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From: harrison@adobe.com (Harrison Page)
Subject: Re: Amoral behvaiour in IF
Message-ID: <harrison-1406951307140001@bertholdbaskerville.mv.us.adobe.com>
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References: <3rkpj4$s8v@nic.lth.se> <badger.803074735@phylo>
Date: Wed, 14 Jun 1995 21:07:14 GMT
Lines: 31
Xref: nntp.gmd.de rec.arts.int-fiction:6996 rec.games.int-fiction:8020

In article <badger.803074735@phylo>, badger@phylo.life.uiuc.edu (Jonathan
Badger) wrote:

> mol@marvin.df.lth.se (Magnus Olsson) writes:
> 
> >While working on my new adventure game (tentatively called
> >"Deadlock"), it struck me how often the player character of adventure
> >games (and other games as well) behaves in a totally amoral way,
> >gladly doing things he/she would never do in real life, and even
> >getting rewarded for it. [...]
> 
> >But still it seems that in most IF, you are at encouraged to behave in
> >a way that's not at all acceptable in real life. It would be
> >interesting if you out there could come up with some more examples than
> >the widespread kleptomania. :-) [...]
> 
> Well, something that's true in most adventure and RPGs is murder. Assuming
> that orcs and trolls existed, you couldn't just randomly kill them to take
> their treasure without the authorities getting upset!

Consider the White House in Zork I. Immediately, you have breaking
and entering. From there, the player goes on to trespass, to kill a
troll (assault and battery, brandishing a weapon, and if you're lucky,
murder in the first), then grand theft. Any others?

  ..Harrison
-- 
Harrison Page (harrison@adobe.com)
http://www.spies.com/harrison
"Nearly all invertebrates of a suitable size fall prey to frogs,
and even such vertebrates as mice and reptiles may be eaten."
