Re:Revisiting 'Zork': What We Lost in the Transition to Visu...
by zem on Wednesday June 29, 2011 @07:25AM
(#2709071)
the really annoying bit was when you had figured out what to do, but had to play "guess the verb". (i remember the otherwise very fun "unkuulian unventure" having a few frustrating examples, e.g.). and later, when graphical adventures got popular, that was supplemented by "hunt the pixel".
Re:Revisiting 'Zork': What We Lost in the Transition to Visu...
by colomon on Tuesday June 28, 2011 @03:54PM
(#2707019)
I feel that both forms are missing the mark for my taste. Essentially, they represent two of the classic failures in crafting a good ("pencil and paper") role-playing game: This game is all fighting and This game is all puzzles. The really fun games are the ones that have a cool environment (like text adventures) and let you make interesting choices.
I know there have been some efforts to do that sort of thing with a text-adventure-y environment (Storytron?) but don't know of anyone who has really gotten it right yet.
Taking the rose-colored glasses off, a large part of the adventure gaming genre (including point-and-clicks) relied on obscure object interactions or guessing the right command to proceed. Freeing a bird to drive away a snake in Colossal Cave Adventure is not necessarily intuitive.
For some people, including myself, this is fun. But it's not an easy, thoughtless, escapist form of entertainment - which is where the modern FPS comes in.