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Archived from groups: rec.games.int-fiction (More info?)
I've never been particularly fond of mechanical puzzles. They take a long
time to solve, and I generally find them frustrating. I've been wondering
about this recently, and I think my problem with them is that they don't
seem very suited to the medium.
Is the primarily text-based interface of IF an advantage or a disadvantage?
In terms of conveying information, a purely text-based interface seems
inferior to a graphical one. The advantage lies primarily in the ability to
create puzzles with creative solutions. Whereas a graphical game is
typically constrained by clickable hotspots and a standard set of verbs, a
text based game allows the user to intuit new verbs or discover 3rd level
objects that don't appear in the room description. On the other hand,
whereas books are often praised (as opposed to movies) for stimulating the
reader's imagination, the players's own visualization of a room/object may
hinder his ability to solve certain types of puzzles if it differs too much
from the author's intent.
I guess what I dislike about mechanical puzzles is that their difficulty
derives mainly from this limitation of the medium -- an inability to
properly visualize the device/system that is being manipulated. Oftentimes,
a mechanical puzzle would be fairly trivial if it weren't for this
limitation, thus the puzzle aspect seems forced. The planetarium in The
Dreamhold was a recent example of this, but there are countless more. The
times where I have enjoyed a mechanical puzzle have been cases where the
solution involved thinking out of the box (e.g. the machine room in The
Recruit).
Comments?
Andrew
I've never been particularly fond of mechanical puzzles. They take a long
time to solve, and I generally find them frustrating. I've been wondering
about this recently, and I think my problem with them is that they don't
seem very suited to the medium.
Is the primarily text-based interface of IF an advantage or a disadvantage?
In terms of conveying information, a purely text-based interface seems
inferior to a graphical one. The advantage lies primarily in the ability to
create puzzles with creative solutions. Whereas a graphical game is
typically constrained by clickable hotspots and a standard set of verbs, a
text based game allows the user to intuit new verbs or discover 3rd level
objects that don't appear in the room description. On the other hand,
whereas books are often praised (as opposed to movies) for stimulating the
reader's imagination, the players's own visualization of a room/object may
hinder his ability to solve certain types of puzzles if it differs too much
from the author's intent.
I guess what I dislike about mechanical puzzles is that their difficulty
derives mainly from this limitation of the medium -- an inability to
properly visualize the device/system that is being manipulated. Oftentimes,
a mechanical puzzle would be fairly trivial if it weren't for this
limitation, thus the puzzle aspect seems forced. The planetarium in The
Dreamhold was a recent example of this, but there are countless more. The
times where I have enjoyed a mechanical puzzle have been cases where the
solution involved thinking out of the box (e.g. the machine room in The
Recruit).
Comments?
Andrew