Re: Possibility of Escape From St. Mary's a real text-adventure g
zzo38, on host 207.102.59.149
Thursday, September 11, 2008, at 17:36:31
Re: Possibility of Escape From St. Mary's a real text-adventure g posted by Arantor on Sunday, September 7, 2008, at 08:10:06:
> The thing with AGL games is that the range of options available is made clear to you. Too many interactive fiction games had puzzles that had varied and awkward solutions that in many cases you wouldn't just hit upon by chance.
Well, this is what I don't like about AGL, and why I prefer a text-adventure game.
The puzzles of nearly any AGL game could be made in a text-adventure game also, without too many changes. In AGL it is too easy to just see what you have to do, just look at the choice. In text-adventure game it isn't completely obviously at first, which means you have to figure it out by yourself. Text-adventure game is better.
Also, did you see the text-adventure game called "AD VERBUM", it has many wordplay puzzles which don't work in AGL. In some places all commands and responses consist of words all starting with a specific letter (so if the letter is "W", then you can't type "get weapon" to get the weapon, because "get" doesn't start with W), in one place all commands have to be one word repeated twice (such as "scan the scan", "hammer the hammer", etc)
> (If you wanted to, you could write an AGL implementation in Z-code; we've seen Tetris running in a Z-machine, so why not multiple-choice stuff? Actually, something similar may already have been done...)
This isn't what I meant, but yes I have seen some text-adventure games in Z-machine that use a combination of multiple-choice and normal text-adventure game. The multiple-choice screens were used to select your response to a question the boss asked to you, that's all.
Probably you can do many thing written in Z-machine, probably to write a Forth interpreter in Z-machine is also possible.
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