Newsgroups: rec.arts.int-fiction
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From: neilg@fraser.sfu.ca (Neil K. Guy)
Subject: Re: A bill of players' rights
Message-ID: <neilg.737959904@sfu.ca>
Sender: news@sfu.ca
Organization: Simon Fraser University, Burnaby, B.C., Canada
References: <1993May18.223852.18303@infodev.cam.ac.uk> <1993May19.195915.20566@infodev.cam.ac.uk> <neilg.737861523@sfu.ca> <1tgrom$jnp@usenet.INS.CWRU.Edu>
Date: Fri, 21 May 1993 04:51:44 GMT
Lines: 20

bz083@cleveland.Freenet.Edu (Stephen R. Granade) writes:

>1) The death is amusing.  BEWARE! This is easy to overuse, and the
>   temptation is great.  "Boy, wouldn't it be funny to have the player
>   crushed by falling rocks *again*?"

>2) The death is informative.  Let's say you have an unlabeled bottle
>   that is half-full of some green liquid.  If the player drinks it,
>   plants sprout all over his body and he dies.  The player can UNDO
>   that move, and he has hopefully learned that the liquid is some
>   sort of plant growth formula.

 I might add one more - that if the death is unannounced it usually
makes sense. In other words, if I leap off a 300 metre cliff I should
expect to die. If I jump on an electrified rail line for a train I
should expect to die. If I walk through a doorway marked with an X I
should not expect to die. I must agree that senseless deaths are
tiresome and frustrating.

 - Neil K. (n_k_guy@sfu.ca)
