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From: z_bowlinjb@titan.sfasu.edu (Berek Halfhand aka John Bowlin)
Subject: Re: Randomness
Message-ID: <1996Mar27.112436@titan.sfasu.edu>
Date: 27 Mar 96 11:24:36 CST
Distribution: world
References: <4iijif$1ig8@thor.cmp.ilstu.edu> <66.4156.1727@tabb.com>
Organization: Stephen F. Austin State University
Lines: 19

In article <66.4156.1727@tabb.com>, joe.mason@tabb.com (Joe Mason) writes:

> Like strict resource-allocation problems (ie. hunger and thirst), "random 
> event" problems should be used only if they are truly neccessary to the plot 
> and feel of the game, because they're the type of thing that tends to backfire 
> hugely if not carefully managed.

I'm kind of jumping in on this thread halfway through so if this has
been covered, nevermind. But remember that random elements have been
part of the excitement of many classic I-F games, such as the thief in
Zork, the wizard in Zork 2, etc. It's a puzzle, it is essential to the
plot, and I think in both of those examples it was well managed.
Irritating? Perhaps, but part of the fun of an adventure is overcoming
situations that irritate the player. I also kind of like randomness
because it gives the game more replay value, if you can play it and get
a different outcome every time you play (or most of the time).

virtuadept@earthlink.net


