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From: erkyrath@netcom.com (Andrew Plotkin)
Subject: Language, language (was: Re: Scoring implementation)
Message-ID: <erkyrathE2FD7n.4xp@netcom.com>
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References: <mbtiv69qdxy.fsf@seven.ucs.indiana.edu> <giMlpMA3QYsyEwWX@amster.demon.co.uk>
Date: Sat, 14 Dec 1996 22:30:58 GMT
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Bob Adams (amster@amster.demon.co.uk) wrote:
> In article <erkyrathE2BDoL.Bw2@netcom.com>, Andrew Plotkin
> <erkyrath@netcom.com> writes 

> >> >--- Begin Example ---
> >> >
> >> >Seedy Dive
> >> >The smell of stale beer and piss is nearly overwhelming, and you
> >
> >> Good grief, is that really the sort of language that is considered
> >> acceptable in a text adventure these days? 
> >
> >Yes. It's your choice whether to play it.

> How does one know that a game is going to contain bad language _before_
> one sees it on the screen?

The same way you do for books or movies. Look at the announcements /
advertising; see what other people have said about it; look at the
author's other games; try to figure out who the intended audience is, what
age group, what kind of story. 

> Just look for anything written by you, per
> chance?

I'm sure you noticed that I used "Damn [it]" in the first screen of _So 
Far_. 

> I've always believed that text adventures should always be of the
> highest standards possible. I hope and pray that this will remain so.

I assure you that every time I decide to use cursing in one of my games --
or vulgarity, or blasphemy, or swearing -- I will write it using the same 
high standards that I use for all the rest of my writing. 

--Z

-- 

"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the
borogoves..."
