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Basically, punishing game design was somewhat traditional. It was only later that the IF community (game authors and players) shifted towards an understanding t
by pm215 8y ago
Basically, punishing game design was somewhat traditional. It was only later that the IF community (game authors and players) shifted towards an understanding that games should be "fairer". For instance Graham Nelson's "Bill of Player's Rights" in chapter 3 of his http://ifarchive.jmac.org/if-archive/info/Craft.Of.Adventure.pdf http://ifarchive.jmac.org/if-archive/info/Craft.Of.Adventure... lays out some rules, many of which Hitchhikers and the other classic Infocom games break (indeed it's only necessary to state the rules because so many games were breaking them).
Personally I find the appeal of the Infocom games to be fundamentally in their usually very good writing -- it is light years ahead of other text adventures of the time.
- ghaff 8y agoIndeed. And one of my favorite Infocom games was A Mind Forever Voyaging which was arguably more tilted towards the literary and less towards hard puzzles than most. Which probably is one reason it's not as well known. I'm sympathetic to arguments that you should be able to--at least in principle--be able to work your way through IF without having to rely on trial and error. Which wasn't the case with a lot of Infocom games.