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Date: Tue, 11 Jun 2002 21:56:55 -0400
From: JJK <jjkc@warwick.net>
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Subject: Re: Techniques in Adventure Game Design
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I have to disagree with A. Plotkin on this one.  I find Panks
descriptions much more interesting than the traditional.

Andrew Plotkin wrote:
> In rec.arts.int-fiction, Paul Allen Panks <pap3@dana.ucc.nau.edu> wrote:
>

>>You carry with you the following:
>>   A longsword, over the shoulder
>>   Ring of Valcor, on your left ring finger
>>   Bronze Axe, inside a small pouch
>>   Leather Armor, worn around your torso
>>   A small chest, carried by a mule
>>   An amulet of antiquity, worn around the neck
>>   A gleaming gem, carried in your hand
>
>
>>These descriptions, while verbose, tell the player what, how and where
>>they are carrying an item on their person. It is alright if you choose
>>the more traditional method described previously. But what if you want
>>to set the stage for the character within your story? Shouldn't he or
>>she have a personality all their own?
>
>
> In general, I agree, but I find this example very bland. It adds words
> without adding any information. So you wear your leather armor around
> your torso -- better than wearing it on your earlobes, I guess.
>
> Plus, as a practical matter, it's hard to read. Players take inventory
> very frequently, and 90% of the time it's for strictly utilitarian
> reasons. You never want to pile crap in the way when the player just
> wants to know what he's holding. If I were going to do something like
> this, I would have the "color" text only appear the *first* time the
> inventory command was executed.
>
> Plus, you're going to get a *lot* of bug reports unless you implement
> the mule as a complete NPC.
>
> --Z
>
> "And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
> *
> * Make your vote count. Get your vote counted.


