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Archived from groups: rec.games.int-fiction (More info?)

Adam Cadre has written a review of "The Erudition Chamber" by
Daniel Freas, and it is not available on IF Review.

http://www.ministryofpeace.com/if-review/


-markm
 
Archived from groups: rec.games.int-fiction (More info?)

"Mark J Musante" <olorin@shell01.TheWorld.com> wrote in message
news:chc97b$qfk$1@pcls4.std.com...
> Adam Cadre has written a review of "The Erudition Chamber" by
> Daniel Freas, and it is not available on IF Review.

Dang. I'd like to see it.

--Duncan
 
Archived from groups: rec.games.int-fiction (More info?)

"Mark J Musante" <olorin@shell01.TheWorld.com> wrote in message
news:chc97b$qfk$1@pcls4.std.com...
> Adam Cadre has written a review of "The Erudition Chamber" by
> Daniel Freas, and it is not available on IF Review.
>
> http://www.ministryofpeace.com/if-review/
>
>
> -markm

If it's *not* available on IF Review, why provide a link? :)
 
Archived from groups: rec.games.int-fiction (More info?)

In article <chc97b$qfk$1@pcls4.std.com>,
Mark J Musante <olorin@shell01.TheWorld.com> wrote:
>Adam Cadre has written a review of "The Erudition Chamber" by
>Daniel Freas, and it is not available on IF Review.
>
> http://www.ministryofpeace.com/if-review/

Hmm, I'm inclined to think Adam missed the point of _The Erudition Chamber_
a bit -- what he probably wants is something more like Papillon's _One Week_
(which in turn sounds nearly identical to _Alter Ego_).

Although your decisions in _Erudition Chamber_ affect your character's
personality, this seemed to me to be a pretty thin wrapper over the
real intent: trying to get at the player's puzzle-solving style. And
yeah, if you're not interested in puzzles there's not much other
gameplay there. But I don't think it's fair to say the game does an
insufficient job motivating the player; it's just that someone looking
for something besides puzzles isn't going to be motivated by what's
offered.

>-markm
--
Dan Shiovitz :: dbs@cs.wisc.edu :: http://www.drizzle.com/~dans
"He settled down to dictate a letter to the Consolidated Nailfile and
Eyebrow Tweezer Corporation of Scranton, Pa., which would make them
realize that life is stern and earnest and Nailfile and Eyebrow Tweezer
Corporations are not put in this world for pleasure alone." -PGW
 
Archived from groups: rec.games.int-fiction (More info?)

dbs@cs.wisc.edu (Dan Shiovitz) wrote in message news:<chd6jf$qd1$1@drizzle.com>...

> Hmm, I'm inclined to think Adam missed the point of _The Erudition Chamber_
> a bit

Yes. In fact, his overall philosophy strikes me as lopsided. He
writes "Simply presenting a challenge is insufficient", which doesn't
seem to be true for many people.
 
Archived from groups: rec.games.int-fiction (More info?)

"Tommy Herbert" <cavebloke@excite.com> wrote in message
news:9f28c10b.0409050227.4572955f@posting.google.com...
> dbs@cs.wisc.edu (Dan Shiovitz) wrote in message
> news:<chd6jf$qd1$1@drizzle.com>...
>
>> Hmm, I'm inclined to think Adam missed the point of _The Erudition
>> Chamber_
>> a bit
>
> Yes. In fact, his overall philosophy strikes me as lopsided. He
> writes "Simply presenting a challenge is insufficient", which doesn't
> seem to be true for many people.

Sometimes a challenge is the whole point of playing a game.
 
Archived from groups: rec.games.int-fiction (More info?)

In article <9f28c10b.0409050227.4572955f@posting.google.com>,
Tommy Herbert <cavebloke@excite.com> wrote:
>dbs@cs.wisc.edu (Dan Shiovitz) wrote in message news:<chd6jf$qd1$1@drizzle.com>...
>
>> Hmm, I'm inclined to think Adam missed the point of _The Erudition Chamber_
>> a bit
>
>Yes. In fact, his overall philosophy strikes me as lopsided. He
>writes "Simply presenting a challenge is insufficient", which doesn't
>seem to be true for many people.

Hmm, I don't think I agree with that either. Like, imagine a game
where you go into a room, and it says "Ok, I'm thinking of a number
between one and a thousand. There are no clues. Once you guess the
number you can proceed." Do you really keep playing at this point?
I think it's reasonable to say that the reward for playing a puzzle
game is the chance to solve satisfying puzzles: if the puzzles are
just challenging without being satisfying, there's not as much
incentive to continue.

The other thing even a puzzle game needs besides a reward is direction.
With _The Erudition Chamber_ it's no big deal, since you just go in a
straight line until you're done. But many puzzle games (or non-puzzle
games, for that matter) I've seen have started off with a depressing
"Ok, you're in a big area with lots of stuff you could potentially do,
and it's not at all clear which you should be working on first or even
which you are able to solve at this point", and that is totally lame.

