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Re: [Glulx] Advent.ulx
- Subject: Re: [Glulx] Advent.ulx
- From: Iain Merrick <im@cs.york.ac.uk>
- Date: 5 Jun 1999 18:22:45 GMT
- Newsgroups: rec.arts.int-fiction
- Organization: University of York
- References: <erkyrathFCK8C6.3qI@netcom.com> <erkyrathFCKDop.7L5@netcom.com> <7jbalb$8cm$1@nnrp1.deja.com>
- Sender: im104@york.ac.uk
Stuart Moore wrote:
[...]
> And... no text compression? Hmmm... at least >encryption< would be a
> good idea.
To prevent people with hex-editors from reading all the game strings?
Come on, do you _really_ think that's important in this day and age?
Why try to stop people spoiling the game for themselves? The majority of
people will play games fairly. At least, they'll play _good_ games
fairly; so devising cunning ways of out-fooling the fools with hex
editors is a waste of time, when instead you could be improving the
game, the library, the run-time system and so on.
IMHO, at least.
I suppose there's the possibility of people _accidentally_ seeing the
strings, but I don't think this is a major problem either.
I fondly remember the old Acornsoft adventure games for the BBC, which
used the screen memory to supplement the miniscule quantity of RAM the
machine had -- so you'd see fragments of game text appear while the game
was loading. This was often tantalising [1], but in my experience never
gave away anything important.
[1] It was reminiscent of Bad Machine, come to think of it...
--
Iain Merrick
im@cs.york.ac.uk