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Dedicated to computer-assisted text adventure games
This section of site is dedicated to computer-assisted text adventure games
(also known as Interactive Fiction).
Here the "text adventure games" also includes those that
combine text display with one of the following: some graphical contents, music and
sounds. But the main story would still have to be presented by text by
your lovely computer on the screen.
Point-and-click
graphical type adventure and Arcade(Action) Adventure are not under the
coverage of this site
My version of "text adventure games" would not include point-and-click
graphical type adventure and Arcade (Action) Adventure. Hence both of
them are not under the
coverage of this site.
Difficulties
when approaching text adventure from beginner point of view...
I started playing text adventure games when I was young (though I am
not too old now). But I have never completed any text adventure games on
my own (without any tips). I have identified some difficulties when
approaching text adventure games from the beginner point of view, the difficulties
are:
-
Many of the puzzles are "impossible" to solve using common sense
without many hours of trials and errors.
-
Computer will not understand my "simple" command (many text
adventures require player to enter their command in English) and
many hours of typing and retyping to get computer understand the
player intention is needed.
-
It would be weird when
computer describe the location but could not understand what it
describe. (Especially when player tries to examine what the computer
describe).
These difficulties most probably
would not apply to expert or experienced adventurer. But I am visualising
these difficulties
in terms of simple people with naive thinking like myself.
. . . try to make the text
adventure games as "fun" as possible
In view of the above, I hope to make
a text adventure game as "fun"
as possible by ensuring that all games presented here would have
following characteristics:
-
Puzzle elements of the games presented here
must have at least some clues during the game. (Other than those can be solved by
day-to-day common sense or can pass through my own logical
thinking, :) certain amount of personal bias is inevitable).
-
Using GUI approach whereby user can decide
his move using mouse click. Standard actions are listed out. For me,
get items, take items, pick up items all mean the same thing but
when you type this in, not all text adventure game parser will understand your
intention. (to be fair, the modern text adventure parsers are more
efficient on this nowadays)
-
All items available for "Examine" in that location
are listed out
automatically. (Saving time of keep typing examine this and examine
that). And in many cases, computer would not understand all the words
that is displayed on screen by computer itself. As long as the computer
could not understand ALL words describe by itself, it would only
fair that computer tells the player what item it can "understand"
and allows player to make a choice whether to examine it.
Lastly,
All your comments and ideas to make this a better site
are welcome.
Hope you enjoy it!
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