com (Usenet News) | |
| Message-ID: <Bt55uG.8G8@apollo.hp.com> | |
| Date: Mon, 17 Aug 1992 18:54:15 GMT | |
| References: <BszLq4.Dv8.2@cs.cmu.edu> | |
| Nntp-Posting-Host: greenwood.ch.apollo.hp.com | |
| Organization: Hewlett-Packard Corporation, Chelmsford, MA | |
| Lines: 32 | |
| In article <BszLq4.Dv8.2@cs.cmu.edu> pww+@A.GP.CS.CMU.EDU (Peter Weyhrauch) writes: | |
| >Hi, all. | |
| > | |
| >I'm curious to hear from the people who find points to be a good | |
| >way to get satisfaction out of a game. Why are points important | |
| >to you? | |
| > | |
| >As a counter position, I consider points unnecessary. When I watch | |
| >a movie, I don't keep track of the "score," I just enjoy what actually | |
| >happens. Similarly, I would hope that a well designed game would give | |
| >me joy to play, not joy to watch my point tally go up. | |
| You seem to be missing the main difference between a movie and a game - | |
| interaction. you don't need a `score' for a movie because there isn't | |
| anything you, the watcher, can do to influence the flow of action. | |
| Playing a well-designed game is indeed a joy in itself. Even then, | |
| however, I feel a score serves a purpose. Games like those from Infocom | |
| require the solver to perform actions which are not immediately obvious. | |
| A score provides a communication channel from the game designer to the | |
| player, letting the player know that the particular strange action just | |
| performed was not only one that the game designer anticipated, but also | |
| is the action that was intended. Without that, it is sometimes impossible | |
| to tell when you have really completely solved a puzzle. | |
| Admittedly there are other mechanisms to achieve the same end, but the | |
| score is a convenient, well-accepted technique. Yes, it is artificial, | |
| but so are most of the alternative proposals I have seen. | |
| -- | |
| John Francis johnf@apollo.hp.com | |
| The world can be divided into two classes :- | |
| those who divide people into two classes, and those who don't. | |
| Article 1568 of rec.arts.int-fiction: | |
| Newsgroups: rec.arts.int-fiction | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!wupost!sdd.hp.com!apollo.hp.com!netnews | |
| From: johnf@apollo.hp.com (John Francis) | |
| Subject: Re: Original idea? Was Alternatives to scoring in... | |
| Sender: usenet@apollo.hp.com (Usenet News) | |
| Message-ID: <Bt5650.8sH@apollo.hp.com> | |
| Date: Mon, 17 Aug 1992 19:00:35 GMT | |
| References: <iTPNPB1w165w@ersys.edmonton.ab.ca> | |
| Nntp-Posting-Host: greenwood.ch.apollo.hp.com | |
| Organization: Hewlett-Packard Corporation, Chelmsford, MA | |
| Lines: 31 | |
| In article <iTPNPB1w165w@ersys.edmonton.ab.ca> aph@ersys.edmonton.ab.ca (Al Hunt) writes: | |
| >How about having the adventurer filling out a diary or log book. This | |
| >could be controlled by the player (ie "Update the Diary" command), or | |
| >done at a scheduled time (ie Just before the adventurer goes to sleep). | |
| > | |
| >Example: | |
| >>Sleep | |
| > | |
| >You find a comfortable spot, and begin to fill out your diary prior to a | |
| >much needed rest. | |
| > | |
| >Dear Diary, | |
| >I am really pleased with myself today! Not only did I find the golden | |
| >fleece, but managed to solve a puzzle written on the side of a well! If | |
| >I can keep progressing at this rate, I will have the Crown in my grasp in | |
| >no time! | |
| Brilliant! Absolutely Brilliant! Provides feedback & reinforcement from | |
| the game designer to the player. This could be incorporated with the hints | |
| mentioned by earlier players, rather like: | |
| Dear Diary, | |
| I still don't know what to do with the candlestick, the birdcage, | |
| or the pogo stick. I think tomorrow I will try to find a way into | |
| the gingerbread house I found yesterday - maybe I'll find something | |
| inside that will help me on my way. | |
| -- | |
| John Francis johnf@apollo.hp.com | |
| The world can be divided into two classes :- | |
| those who divide people into two classes, and those who don't. | |
| Article 1572 of rec.arts.int-fiction: | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!wupost!uunet!bonnie.concordia.ca!daily-planet.concordia.ca!jamesc | |
| From: jamesc@cs.concordia.ca (SCHIDLOWSKY james c.) | |
| Newsgroups: rec.arts.int-fiction | |
| Subject: Re: Points & Alternatives to scoring... | |
| Message-ID: <4760@daily-planet.concordia.ca> | |
| Date: 18 Aug 92 03:56:23 GMT | |
| References: <BszLq4.Dv8.2@cs.cmu.edu> | |
| Sender: usenet@daily-planet.concordia.ca | |
| Organization: Computer Science, Concordia University, Montreal, Quebec | |
| Lines: 22 | |
