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| 27 JUN 2003 at 8:15am | |
RonSorcerer Apprentice![]() ![]() Posts : 300 Joined: 26 NOV 2002 Status : Online | As an IF-newcomer I've tried to play several IF games. Of course 'Zork', but also 'Bureaucracy', 'Photopia', and recently I started 'Wishbringer'. I didn't finish any of the games (except Photopia) yet... I started 'wishbringer' because of the absolute beginner-level of the game. Still I keep having problems with the particular infocom-IF-style of play. The game starts with a certain goal, but after a while you're dropped in an artificial world where the only goal seems to combine the elements in that world that logically CAN be combined. You solve all kinds of minor puzzles till you've reached a point when you have hold of the one element that's needed to start the 'endgame'. When playing Zork, I had the same feeling. The game provides you with one big world without a clear goal. Without such a goal I find it really hard to find out what to do next. Apart from that it are the numerous possible 'dead ends' in the IF-games that cause me trouble. I keep hopping around between my savegames. It prevents me to experience really emersive gameplay. Restoring saved games till you found the solution and then replaying the game in one session doesn't seem to be the way the games are ment to be experienced. Do these 'newbie'-problems sound familiar? And how have the 'veterans' learned to deal with them? (don't say: 'play more IF'...) (By the way; there hasn't been any other game-genre that fascinated me as much as this one. Even though I keep stumbling upon problems, I keep giving it new tries...) |
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| 27 JUN 2003 at 8:59am | |
GamaholicPrivate Detective![]() ![]() Posts : 724 Joined: 3 NOV 2002 Status : Online | I've actually been playing Wishbringer too for the same reason...it's reported to be a good beginner game and although I've dabbled with several IF games, I still haven't completed one! I seem to begin a game, enjoy it immensely, get stuck, begin anew or restore saves, then move on to another game! Thus I have many in progress. I've not gotten far with Wishbringer. I've started it several times, each time with very different results. Another game that I've been playing with and enjoying very much is ad verbum...not so much a story as playing with words and alliteration...it's so funny! I also started The Magic Toyshop, but again, haven't gotten far, as I'm stuck playing noughts and crosses with Catherine and she simply won't let me ever go first! One thing I haven't tried that I've been reading is recommended is actually mapping on paper. I think it's a good idea for me to try...I tend to go in circles. : That which makes one happy is not a waste of time |
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| 27 JUN 2003 at 9:20am | |
RonSorcerer Apprentice![]() ![]() Posts : 300 Joined: 26 NOV 2002 Status : Online | I haven't got any problems with navigation in IF, and although I get stuck with some of the verbs the way of input & interaction isn't much of a problem. And mapping is just essential I guess. (I tend to only 'examine' my inventory items and often forget to try other verbs like feeling, touching, squeezing, rubbing etc. But that's just something I have to learn by playing more IF) Gamaholic, did you encounter the same problems in Infocom games (like Wishbringer) because of the very open, 'dead-ended' and sometimes seemingly pointless playing style that's needed to finish the game? (I just played the 'Pentari'-demo, and although it's not exactly a newbie-game as far as I know, the clear definition of playing goals you receive at the end of the demo makes it look like a nice game for me to play...) |
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| 27 JUN 2003 at 9:38am | |
GamaholicPrivate Detective![]() ![]() Posts : 724 Joined: 3 NOV 2002 Status : Online | I think you've gotten farther in the games than I . However, I sense I have a similar sensation of not feeling goal-oriented in the games. Just doing stuff...and occasionally getting awarded points. I don't think I have the gist yet of "solving" an IF, from start to finish, although when I earn points for getting something accompished it's quite a thrill. I've been reading lots of reviews and collecting the amateur games...I'm interested in the diversity of approach, how some are more story-telling, others more puzzlers. I certainly look forward to the satisfaction of completing an entire text adventure. That which makes one happy is not a waste of time |
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| 27 JUN 2003 at 12:13pm | |
