05-09-2005, 07:29 AM | #1 |
El Luchador
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Use Key On Door
Brilliant article, and, while reading it, spawned a few puzzle ideas in my head.
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05-09-2005, 07:42 AM | #2 |
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Indeed, very nicely done. There is, in my opinion, a much better way to get rid of what you so cleverly call the Keyring Syndrome:
Spoiler: A nice addition; One of the reasons the VGA remakes of old Sierra games weren't very succesful is because the puzzles became way too easy with the new mouse interface. LSL1's "Tie rope around waist" puzzle comes to mind.
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05-09-2005, 08:35 AM | #3 |
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The only way to bring back a text parser is by incorporating some kind of voice-recognition interface.
The key to making puzzles interesting is by layering in the complexity, not having an interface that creates complexity. In this day and age you wouldn't get a game published commercially if you didn't have a simple interface. That's not to say that the interface shouldn't be able to do lots of things, just that the way it's delivered needs to be simple and intuitive.
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05-09-2005, 09:12 AM | #4 | |
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05-10-2005, 08:34 AM | #5 | ||
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05-10-2005, 06:03 PM | #6 | |
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05-10-2005, 07:16 PM | #7 | |
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I think you're not even listening to what Ince is saying, or you missed the point. You basically just repeated (an incorrect version of) what he said.
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05-11-2005, 01:03 AM | #8 |
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I agree with Steve, the interface needs to be simple and easy to use. Having lots of differents "verbs" to use for interaction is not necessarily a good thing. In my opinion it's much better to have a small but solid set of actions that you can do, but have them extremely flexible so that you can combine them however you want and anything you could logically do with them you actually can do.
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05-11-2005, 03:48 AM | #9 |
AGSer
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Am I the only one here who enjoys not having each possible interaction laid out for me on a plate, so I get to use my intuition to decide how to act? This can have very entertaining results.
Using Future Boy as an example, the very opening scene has you falling through the sky to your doom. The parser presents a blank cursor, and what to do is entirely up to me. So I type: >fly Gravity begs to differ. Hmm... maybe I need to kickstart flying some other way? >jump And yet strangely you do the opposite: continue falling. How about... >up Down is probably a better bet. For a laugh, I type: >down Well obviously. And for another laugh I try: >plummet With absolutely no expectation that the designers have written a response to this rather obscure command. The reply comes: That you can do. Which makes me laugh. Eventually I move on from having fun with commands and go on to solve the puzzle, with help from the hints that are now popping up with each action I try. How is this a complex interface? It takes extremely simple grammar: open door; give pipe to Sherlock; ask Henry about wives; tie bungee cord to coyote - anybody with a basic grasp of the English language can pick up the required structures very quickly (more quickly than it took for me to learn to be comfortable using a joystick, or how to play a racing game without smashing into every corner, for example). The actual process of giving commands is not complex at all. I think the real complaint with parsers is that the potential range of commands is virtually unlimited. This can give the impression that you'll never be able to work out what to do because there's so many options - zeroing in on the 'correct' one seems an insane task. This is certainly true for badly designed text adventures (or unapologetically difficult ones), but is not an absolute rule for every text adventure in existence, any more than stupid puzzles and pixel hunting in one graphic adventure doesn't condemn all graphic adventures to including the same problems. Good design is key. A good designer will anticipate as many of the player's actions as possible, leading to logical responses for even relatively obscure commands like 'plummet' in the Future Boy example. A good designer will also make sure than none of the commands required are too obscure for the player to figure out - much as a good graphic adventure designer does with their puzzles. With good design, the intimidation of the vast range of commands available to you is merely an illusion. The game is won through with simple intuition. As a (former) keen graphic adventure fan who, having played some sophisticated recent text adventures, has realised the potential of the parser beyond my memories of 8-bit text adventures, or Sierra's limited AGI parser (or even the horrendous conversation-bots of Starship Titanic, which some crazy people actually liked! ), it concerns me to see the parser summarily dismissed as a bad interface. A parser allows you to exercise your intuition, provides enormous density of interaction (copyright Steve Ince), and frequently entertains the player by responding to actions they expected no response from (Al Lowe has a good story about demoing LSL1 to a bunch of suits, and asking them to suggest commands. One of them shouted "masturbate!" The game duly responded: "The whole point was to stop doing that, Larry.") All we are saying, is give Parse a chance. For my next post: War and Peace: the extended edition. |
05-11-2005, 04:14 AM | #10 |
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Point-and-click adventures have a hard time as it is. Imagine what a publisher would say to me if a game proposal of mine was to include a text parser.
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05-11-2005, 04:33 AM | #11 | |
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The "USE" concept has been the dawn of this keyring syndrome. It basically allow you to solve the puzzle by trying everything because of making the combinatorial explosion of possibilities manageable. And writing clever lines is so inexpensive that you can reward the player often , even when he fails, when he tries something. Then I've been bitten too much by parsers
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05-11-2005, 04:38 AM | #12 | |
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05-11-2005, 04:42 AM | #13 | |
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05-11-2005, 04:43 AM | #14 |
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Tramboi, I believe anything you add to a game's content increases the cost one way or another.
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05-11-2005, 04:46 AM | #15 | |
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05-11-2005, 04:49 AM | #16 | |
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05-11-2005, 04:50 AM | #17 | |
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That was a rhetorical question. Is it any better to randomly start thinking up words or randomly click points on the screen? Well, the first option requires SOME thinking, at least.
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05-11-2005, 04:51 AM | #18 | |
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05-11-2005, 04:54 AM | #19 | |
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05-11-2005, 05:53 AM | #20 | |||
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