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Re: Design question: how would you give the illusion of a journey?
- Subject: Re: Design question: how would you give the illusion of a journey?
- From: jcmason@uwaterloo.ca (Joe Mason)
- Date: 14 Dec 2000 13:48:28 PST
- Newsgroups: rec.arts.int-fiction
- Organization: Excite@Home - The Leader in Broadband http://home.com/faster
- References: <3a38f7c9.12372181@news.demon.nl> <slrn93glop.bg.jcmason@xenocide.slack> <3a389bc3$1_2@news.pacifier.com>
- User-Agent: slrn/0.9.6.3 (Linux)
In article <3a389bc3$1_2@news.pacifier.com>, JSwing wrote:
>In article <slrn93glop.bg.jcmason@xenocide.slack>, jcmason@uwaterloo.ca (Joe Mason) wrote:
>>In article <3a38f7c9.12372181@news.demon.nl>, Gadget wrote:
>>>This is something I've been asking myself ever since I started to
>>>write games in Basic back in the eighties: How would you give the
>>>player the feeling he is on a long journey, rather then in a limited
>>>'arena' that most games have?
>>>
>>>If you remember Melbourne House's take on the Hobbit, you also know
>>>that game tried to tell the story of Bilbo's journey to the Dragon's
>>>lair in only two dozen locations. This did not work for me.
>>
>
>Create a vehicle to go from A to B and pack it full of crying children.
>Always makes my travel seem like an eternity.
Hmm. That reminds me of Spiritwrak's subway. Beyond Zork, IMHO, didn't feel
like a large area - Spiritwrak had a similar layout (in scope) but as each
section was separated by a vehicle it felt more like a you were exploring
smaller areas of a larger world.
Joe