ElfstoneGuild Master![]() Posts : 5892 Joined: 4 NOV 2002 Status : Online | I'm totally familiar with the problems you mentioned. When I started playing my first few IF games my English wasn't even good enough to understand more than a line or two without looking up the words in a dictionary. I would go as far as calling IF my personal English teacher. Sure, I had a bilingual class in school and learned more advanced English than usual from scratch, but text adventures provided me with a certain vocabulary even before my first English class ever (examine, extinguish and the like). But enough of that. When I first played I had to save a LOT and restore even more often. You can play as many IF as you like but you will never avoid restoring games regularly. In fact it's part of the experience to replay parts you know in a minimum number of moves. At least if the game uses a time limit of some sort, the most famous being a lantern that provides light for a limited amount of turns. IF are not that user-friendly as other adventure games. You have to live with dead-end experiences. I'm familiar with the constantly-stuck thing as well. I rarely finished a game myself. I never finished any of the commercial products without help. But I got better in time, that's for sure. Even if you played a lot of IF you can still make a stupid mistake like forgetting to examine something and becoming stuck. Or maybe that's just me, I don't know. A special problem that I encounter every time is keeping an overview of things in the description to examine. I end up regularly using "look" in order to remember what I haven't examined yet. Sometimes I read a room description and type all nouns in the parser so that I don't have to read the whole description again. I usually use the "script" command as well. It prints the whole text in a game session to a file you can later look up. Can be funny to read what you have done in the game. I wouldn't agree with Zork having no goal, it has. You have to collect treasures and place them in the case in the house. Of course, you first must find the case to know about the goal. It's not given to you in the first place. Zork isn't the best game to start with if you are new to IF. Neither is Adventure/Collossal Cave which is quite difficult to navigate. Amateur IF are possibly the best way to getting started. [b]playing[/b]: Destination Treasure Island (done in two sittings, but it's nice), Syberia (ho-hum), Dracula: Last Sanctuary (on hold)&&[b]reading[/b]: even more study papers&&[b]listening to[/b]: [url=http://www.last.fm/user/Brax82/]this and that[/url], plus [url=http://www.musicovery.com/]Musicovery[/url]&&[b]TV favorites[/b]: (currently) Pushing Daisies, Chuck, Journeyman (cancelled! grrr...), Heroes&&all-time) 24, Stargate SG1, X-Files, Lost, House |
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| 27 JUN 2003 at 1:37pm | |
GamaholicPrivate Detective![]() ![]() Posts : 724 Joined: 3 NOV 2002 Status : Online | Originally Posted By Elfstone (27 JUN 2003 12:13pm) Thanks for your insights...I certainly find it amazing that you solve language based games in a language that isn't native to you! English is my first (and only) language and I'm still finding IF a bit like a foreign tongue (nothing to do with French kissing though ). Zork was the first game I started...and yeah, as far as I got (that first bloody field) I'd agree it's not a first timer's game! I do look forward to the whole series in time though. I also have some Magnetic Scrolls and Level 9 games. I began Wonderland for fun (couldn't resist) but I believe those games are for when I'm a bit more experienced. Also tried AMFV and Hitchhiker's but got stuck pretty darn early, again, for a more experienced day.. Elfstone, I especially appreciate your insights into how IF is a save/restore/restart heavy format. I began finding that on my own, and thought it was because I was failing miserably at the medium, but it's SO nice to know that that is the norm. Especially on games that report how many moves it took you, it seems you have to do this, or miss out on thorough exploration. That which makes one happy is not a waste of time |
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| 27 JUN 2003 at 2:02pm | |
RonSorcerer Apprentice![]() ![]() Posts : 300 Joined: 26 NOV 2002 Status : Online | English isn't my native language either, and playing games in a foreign language when you've only had a few years of english class (Started with Zork when I was about 14 or 15 I guess) is asking for trouble. But even now I still keep looking things up. Especially games in a certain scene (medieval, science-fiction) often use quite exotic words. They add to the atmosphere, though. (Obliterated? Quarry? Howard doesn't make things easy for foreigners!) I'm not that pleased to read that saving and restoring is that common in games. It makes the game more of a challenge maybe, but I think I'd like games with less, or at least more obvious, dead ends a lot more. Maybe the more experienced players have some tips to deal with this. (Still, it's nice to read that others have stumbled upon the same problems. Quite amazing that the genre is still alive. ) |
