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Re: Why so little Puzzleless IF?
- Subject: Re: Why so little Puzzleless IF?
- From: marsh@nettally.com (Steven Marsh)
- Date: 01 Mar 1999 00:00:00 GMT
- Newsgroups: rec.arts.int-fiction
- Organization: CMDS News machine
- References: <01be637a$2021d280$69d408d0@Stark.foxinternet.net> <7bedq8$102g@enews2.newsguy.com>
On Mon, 1 Mar 1999 08:01:30 -0800, "Mike Berlyn"
<mberlyn@cascadepublishing.com> wrote:
<snip>
Good post, Mike.
>In essence, I have found the experience an order of magnitude more
>difficult than, say, writing Suspended was.
See, that's odd. I've always admired Suspended for being
quasi-puzzle-less, in the sense that the "puzzles" were so seemlessly
integrated into the game. It's not a puzzle (in my mind) if you can't
figure something out (like interpreting the robots' responses);
otherwise, mystery novels are "puzzles" (which, I suppose they are,
when looked at from the right angle).
I guess I admire games where the puzzles are honestly (transparently)
a part of the game; I've recently gained an appreciation of Plundered
Hearts, which had so many solutions to the few "puzzles" that it was
difficult -to- get stuck. Likewise, I consider the Infocom mysteries
to be (for the most part) puzzleless (sans Ballyhoo). Sure, you need
to poke around and investigate, but that's just a simulation... much
like Suspended is.
All told, then, I suppose I'd rather have a game with an object but
transparent puzzles, than true "puzzleless" IF. Otherwise, I'd just
stick to Choose-your-own-adventures (not that there's anything wrong
with that; I'm greatly saddened that my Steve Jackson books were
destroyed in a flood).
My 2 cents' worth.
Steven Marsh
marsh@nettally.com