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From: crosby@ucsu.Colorado.EDU (Matthew Crosby)
Subject: Re: A bill of players' rights
Message-ID: <1993May27.010145.26780@ucsu.Colorado.EDU>
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Organization: University of Colorado, Boulder
References: <1993May19.195915.20566@infodev.cam.ac.uk> <neilg.737861523@sfu.ca> <JONT.93May20112708@ml.harlqn.co.uk>
Date: Thu, 27 May 1993 01:01:45 GMT
Lines: 25

In article <JONT.93May20112708@ml.harlqn.co.uk> jont@harlqn.co.uk (Jon Thackray) writes:
>In article <neilg.737861523@sfu.ca> neilg@fraser.sfu.ca (Neil K. Guy) writes:
>
>    The former. The latter makes presumptuous assumptions. Maybe I *do*
>   want to kill myself for some obscure thanatoid reason. Then, if I'm
>   playing a well-written game that uses an UNDO feature like that built
>   into TADS, I simply undo the last move. No problem.
>
>Well there are games around where you have to make the ultimate
>sacrifice, for example Acheton and Last Days of Doom from Topologika.
>In Acheton, one had to arrive in Hades and solve a puzzle to complete
>the game. There were plenty of opportunities to die within the game,
>but from many of them one couldn't complete even after having died. So
>part of the puzzle was to find a correct place to die. Under these
>circumstances, dying seems a perfectly valid thing for the game to do.
>What is unreasonable is to make the player explore a maze, where many
>wrong turnings cause death and end of game, ie death happens too often
>and there's nothing to be gained from it.

And of course there is always Infidel.  Many people didn't like that ending,
but I did.

-- 
-Matt							crosby@cs.colorado.edu
Mere anarchy is loosed upon the net!