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| 27 JUN 2003 at 2:35pm | |
ElfstoneGuild Master![]() Posts : 5892 Joined: 4 NOV 2002 Status : Online | As I probably - no, certainly - write more English than German in a week or a day I somehow consider it almost my second native language. Well, if you count chatting in ICQ then the German wins I'd say, but in forums (this one to be exact) it's mostly English. [b]playing[/b]: Destination Treasure Island (done in two sittings, but it's nice), Syberia (ho-hum), Dracula: Last Sanctuary (on hold)&&[b]reading[/b]: even more study papers&&[b]listening to[/b]: [url=http://www.last.fm/user/Brax82/]this and that[/url], plus [url=http://www.musicovery.com/]Musicovery[/url]&&[b]TV favorites[/b]: (currently) Pushing Daisies, Chuck, Journeyman (cancelled! grrr...), Heroes&&all-time) 24, Stargate SG1, X-Files, Lost, House |
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| 27 JUN 2003 at 7:05pm | |
Mike_ASorcerer Apprentice![]() ![]() Posts : 292 Joined: 21 OCT 2002 Status : Online | I don't see the not having a defined goal and feeling lost issue as being a problem exclusively to IF. I think I see it just as much in other adventure games. It might just seem more disorienting in some games than in others. Recently I played YAGWAD or Yes, Another Game With a Dragon (you can find it in the IF Archive or Baf's Guide) and it brought back to me what I like so much about IF. It felt like when I first started playing them for fun a couple of decades ago. A lot of recent IF (and Adventure in general) focus on having difficult puzzles or a complex story or trying to make some serious profound points. At times, it's nice to just enjoy it. Try YAGWAD. It's not too long, has some challenging but not too hard puzzles, and most of all, it's fun. At least I think it embodies well the good parts of IF. At the moment I finally decided to play Spider & Web because I was in the mood for it. Now if you want to play something that makes you feel like you're starting all over from saves again and again and again, try that. It completely takes advantage of that feel even thought you aren't really starting over again. Impressive piece of work and fun in a challenging way, but it's taking me a little while. (Getting this off-topic, I think a lot of good IF games would make excellent 1st person 3-D adventure games, more so than translating most point & click adventures into 3-D adventures. I can see Spider & Web as a 3-D adventure that would be amazing. But maybe it's just the power of IF - you can always imagine it better than it would likely be in reality). Or go fishing. [i]- MI2 [/i]&&Okay. [i]- Me[/i] |
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| 27 JUN 2003 at 7:42pm | |
GamaholicPrivate Detective![]() ![]() Posts : 724 Joined: 3 NOV 2002 Status : Online | cool, I already have Yagwad on my palm ready to play, I really liked the reviews and descriptions about it. Finally finished my first IF! a short one, good for beginners and funny, called A Day for Fresh Sushi by Emily Short. Just a little single objective slice of life with a sarcastic talking fish who is hungry. That which makes one happy is not a waste of time |
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| 30 JUN 2003 at 12:36am | |
HowardSSpace Cadet![]() ![]() Posts : 103 Joined: 10 DEC 2002 Status : Online | Originally Posted By Ron (27 JUN 2003 9:20am) Hiya Ron! First Light is great because of it's structure but also because it's non-linear. You can pretty much do what you want and when you want totally avoiding the A then B then B to C linear structure you sometimes find. All of your successful activities lead in the right direction and, fairly often, there's more than one way of doing something which stops you from being in a corner. Join the Text Adventure Game Renaissance! Visit http://www.malinche.net |
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| 30 JUN 2003 at 12:55am | |
HowardSSpace Cadet![]() ![]() Posts : 103 Joined: 10 DEC 2002 Status : Online | Originally Posted By Ron (27 JUN 2003 2:02pm) Sorry about the language challenges, Ron, but try and look at it this way; I'm doing wonders for your language skills, aren't I? The old save-restore thing is a constant challenge in a text adventure game. The most objective way to overcome this is to balance what is fair and reasonable against what is expected/unexpected. Here's the flipside of never having to save/restore; you could probably finish an adventure game in one good sitting and not be overly challenged in the process. Growing up I used to enjoy working on the challenge at hand; it's part of the magic of a text adventure game. If I didn't save before entering the Ogre's Cave in Spellbreaker I would've had to restart the game from scratch 15-20 times! What a pain that would be, eh? At the same time, when I finally figured out the trick (I won't spoil it for you) it made perfect sense. One of those "Ohhhh yeahhhh" moments. But without the ability to save/restore I probably would've quit the game in frustration. The save/restore process really is part of the game experience if you stop and think about it. Join the Text Adventure Game Renaissance! Visit http://www.malinche.net |
