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Let's say I have a door on the east side of a room, and beyond it is a hallway that gradually curves 90 degrees to the right. Then I will have entered the next
by tashi 10y ago
Let's say I have a door on the east side of a room, and beyond it is a hallway that gradually curves 90 degrees to the right. Then I will have entered the next room through its north door, and going north from there will send me curving back around to the left where I came from.
Dropping objects is the right way to map it out. It's totally solvable, although a little bit unpredictable (because the thief may happen into a room you've mapped and pick up your object), and the directions aren't reversible in the obvious way.
- chongli 10y agoLet's say I have a door on the east side of a room, and beyond it is a hallway that gradually curves 90 degrees to the right. Then I will have entered the next room through its north door, and going north from there will send me curving back around to the left where I came from. The problem with this analogy is that in real life I know how to turn around and go back through the door I just arrived from. It does not matter how much the passageway twisted around, unless the door or passageway physically moved I can turn around and go right back through it. In Zork, this is not the case. My character is effectively blind but has a compass built into his brain. When he walks through a door he is immediately teleported to the middle of the next room so he has no idea which door he just came through. This is silly and obnoxious.
- russdill 10y agoAnd that's what makes it a maze.