| In article <BszLq4.Dv8.2@cs.cmu.edu> pww+@A.GP.CS.CMU.EDU (Peter Weyhrauch) writes: | |
| >As a counter position, I consider points unnecessary. When I watch | |
| >a movie, I don't keep track of the "score," I just enjoy what actually | |
| >happens. Similarly, I would hope that a well designed game would give | |
| >me joy to play, not joy to watch my point tally go up. | |
| Although this thread is long, I find it interesting, but the above reminded | |
| me of something, and that is: how often I forgot to look at the score whilst | |
| playing a game. I enjoy playing it, seeing what happens and exploring. | |
| Awarding points for puzzle solving can be redundant, since it's often very | |
| obvious when you've solved one. e.g. HHGTTG: when you get that Babel Fish | |
| in your ear. | |
| However, I just thought of a variation on scoring: | |
| How about multiple scores: Wealth Score, Exploration Score, | |
| Puzzle-Solving Score... There would be even more fun in the "You have | |
| X points, you are a Y..". | |
| _-_ | |
| </+\:=-- James. /\ <\ | |
| ^\:-(jamesc@.cs.concordia.ca) \/ "These are the dark ages." -- NoMeansNo </ | |
| Article 1574 of rec.arts.int-fiction: | |
| Newsgroups: rec.arts.int-fiction | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!wupost!usc!cs.utexas.edu!torn!newshost.uwo.ca!asterix.gaul.csd.uwo.ca!scheyen | |
| From: scheyen@asterix.gaul.csd.uwo.ca (Peter Scheyen) | |
| Subject: Re: Original idea? Was Alternatives to scoring in... | |
| Reply-To: scheyen@asterix.gaul.csd.uwo.ca (Peter Scheyen) | |
| Organization: University of Western Ontario | |
| Date: Tue, 18 Aug 1992 14:03:03 GMT | |
| Message-ID: <1992Aug18.140303.28499@julian.uwo.ca> | |
| References: <iTPNPB1w165w@ersys.edmonton.ab.ca> | |
| Sender: news@julian.uwo.ca (USENET News System) | |
| Nntp-Posting-Host: asterix.gaul.csd.uwo.ca | |
| Lines: 8 | |
| The graphic adventure/simulation Dune does this with a twist. There is a book always at your | |
| disposal which keeps an updated history of your job so far. It has chapters outlining the | |
| history of your progress for different topics (spice production, politics, etc.). Truely a | |
| great idea. | |
| Pete | |
| scheyen@csd.uwo.ca | |
| Article 8139 of rec.games.programmer: | |
| Xref: wam.umd.edu rec.arts.int-fiction:1575 rec.games.programmer:8139 | |
| Newsgroups: rec.arts.int-fiction,rec.games.programmer | |
| Path: wam.umd.edu!haven.umd.edu!darwin.sura.net!wupost!uunet!mcsun!sunic!aun.uninett.no!news.uit.no!stud.cs.uit.no!roarf | |
| From: roarf@stud.cs.uit.no (Roar Foshaug) | |
| Subject: Re: More on scoring in text adventures | |
| References: <bsw1du.aqz@wang.com> <1992Aug12.233804.1119@newshost.lanl.gov> <1992Aug13.155932.26491@wam.umd.edu> | |
| Sender: news@news.uit.no (USENET News System) | |
| Organization: University of Tromsoe, Norway | |
| Date: Tue, 18 Aug 1992 18:02:41 GMT | |
| Message-ID: <1992Aug18.180241.14988@news.uit.no> | |
| Lines: 38 | |
| In article <1992Aug13.155932.26491@wam.umd.edu>, dmb@wam.umd.edu (David M. Baggett) writes: | |
| |> General comments about the thread: | |
| |> | |
| |> You guys are killing me here! There have been so many good arguments | |
| |> on all sides of the scoring issue that I'm now even more undecided | |
| |> than before! | |
| |> | |
| heh heh heh :-) | |
| |> The theory that having multiple solutions to a single problem makes the | |
| |> game more realistic is interesting. I don't think it's been really | |
| |> tested to date. Can anyone think of a text adventure where many | |
| |> puzzles can be solved in several ways? | |
| Well, simply by allowing different tools to be used for the same things, the | |
| player will can choose between different routes though the game collecting | |
| different tools. Mostly, such multi-solutions to puzzles will only be spotted | |
| by the player afterhand, when the game has been played over again with | |
| different choices (ignoring the fact that most players will work on a | |
| number of saved versions of the game, trying new solutions to earlier saved | |
| ones and so on)... | |
| And of course, multi-solutions may be so simple as the player going up | |
| or down at some (one-way ?) point in the 'landscape'. | |
| |> Dave Baggett | |
| |> -- | |
| |> ADVENTIONS: interactive fiction (text adventures) for the 90's! | |
| |> dmb@wam.umd.edu * Compu$erve: 76440,2671 * GEnie: [coming soon] | |
| Roar | |
| -- | |
| Roar Foshaug (roarf@stud.cs.uit.no) | |
| Department of Computer Science | |
| University of Tromsoe 'oe' is '\o{}' in Tex | |
| N-9000 TROMSOE, NORWAY 'OE' is '\O{}' in Tex | |
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