Traveller Interactive Fiction
Freelance Traveller
(10 Jul 2015 21:30 UTC)
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Re: [TML] Traveller Interactive Fiction
Jim Vassilakos
(10 Jul 2015 21:48 UTC)
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Re: [TML] Traveller Interactive Fiction
Edward Anderson
(11 Jul 2015 01:07 UTC)
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Re: [TML] Traveller Interactive Fiction Freelance Traveller (11 Jul 2015 01:44 UTC)
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Re: [TML] Traveller Interactive Fiction
Kenneth Barns
(12 Jul 2015 21:34 UTC)
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Re: [TML] Traveller Interactive Fiction
Postmark
(12 Jul 2015 22:03 UTC)
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Re: [TML] Traveller Interactive Fiction
Kenneth Barns
(13 Jul 2015 23:39 UTC)
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Re: [TML] Traveller Interactive Fiction
Postmark
(14 Jul 2015 08:51 UTC)
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On Fri, 10 Jul 2015 21:06:56 -0400, Edward Anderson <xxxxxx@hotmail.com> wrote: [I had written...] >> Other than the (obvious) Traveller background/terminology/props, what >> features of Traveller-the-RPG would you want to see included in the >> game? How do you envision those features affecting game play? >Closest simile is the old Ultima generators - options with 3 or 4 choices, >similar to [bandwidthectomy] OK, I see what you did there. The Ultima games weren't actually "Infocom style text adventures" [I'll refer to them henceforth as just "infocoms", lower-case, referring to the style rather than the publisher - and there's plenty of them still around!], they were closer to the old printed "Choose Your Own Adventure" books. The key to infocoms is that they're "parser-based" with interaction with the game-story environment being critical to progress. Think of not the Ultima games, but of the original Adventure by Crowther and Woods: "You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully." That game, which predated Infocom-the-company, only accepted commands of the form VERB [NOUN]: "GO NORTH" "GET CAGE" "THROW AXE" "WAIT" "XYZZY". It was parser-based, but a very primitive parser. Still, it's the original "infocom" (or perhaps "proto-infocom" is more accurate), and spawned the genre - there were lots of two-word-parser games created following its release to the world. The "true" infocoms, starting with Zork, had much more sophisticated parsers ("GET THE AXE AND THE CAGE, THEN THROW THE AXE AT THE DWARF."), but were still fundamentally about interacting with the environment. Eventually, they got more and more complex and the limits stretched (check out some of the games on IFDB (ifdb.tads.org, and search for "format:z*"), but regardless of how they handle the puzzles, story, or game-story-environment, they're still using essentially the same parser as Zork, and still require interacting with the environment. It's this type of game - the 'true infocom' - that I'm asking about; I (personally) find the CYOA format to be too restricting - and often, it gives away too much of the future story in its choices. -- Jeff Zeitlin, Editor Freelance Traveller The Electronic Fan-Supported Traveller® Fanzine and Resource xxxxxx@freelancetraveller.com http://www.freelancetraveller.com http://freelancetraveller.downport.com/ ®Traveller is a registered trademark of Far Future Enterprises, 1977-2014. Use of the trademark in this notice and in the referenced materials is not intended to infringe or devalue the trademark. Freelance Traveller extends its thanks to the following enterprises for hosting services: CyberNET Web Hosting (http://www.cyberwebhosting.net) The Traveller Downport (http://www.downport.com)