7 ms·
I agree with MANY of these points. In enjoyed this category of games, both in my youth and when there was a post-Curses revival in interactive fiction/text adv
by ergothus 11y ago
I agree with MANY of these points. In enjoyed this category of games, both in my youth and when there was a post-Curses revival in interactive fiction/text adventures.
I was never able to get through Zork because of the inherent illogic (e.g. if I go west, going east should take me back).
Hitchhiker's Guide was perhaps the only one of these games that I finished, and that because it had a built in hint system. As I recall, it was nonetheless guilty of at least two of the listed sins, but the combination of the hint system and vague connection to the book got me through it.
- __david__ 11y ago> I was never able to get through Zork because of the inherent illogic (e.g. if I go west, going east should take me back). Zork is a graph, not a grid. It makes sense, it just isn't rectilinear. For instance, You start by the mailbox, west of the white house. Going north takes you to the north of the house. From there you have to go west back to the west of the house. On a map it looks like this: http://i.imgur.com/g9Wd39x.png http://i.imgur.com/g9Wd39x.png Note the inside of the house makes perfect sense, as I'd argue the areas around the house do to, once you picture them. The areas that aren't like that are purposeful. The forest is confusing because it's easy to get lost in forests. The maze is also intentionally confusing. Quite a bit of zork takes place in an underground cave, and so it makes sense that leaving one room through a tunnel that curves will make you enter the new room from a different direction than you'd expect. It may be unfair to not mention that in game, though.