Tags: games of adventure


(no subject)

Oh, and I know I'm not supposed to write about these things[1], here goes.. If you like challenging puzzles, time travel, and text adventures/interactive fiction, go and play "All Things Devours". It kept me up last night because I had to solve it :) Be prepared to take notes and restart your game a number of times, but it's still fun, especially when you figure it out!

Some vague hints (go here to decrypt, but play first):
[contraption] Gel gur znk frggvat bs sbhe uhaqerq.
[contraption] Gel gur znk frggvat bs sbhe uhaqerq. Jung rknpgyl unccrarq? Purpx lbhe fgnghf yvar.

[things] Guvax sbhegu qvzrafvbanyyl!
[things] Guvax sbhegu qvzrafvbanyyl! Bar pna rnfvyl orpbzr gjb.

[1] since they could, by extension fall within "technical", being so connected to logic. Instead I should've said something like "I've been playing racing games the last few weeks, and woot is it fun!", which is also true.

(no subject)

So I've been playing Planescape Torment, and wow is it good.. every part fits together, and character details that seem vague at the beginning make perfect sense once you discover the surroundings. It's very story-intensive, so the point is as much the journey itself as the end boss (which I haven't got to yet). Hey, they even let you get an item where, if you use it, you "win" (get a cutscene and the credits). Yet that seems hollow; it is what happens, not beating the end, that matters, that's just the conclusion.

Maybe it sounds adventurey; in a way, it is. It definitively isn't a Nethack type "here are hundred dungeon floors, get to the bottom and get up again". And you can't rush through it, that defeats its purpose.


And of course, now I what my strong and weak stats would be. Not that I'd be hero quality material anyway, but just to be curious..

(Shoo, engineer! :) )

(no subject)

And after that little example of te-dah, let's try something more innocuous.

My interactive fiction spree continues. I've completed Babel today, and the way it handles characterization in a game type that usually has little (because it's very hard to model believable characters that stand up to anything and everything the player might throw at them) is interesting and nice. Not too hard puzzles either, though two were a bit obscure. If you're playing, I'll hint vaguely and say you can't do anything with the cabinet before you've handled the last bulkhead, and that you should examine stuff in the quarters closely as some items don't appear as "You see an [N] here".

Seems I read too quickly and miss such subtle clues :) Patterns patterns, I did that in Gateway 2 too.

Also, I've started sketching (so to speak) the species description for the RfS. Now I just need a proper name for them... And I think I've found an interesting fractaly living space construction ("architecture") for Vasai castles, nesting groups within groups while keeping rooms curved. More on that as I consider it? Hm. It may just be theoretical anyhow as castles don't have more than one meta-level, so the fractal nature wouldn't have a chance to display itself.

Incidental on adventure games

Hm, if I'm not wrong here, solving an adventure game is NPC unless there are loops in the command graph.
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The complement question is to find, given a current state (binary variable settings and location), whether one's "stuck" (i.e, there's no way of winning but one's not dead yet). This is co-NP; you can't make a certificate for that the state is unwinnable, but the counterexample certificate is just the series of actions needed to win.

(no subject)

And I just finished Gateway's sequel, Homeworld. I didn't manage to do it without hints this time though; I had to look in the file twice. Once for a vague hint because I was thinking of a puzzle completely differently than they were, and once for a literal solution because I was just plain unobservant and didn't see the part of a room's description referring to a critical object I needed.

I have to say there were some clever puzzles in there, still - quite a sense of accomplishment once you've been stuck on something and then just figure it out and it all seems so very logical in hindsight :)

The terrorist part of the plot was a bit weak, but heh. (All of a sudden some weird group has access to hypersonic planes and an entire tank regiment? And SSTOs? Now this is in 2100, but even so..)


On another note, what's happened to Livejournal? The posting layout is just.. really weird. (He said, as the conservative he is.)


I finished the interactive fiction game, Gateway. Now go get it all of ya! Get DosBox if you have to!

And not a look at the hints before I finished it. *bounces around* This has to be a new record, and I think it made the game more enjoyable in the end.

And if you're playing, just here's a very specific thing; if you get on the boat and can't find any way of getting the other one to sit there, just say "[NAME], GET ON" instead of trying to move him to it, lead him to it, tell him to enter it (which triggers the standard command response), tell him to sit down, sit down yourself and wait for him to come, or trying to push or pull the boat closer, ask him about it when he says "now all we have to do is both be in the boat".

And look out for things that change! Okay, so that wasn't specific, it was very broad.

But that's underconstraint (very broad) versus overconstraint (very specific); either direction gives you little information.. but enough.


I also finished an exceedingly violent cyberpunk adventure game yesterday. Not so enthusiastic there, though it reminded me of that "hey, we could have written this" (except all the violence), it didn't have that "two hundred artists, twenty game designers" feel to it. Just "this could be interesting... maybe we should whip up some maps".

(Recognize any difference in the way I'm writing right now?)

{EDIT: swapped two words}

(no subject)

Another unusual observation: I thought I didn't like hard science fiction that much, but the interactive fiction (aka text adventure) I'm playing is pretty "hard", yet it's very interesting too. Thinking more about it, it may be that I don't like machinery having the focus. That would differ from settings where there is high technology and someone clearly thought about the consequences of that technology in that while it's obviously there, it doesn't dethrone the characters or the world.

Or maybe I just don't like the singularity.

And in other news, I got an ushanka! It's a little small (someone gave it to me), and the fur probably artificial (not that that's a problem), but hee. Guilen in particular should find this amusing :)