Newsgroups: rec.games.int-fiction
Path: gmd.de!ira.uka.de!yale.edu!spool.mu.edu!torn!nott!cunews!freenet.carleton.ca!Freenet.carleton.ca!aa382
From: aa382@Freenet.carleton.ca (Marc Sira)
Subject: Red Herrings
Message-ID: <1993Feb28.191718.325@freenet.carleton.ca>
Sender: news@freenet.carleton.ca (News Administrator)
Reply-To: aa382@Freenet.carleton.ca (Marc Sira)
Organization: The National Capital Freenet
References: <C2zGB3.6oL@cda.mrs.umn.edu> <1mgbifINN3p@meaddata.meaddata.com> <C2yzzJ.1s2@ms.uky.edu> <45610@sdcc12.ucsd.edu>
Date: Sun, 28 Feb 1993 19:17:18 GMT
Lines: 26


In a previous article, millernr@cda.mrs.umn.edu (Nathan R. Miller) says:
>In article <45610@sdcc12.ucsd.edu> djohnson@cs.ucsd.edu (Darin Johnson) writes:
[comments on the virtues and pitfalls of red herrings]

Personally, I've usually been irritated by the Meretzky school of red herrings
where there are literally dozens of useless objects lying about. I agree that
it does make inventory management important, if you like pedestrian concerns
in your games (I usually just get annoyed at having to eat, drink, sleep etc.
though there are exceptions).
Planetfall is a notable exception to both the above points...I thought the
helicopter bit was well done, and the sleeping/eating wasn't too bad (same
with Enchanter for the latter).

On the whole though, I'm more impressed by a game like Spellbreaker or Zork III
where there's a constant paucity of items and openings, without making it
easy to just "plug in" items to situations.
-- 
Marc Sira                  |
aa382@freenet.carleton.ca  |  "Your god drinks...p-p-peach nectar!"
toh@micor.ocunix.on.ca     '
