Article View: rec.games.programmer
Article #1354Re: Discussion starter
From: Sean J. Orourke
Date: Mon, 05 Oct 1992 14:05
Date: Mon, 05 Oct 1992 14:05
45 lines
3145 bytes
3145 bytes
In article <38986@sdcc12.ucsd.edu> bkoike@sdcc13.ucsd.edu (Bryce Koike) writes: >In article <BvM2LJ.MCr@rice.edu> amitp@owlnet.rice.edu writes: >>In article <1992Oct2.171920.14307@mnemosyne.cs.du.edu>, vputz@nyx.cs.du.edu (Victor Putz) writes: [much deleted] > >>I agree about the Sierra adventures, but not about Ultima -- U6 and U7 are >>object-oriented, and there's a lot more you can do in them. Richard Garriot >>told me a story about the beta testing of U6: he had designed some place >>that you couldn't pass unless you brought down a drawbridge, but the >>crank was on the other side of the chasm. He had intended the players to >>use telekinesis to activate the lever; one of the testers killed a character, >>threw the body over the chasm to the other side, and then cast Reincarnation >>and took control of the character and turned the crank! > > I like this! Flexible games are the most enjoyable, I >think! "Wait...HOW did you get by that one?" "Oh, I just shot the >rope." "Ack..." [Lemmings is a game that makes me think of >flexibility...my friends and I all had different strategies for >getting past various levels, but the outcome was the same: we >survived to continue on. This can't be directly applied to games >like Ultima, but it's a good example, I think, of a non-rigid >structure.] > >>In the older Ultimas, the only way to solve a puzzle was a way that was >>thought of by the designers of the game. (The same with every Sierra >>game I've seen... :( ) With the new Ultimas, there is sometimes more >>than one way of doing something, which is more realistic. Actually, in watching my little brother play Ultima VII, I realized that it far surpasses anything else I've seen in having a lot of choices as to what to do. The whole concept of Nonessential Quests seems to be missing from most RPGs. I still can't believe they put in a little subquest that leads only to a man's suicide and you gain nothing, but I like it. > > Actually, I thought that in early Ultimas, the only way to >solve puzzles was to kill lots of monsters and get cool magic >weapons so you could bash bigger monsters. (*BIG* frown) As the >Ultima series increased in size, the story line became more and more >important to the game, the player could interact with people in >cities (thumbs up!), people would go to sleep at night, etc. Some >people might not be impressed by this, but I certainly was at the >time... I am/was impressed by this too, except when I'm waiting for someone to come home or to wake up. :)
Technical Details
Message-ID:
<1992Oct5.140559.26283@ringer.cs.utsa.edu>Path:
arc1-ca.pugleaf.net!sparky!uunet!zaphod.mps.ohio-state.edu!swrinde!ringer!lonestar.utsa.edu!sorourkeReferences:
<1992Oct2.171920.14307@mnemosyne.cs.du.edu> <BvM2LJ.MCr@rice.edu> <38986@sdcc12.ucsd.edu>Show Full Headers
Complete Article Headers
Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!zaphod.mps.ohio-state.edu!swrinde!ringer!lonestar.utsa.edu!sorourke From: sorourke@lonestar.utsa.edu (Sean J. Orourke) Subject: Re: Discussion starter Message-ID: <1992Oct5.140559.26283@ringer.cs.utsa.edu> Keywords: discussion started Sender: news@ringer.cs.utsa.edu Nntp-Posting-Host: lonestar.utsa.edu Organization: University of Texas at San Antonio References: <1992Oct2.171920.14307@mnemosyne.cs.du.edu> <BvM2LJ.MCr@rice.edu> <38986@sdcc12.ucsd.edu> Date: Mon, 5 Oct 1992 14:05:59 GMT Lines: 49