Archived from groups: comp.sys.ibm.pc.games.adventure (
More info?)
On Mon, 28 Mar 2005 13:24:42 GMT, Memnoch
<memnoch@nospampleaseimbritish.ntlworld.com> wrote:
>>In article <1111782445.469672.151430@f14g2000cwb.googlegroups.com>,
>> putxhere@yahoo.com wrote:
>>
>>> Ran across this at Just Adventure
>>>
>>>
http://www.justadventure.com/articles/State_of_Adventure_Gaming/March2005/SOAG
>>> _Mar05.shtm
>>>
>>> so if you accept what he says at face value, then it only stands to
>>> reason that graphics will eventually kill all the other genres also
>>
>>Haven't read the article, yet, but I can see the argument that graphics
>>destroy the "imagination" part of adventure games, less important in
>>some other genres.
>
>I don't buy this to be honest. There is no reason why you can't have good
>graphics AND a great game too. I think the real situation is that having great
>graphics shows up the limited imagination of the developers. Instead of just
>"using your imagination" and assuming that something just happened, they now
>have to show it. They have to do the work, animates stuff, script it etc.
>Whereas before they could leave all the work up to us.
That's really getting pretty far afield from his argument. The claim
he's making is a stronger (for that matter, almost ad absurdum)
version of one of the major claims made by many Interactive Fiction
advocates (Notably Andrew Plotkin, unless I'm mistaken, though he, I
think, avoids actually saying that the one is per se superior to the
other): that the non-graphic medium hides the range of action in a way
that graphical games can not. In a Sierra or LucasArts style game,
you immediately know exactly which actions the simulation supports for
a given object (Because you can do exactly those actions which show up
on the command bar, verb list, magic coin or whichever), whereas when
you're preseted with a command prompt, though most actions are just
going to get you a "You can't" message, you don't know *which* actions
are going to work until you try them. In both cases, there's only
going to be a few valid things to do with any given object, but in a
text adventure, as far as the player is concerned, those actions
*could* be *anything*. Whether or not this is important, it is
absolutely *true*.