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| 30 JUN 2003 at 4:24pm | |
RonSorcerer Apprentice![]() ![]() Posts : 300 Joined: 26 NOV 2002 Status : Online | Quote (Howard) : "All of your successful activities lead in the right direction " The fact that every 'succesful' action in a game leads to that certain goal isn't enough for me. Of course, there's a fair bit of exploring involved in each IF-game, but in general every single action should have a purpose. Actions like 'hey, putting item A and item B together provides me with item C. I don't have the slightest idea why I should ever need it, but it might come in handy' aren't very satisfying. (Of course, this is a matter of personal taste. Other games, like Day of the Tentacle, have exactly the same problem. Even though the game is great to play, it misses a certain form of logic.) Howard, by the way, by reading some reviews, playing the demo and following your continuous efforts on this forum to promote your game i'm convinced that First Light will be fun to play, but for now I stick to some of the -free- available classics. You haven't ran out of copies yet, have you...? |
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| 30 JUN 2003 at 4:40pm | |
RonSorcerer Apprentice![]() ![]() Posts : 300 Joined: 26 NOV 2002 Status : Online | Originally Posted By HowardS (30 JUN 2003 12:55am) After playing 'Aisle' (for as far you can call it 'playing' )and being terribly stuck in 'Rematch' I fully agree. The saving / restoring feature is common in almost every kind of game now. But I've got the feeling that the purpose of that function has shifted from 'to be able to continue another time' to 'to be able to try dozens of actions till I find the right one'. There's nothing wrong with that second purpose of saving games but a quite intelligent player (or a real genius) should be able to finish the game without saving. And in the meantime be able to gather the clues that are necessary. Still, that's a personal opinion about game-design. Maybe I should go back to 'impossible-to-die'-graphic adventures... Or blow the dust off my Planescape-Torment box... Or play ADOM again. The lack of a save-feature in Ancient Domains of Mystery is one of the reasons that made me love the game immensly. I'm sure that a lot of IF players are familiar with it too. (It's Free! www.adom.de) |
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| 30 JUN 2003 at 6:06pm | |
ElfstoneGuild Master![]() Posts : 5892 Joined: 4 NOV 2002 Status : Online | Um, wait a moment...you played specifically Aisle and Rematch?? Hahaha. Sorry, but I just need to laugh. That's mighty coincidence or someone who gave you that advise did it in order to turn you off right in the beginning. Both the games you mentioned are experiments in IF. They consist of just one turn which can be repeated (in Rematch it must be repeated to understand the goal). Aisle is quite good (although the PC is a real wreck), but Galatea is a notch better with the same attitude. Rematch is masterfully done. The whole concept is really interesting. But both of them are in NO MEANS even close to the general feel of IF. How did you come across those two games directly in line? If somebody told you, that one is the devil in person, I tell you. If it was sarcasm on your behalf it didn't turn out very clear. As for the save-feature in any kind of games: Pushing aside the fact that dying or any other kind of nasty experience is less threatening with a save feature...if you ever had a power outage or a you-can-do-nothing-but-restart bug (most recently happened in GTA:VC, I search the hidden packages and do a lot of jumping in unusual places, all of a sudden I get stuck in a palm tree and can't move OR I managed to get myself captured in a garage, no way out *g*) you will learn to appreciate this feature veery much. And ADOM is the worst (or best in that sense) example of try-and-try-again that ever was. I don't know about you, but I hate much more to play everything again and again than just restoring a save game to try something maybe only one more time. [b]playing[/b]: Destination Treasure Island (done in two sittings, but it's nice), Syberia (ho-hum), Dracula: Last Sanctuary (on hold)&&[b]reading[/b]: even more study papers&&[b]listening to[/b]: [url=http://www.last.fm/user/Brax82/]this and that[/url], plus [url=http://www.musicovery.com/]Musicovery[/url]&&[b]TV favorites[/b]: (currently) Pushing Daisies, Chuck, Journeyman (cancelled! grrr...), Heroes&&all-time) 24, Stargate SG1, X-Files, Lost, House |
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| 30 JUN 2003 at 9:52pm | |
