Message-ID: <3A64A370.C364005C@csi.com>
Date: Tue, 16 Jan 2001 14:39:30 -0500
From: John Colagioia <JColagioia@csi.com>
Organization: No Conspiracy Here...
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Subject: Re: Odp: trivial puzzle
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"Annerullo" <annerullo@crosswinds.net> wrote:
> jpowerbalt@my-deja.com wrote in message <932oj1$6r$1@nnrp1.deja.com>...

[...]
> >Similarly, if I push a chair over to the filing cabinet and and stand
> >on it (interesting description if it is a reclining office chair on
> >casters), I would prefer that I see the key, take it, and get down in
> >the same turn I stood on chair.  Unless the key is the bait on a hand
> >sized mousetrap there is not much of a decision to be made.  (It hardly
> >ads to the story or drama by keeping this in suspense: Will I take it?
> > Will I leave it alone?  drum roll...)
> I have to disagree with this.  If I stand on the chair to look at the top of
the
> cabinet, I want a chance to look at the top of the cabinet.  When the game
> tells me that I climbed on the chair and took the key, I think, "What key?
> I didn't know their was any key."  It fells like the game is rushing me
toward
> a solution without giving me time to look at the scenery.  I would rather go

> through every step as if I was really there.  (Well, within reason.  I don't

> need to CATCH BALANCE every time the character stumbles.)  I suppose
> I'd rather fell like I'm moving through a real world than like I'm giving
> someone hints when they get stuck.

I would also get very suspicious of any game that "goes off on its own," since
I may not WANT the key when I first see it.

I mean, depending on the game, I might be worried about leaving fingerprints,
or of someone seeing me take the key, or that it might be the trigger to a
trap, or whatever.

Well...unless I'm playing a specific character and this is being done to
enforce the personality type ("the stereotypical adventurer").


