Newsgroups: rec.games.int-fiction,rec.arts.int.fiction
Path: nntp.gmd.de!newsserver.jvnc.net!newsserver2.jvnc.net!howland.reston.ans.net!EU.net!uknet!info!iialan
From: iialan@iifeak.swan.ac.uk (Alan Cox)
Subject: Re: Ancient TRS-80 Text Adventures
X-Nntp-Posting-Host: iifeak.swan.ac.uk
Message-ID: <DCs85F.L2M@info.swan.ac.uk>
Sender: news@info.swan.ac.uk
Organization: Institute For Industrial Information Technology
References: <3vrcbm$lnj@fountain.mindlink.net> <librikDCruyz.JyG@netcom.com> <GDR11.95Aug4111159@stint.cl.cam.ac.uk>
Date: Fri, 4 Aug 1995 10:36:50 GMT
Lines: 23

In article <GDR11.95Aug4111159@stint.cl.cam.ac.uk> gdr11@cl.cam.ac.uk (Gareth Rees) writes:
>> Pearson made significant inroads onto the problem of believability in
>> non-player actors in a very simple way: constrain *everything* the
>> player can do, so he gets used to it -- then the "flimsiness" of most
>> NPCs doesn't become quite so apparent.  And keep NPCs and players
>> *busy* when they're together.
>These techniques sound very interesting; certainly they're like nothing
>produced by Infocom or more recently.  I would love to see a transcript
>of one of Pearson's games.

These techniques are very old. In gaming/writing its well know that
consistency is the most critical factor. After than come all the nifty
tricks. [Like a bridge you see from afar can walk over and under is far more
solid and real than a bridge you only see from one of its facets]

Alan


-- 
  ..-----------,,----------------------------,,----------------------------,,
 // Alan Cox  //  iialan@www.linux.org.uk   //  GW4PTS@GB7SWN.#45.GBR.EU  //
Redistribution of this message via the Microsoft Network is prohibited
Do you trust your web client. <IMG src="file:/dev/zero"><IMG src="file:/com1:">