RonSorcerer Apprentice![]() ![]() Posts : 300 Joined: 26 NOV 2002 Status : Online | Elfstone, it's perfectly clear to me that Aisle and Rematch are experiments in IF. It was a choice I made by surfing around BAF's guide, so it really was a matter of coincidence. Not a forum-devil made me do it... But I don't see why I should start with the 'classic' games first. Of course, starting with Colossal Caves, then advancing to the Infocom ones and finish with the 'modern' IF is a way of play that seems obvious, but it's the experimental IF that really attracts me. It's the fact that language (although a bit unnatural sometimes) is so directly implemented in an unforgiving digital environment that encourages my interest in IF. Games like 'Rematch' and 'Aisle' as well as 'Photopia' are wonderful examples of how a genre can be taken beyond it's original limits. Of course, I will play the IF games and not just 'read' the experiments. But for the time beying I really enjoy finding out in what ways people have used this particular language&programming combination. So the choice for 'Rematch' and 'Aisle' isn't that weird after all... About ADOM; after a bunch of initial tries it's the lack of a save feature that really makes it an exciting game. You don't just storm into a dungeon to be killed by a troll, reload a saved game, and repeat the action with your weapons loaded. You have to think about your actions and be cautious all through the game. I agree, there are a bunch of not-so-fair points in the game, and it will take a dwarven graveyard full of deaths till you finished it, but if it included a save-feature it would just be a simple, unchallenging RPG-game. |
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| 1 JUL 2003 at 5:34am | |
Mike_ASorcerer Apprentice![]() ![]() Posts : 292 Joined: 21 OCT 2002 Status : Online | ADOM? You guys and your newfangled RPGs. Nethack for me. I like my pets. Or go fishing. [i]- MI2 [/i]&&Okay. [i]- Me[/i] |
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| 1 JUL 2003 at 10:20am | |
ElfstoneGuild Master![]() Posts : 5892 Joined: 4 NOV 2002 Status : Online | Ron, sorry, but you are really contradicting yourself. One time you talk about Aisle and Rematch like they embody all the evil of save functions in IF and act like you decided to drop IF because it's too much save/restore...then you say you are interested in experiments and love the games....I'm confused. I think you should decide for yourself. Your mood is quick-changing and I don't know how to give you good advice which lets me come to the conclusion I better shut up and let you experience it all yourself. [b]playing[/b]: Destination Treasure Island (done in two sittings, but it's nice), Syberia (ho-hum), Dracula: Last Sanctuary (on hold)&&[b]reading[/b]: even more study papers&&[b]listening to[/b]: [url=http://www.last.fm/user/Brax82/]this and that[/url], plus [url=http://www.musicovery.com/]Musicovery[/url]&&[b]TV favorites[/b]: (currently) Pushing Daisies, Chuck, Journeyman (cancelled! grrr...), Heroes&&all-time) 24, Stargate SG1, X-Files, Lost, House |
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| 1 JUL 2003 at 3:47pm | |
RonSorcerer Apprentice![]() ![]() Posts : 300 Joined: 26 NOV 2002 Status : Online | Elfstone, there is a difference with the way save-functions are used in 'standard' IF and those experimental games. When it comes to the standard 'games', I stick to my criticism. In those particular experimental games the save-function isn't a problem at all... I'm sorry that I didn't make that distinction clear. About that mood-change; you might be right. The IF genre is so broad that i'm still a bit in doubt were to start and keep hopping from the one genre to the other Mike_A, Adom was the first rogue-like game I played seriously, and I really like the atmosphere in it, even though it isn't as original as 'Nethack'. |
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| 3 JUL 2003 at 6:19pm | |
papillonSorcerer Apprentice![]() ![]() Posts : 340 Joined: 3 JUL 2003 Status : Online | The last bit of IF I wrote before moving on to graphical games (Although I may do another someday) was a piece called Passing Familiarity... The Baf's Guide detail on it is unfortunately slim - http://wurb.com/if/game/1817 - but it was intended to be an 'easy' game where most puzzle solutions are fairly obvious and the 'puzzles' just direct your progress through the story rather than really challenge you. It does have one rather large save/restore bit, though, in that it's got multiple endings... a LOT of multiple endings. Can't say much more without being spoilery, but I'd be interested to know whether you'd class that as frustrating, experimental, or just silly. [url=http://whineaboutgames.blogspot.com]I Whine About Games[/url]&&&&[url=http://www.hanakogames.com]Anime Games[/url] |
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