Newsgroups: rec.games.int-fiction
Path: gmd.de!xlink.net!howland.reston.ans.net!noc.near.net!uunet!pipex!unipalm!chrism
From: chrism@unipalm.co.uk (Chris Mann)
Subject: Re: Dynamic interactive fiction
Message-ID: <1993Jul23.124008.14710@unipalm.co.uk>
Keywords: question idea interactive-fiction rules
Organization: Unipalm Ltd., 216 Cambridge Science Park, Cambridge CB4 4WA, UK
References: <Benjamin_Taylor.1tii@grace.bah.rochester.ny.us>
Date: Fri, 23 Jul 1993 12:40:08 GMT
Lines: 44

Benjamin_Taylor@grace.bah.rochester.ny.us (Mithradates) writes:

>My reason is that I'd like to have interactive fiction that is more like
>roleplaying games, 

My understanding is that adventure games are all about solving puzzles and
taking in as much "atmosphere" and wit, where appropriate, as the author is
able and willing to include.

>     1.  The stories are only new once.

True, but what do you expect with puzzles?

>     2.  The stories can, and are expected to be, known in advance.

True when they're based on an existing story like Hitchhiker's Guide, but
not necessarily so in most cases IMHO.

>     3.  The characters are frequently made of cardboard.

Characters are part of the puzzles and atmosphere and are not expected to be
free agents.

>     4.  The worlds have small borders.

*Finite* borders, yes. Small, only if the author makes them small (as HHG).
I once played a text adventure which included the ability to get in a boat   
and sail around a full set of "sea" locations (rooms!) with full access to   
the "coastline" of the various continents and islands making up the "world".

(Loads of stuff deleted)

You seem to be looking for a particularly sophisticated RPG.  Meanwhile,
you might want to try an "ascii-graphics" D&D type simulation, if you don't
mind a game that's mostly about fighting and ends when you kill some big guy
after several months of play.

My favourite is Angband (see rec.games.moria for info) although the "richest"
in terms of unforeseen combinations and interactions is undoubtedly Nethack
(rec.games.hack).

On the other hand, if you have the time to implement your ideas, who knows?

Chris Mann (chrism@unipalm.co.uk)
