Archived from groups: rec.arts.int-fiction,rec.games.int-fiction (
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Roger,
To be fair, I wrote "The Quest for Waitomo Cave" in one day (8 hours, to
be precise). It is not meant to be an advanced adventure game. In fact, it
is a simple two-word parser adventure game that would remind one of
adventures games over 20 years ago.
Some of my more advanced adventure games, however, are far more complex.
And they do play as MUDs.
My best works of interactive fiction, that I would recommend, are:
1. Westfront PC: The Trials of Guilder
(Play the MS-DOS version for a less confused, more stable version):
ftp://ftp.ifarchive.org/if-archive/games/pc/wftrans.zip
2. The Magic Flute
Plays much more like a traditional text adventure.
ftp://ftp.ifarchive.org/if-archive/games/pc/magicflu.zip
3. Westfront Omega: The Amulet of Vega
Ditto.
ftp://ftp.ifarchive.org/if-archive/games/pc/amulvega.zip
4. HLA Adventure
ftp://ftp.ifarchive.org/if-archive/games/pc/hlaadv.zip
I have several games for the Commodore 64/128, Plus/4 and Vic-20 that
also are complex and play very well:
http://www.geocities.com/dunric/pauladv.html
All of the games listed on my Commodore Adventures Page can be played via
the VICE emulator for the Commodore 64/128.
In short, most of my games play like a very advanced version of "HLA
Adventure" and "Westfront PC: The Trials of Guilder" (MS-DOS version,
wftrans.zip).
If you'd like to play probably the largest game I've ever written, try out
the Windows version of "Westfront PC: The Trials of Guilder", which plays
like a MUD in every single respect:
ftp://ftp.ifarchive.org/if-archive/games/pc/wfpc.zip
The very closest game I have written to a 100% text adventure is "The
Magic Flute". That can be downloaded below:
ftp://ftp.ifarchive.org/if-archive/games/pc/magicflu.zip
You can examine just about everything described within the room
descriptions, and that includes what is written in the room descriptions
themselves. Ditto with "Westfront Omega: The Amulet of Vega".
For all of these games in one place, visit download.com at:
http://download.com.com/3120-20-0.html?qt=panks&tg=dl-2001
Sincerely,
Paul Allen Panks
dunric@yahoo.com
In rec.games.int-fiction Roger Firth
<roger@firthworks.com>
wrote: > [ Unlike the original, this partial review is I think relevant
> to both newsgroups, so cross-posting retained.]
> Declaration of interest: It's no secret that I've more
> than once taken issue with Paul over his misuse of the
> IF newsgroups for persistent self-promotion; you'd be
> right to infer that this behaviour has prejudiced
> me against the guy. However, I've never actually tried
> one of Paul's games, so I felt that I owed him the benefit
> of a little doubt: maybe there was real gold behind the
> unappealing public facade. And thus I downloaded "The
> Quest for Waitomo Cave".
> Reader, I have to say that this game is not great. In fact
> it's not even good; mediocre would be the least bad
> adjective I could offer. It's not just that the game is a
> mile wide and a millimetre deep (95 rooms, 81 with no
> obvious purpose), or that the writing is dull and shallow
> (two example descriptions: "scroll: an ancient scroll with
> unknown script." which you can nevertheless read, and
> "ghost: a translucent spectre haunting the caverns. He
> appears ghostly."). The storyline is non-existent, the
> gameplay is the sort that gives 'cave crawl' a bad name.
> All, ALL, that the game involves is wandering those 95
> rooms, killing anything that moves (or would move in a more
> imaginative NPC implementation) and picking up the few
> other items (almost all weapons). There's a hunger puzzle,
> a thirst puzzle, a carrying capacity puzzle and a locked
> door. There are plentiful opportunities to be randomly
> killed without recourse. Since the multiple badly-described
> rooms comprise a pretty good maze, the whole sorry
> things-NOT-to-put-in-a-game picture is complete.
> You're expected to perform unlikely actions without any
> clue. For example, here's a room description:
> "You are facing a smaller chamber within the Maori
> Burial Ground. A small opening is here, housing a pile
> of dusty bones. Whomever was buried here was given much
> thought. The bones appear very brittle to the touch."
> Needless to say, no BONES are implemented. However, should
> you think to USE POLE, "Some gold is knocked down, so you pick
> it up!". Why, for goodness sake?
> I didn't take any pleasure in the dated feel, the two-word
> parser, the lack of synonyms or adjectives; this is what
> adventures were like 20-some years ago, as though Infocom
> and all that followed had never happened.
> You might imagine from the introductory blurb that this was
> a game rooted in its location:
> "The Waitomo Caves, nestled in the country of New
> Zealand, were formed over 30 million years ago. You
> first heard about the caves from your grandfather, who
> was a periodic explorer of the famous caves."
> Wrong again; other than that token mention of a "Maori
> Burial Ground", it's totally anonymous; the whole thing could
> be entitled "Grotto in Baghdad", or "Sicilian Cave Adventure"
> or "Manhattan Subway Trip" and it would make no difference.
> Especially as the cast of characters, there solely to be
> ignored or hacked to death is: rat, skeleton, warrior, goblin,
> hobbit, knight, barbarian, villager, sorcerer, thief, ghost,
> paladin, elf, bard, werewolf, vampire, adventurer, demigorgon,
> glowworm and dragon. Not a great deal of NZ substance, is
> there? It could be anything, anywhere, anytime; in fact,
> I suspect it's essentially identical to Paul's other works.
> This is IF by numbers, untouched by reality, wit, or human
> emotion. There's no involvement, no excitement, no pleasure;
> the game offers you nothing at all.
> But what's really depressing is that the author feels himself
> able to offer advice on how to write adventure games.
> There's really no excuse for publishing programs as poorly
> coded as this -- a casebook example of write-only programming
> (http://www.geocities.com/dunric/questsrc.html).
> Even the earliest IF development systems were better than
> Waitomo in Basic, while today ADRIFT, Hugo, Inform, Quest,
> TADS... /anything/ would be an improvement on this stuff.
> Even this: http://www.firthworks.com/roger/downloads/Quest.z5,
> the whole thing re-implemented, albeit roughly and quickly,
> in Inform. It's not a slavish replica, but it gives the
> general feel (though without the random deaths and the garish
> colour). The playing experience is scarcely any better, but at
> least the source is maintainable and potentially improvable.
> Though whether anybody would wish to improve such a
> fundamentally threadbare concept is, clearly, open to
> question and I certainly don't intend to get involved in
> any debate about how closely my Inform version follows the
> original. It's there just to make the point: it's not difficult
> to do this stuff better, for those ready to listen and learn,
> and to shift from self-satisfied towards self-critical.
> As I said up front, I didn't really expect to like the game,
> and my expectations were completely fulfilled. Given the
> history, Paul will obviously think I'm biased and unfair.
> Feel free to come to your own conclusion.
> Cheers, Roger
> --
> /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
> You'll find all my IF pages at
http://www.firthworks.com/roger
> WARNING: aggressive spam deletion -- use a meaningful Subject!
--
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