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From: erkyrath@netcom.com (Andrew Plotkin)
Subject: Re: Scoring implementation
Message-ID: <erkyrathE29nvC.HoE@netcom.com>
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Date: Wed, 11 Dec 1996 20:35:36 GMT
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Jason Compton (jcompton@typhoon.xnet.com) wrote:
> : > score
> : Let's see: you've been mugged, you found your wallet, you found the
> : thief, but you still haven't made any contacts here on the island.

> : Does this sound at all plausible? I think it's much more literary. Any
> : thoughts?

> Yes--I think you've worked out a good compromise. 

And it should be quite easy to code. (In Inform, I'd make a bunch of 
score objects, and move them into a "current_tasks" or a 
"completed_tasks" object as appropriate.) 

> It avoids the
> now-grating "Life doesn't work like that" but avoids assigning a dreaded
> numerical value to the quality of life.

So for us reprobates who don't want *any* scoring system, how would you 
like the game to respond to a "score" command? Just "I don't know the 
verb 'score'?" 

How about "You tell me."? (I bet *that* would get awfully irritating
awfully quick. :-) I may have to start using it...)

-- 

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