--
Dan Shiovitz :: dbs@cs.wisc.edu :: http://www.drizzle.com/~dans
"He settled down to dictate a letter to the Consolidated Nailfile and
Eyebrow Tweezer Corporation of Scranton, Pa., which would make them
realize that life is stern and earnest and Nailfile and Eyebrow Tweezer
Corporations are not put in this world for pleasure alone." -PGW
 
Archived from groups: rec.games.int-fiction (More info?)

>dbs@cs.wisc.edu (Dan Shiovitz) wrote:
>>Tommy Herbert <cavebloke@excite.com> wrote:
>>Yes. In fact, his overall philosophy strikes me as lopsided. He
>>writes "Simply presenting a challenge is insufficient", which doesn't
>>seem to be true for many people.
>
>Hmm, I don't think I agree with that either. Like, imagine a game
>where you go into a room, and it says "Ok, I'm thinking of a number
>between one and a thousand. There are no clues. Once you guess the
>number you can proceed." Do you really keep playing at this point?

I presume by the statement above Tommy simply means it
is possible for people to enjoy puzzles for their own sake.
This doesn't mean they enjoy *bad* puzzles.

>But many puzzle games (or non-puzzle
>games, for that matter) I've seen have started off with a depressing
>"Ok, you're in a big area with lots of stuff you could potentially do,
>and it's not at all clear which you should be working on first or even
>which you are able to solve at this point", and that is totally lame.

I don't think the problem is wide-open spaces per se, but that
wide-open spaces in IF are often an illusion: they have nothing
to do that refers to puzzle or plot, and the exploration tends
not to be well-worked out enough to sustain interest. I might
enjoy a somewhat directionless IF if every route was worth
taking (and it isn't a situation with 20 puzzles and only 1 of
them is currently solvable but you aren't told which one).

Jason Dyer
jdyer41@aol.com
 
Archived from groups: rec.games.int-fiction (More info?)

In article <20040905224857.04845.00002922@mb-m24.aol.com>,
Jdyer41 <jdyer41@aol.com> wrote:
>>dbs@cs.wisc.edu (Dan Shiovitz) wrote:
>>>Tommy Herbert <cavebloke@excite.com> wrote:
>>>Yes. In fact, his overall philosophy strikes me as lopsided. He
>>>writes "Simply presenting a challenge is insufficient", which doesn't
>>>seem to be true for many people.
>>
>>Hmm, I don't think I agree with that either. Like, imagine a game
[..]
>I presume by the statement above Tommy simply means it
>is possible for people to enjoy puzzles for their own sake.
>This doesn't mean they enjoy *bad* puzzles.

Right, exactly. I think what I am stumbling towards is proposing an
expansion of the reason Adam gave for "why keep playing?". What he
said was:

> [..] just as a writer of straight prose needs to give the reader a reason
> to continue turning pages, an IF writer needs to give the player a
> reason to type something other than "quit." Simply presenting a
> challenge is insufficient: it's the writer's job to motivate the
> player to want to take on that challenge. Usually, this means the
> promise of a reward: the reward of good prose. Funny responses to
> commands, interesting plot developments, that sort of thing.

To this I'd add that a major part of the reward for solving puzzles is
getting to solve the puzzles, and that in addition to a reward the
game needs to have some direction as to where to go, even if it's
just "there's no set plot, go wander".

[..]
>I don't think the problem is wide-open spaces per se, but that
>wide-open spaces in IF are often an illusion: they have nothing
>to do that refers to puzzle or plot, and the exploration tends
>not to be well-worked out enough to sustain interest. I might
>enjoy a somewhat directionless IF if every route was worth
>taking (and it isn't a situation with 20 puzzles and only 1 of
>them is currently solvable but you aren't told which one).

Adam (to bring this discussion back to the start) has taken a couple
cracks at this problem, since he is big one exploration and playing
around. One is _Varicella_ -- there's a known plot and a given
objective, but if you want you can ignore them and go around playing
with the toys (the car, the camera, etc) and talking to the
people. The other is _Narcolepsy_ -- this has no toys, but it makes
the various paths worth taking by providing lots of plot wherever you
go, at least in theory.

Anchorhead is another game that I remember being pretty decent in
giving a wide-open space but not being pointless wandering; but
perhaps it seems wider in retrospect than it really was.

>Jason Dyer
--
Dan Shiovitz :: dbs@cs.wisc.edu :: http://www.drizzle.com/~dans
"He settled down to dictate a letter to the Consolidated Nailfile and
Eyebrow Tweezer Corporation of Scranton, Pa., which would make them
realize that life is stern and earnest and Nailfile and Eyebrow Tweezer
Corporations are not put in this world for pleasure alone." -PGW
 
Archived from groups: rec.games.int-fiction (More info?)

In article <chc97b$qfk$1@pcls4.std.com>,
Mark J Musante <olorin@shell01.TheWorld.com> wrote:
>it is not available on IF Review.
> http://www.ministryofpeace.com/if-review/

Tease.

Adam