tag:blogger.com,1999:blog-5740282838839188438.post475467170092319670..comments2023-12-17T05:31:18.637-05:00Comments on 'kül: metaDRAMA: Interactive FictionAaron Ricciohttp://www.blogger.com/profile/05003634532469211190noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-5740282838839188438.post-77870918154509477092008-12-26T23:11:00.000-05:002008-12-26T23:11:00.000-05:00I continue to disagree... there were still correct...I continue to disagree... there were still correct actions (those that furthered the game and scored points) and incorrect ones. <BR/><BR/>Really, it's not until very recently with the advent of Sandbox games, particularly the RPGs like Knights of the Old Republic, Mass Effect and Fallout 3 that choice in video games becomes really possible. In Fallout, the only way to lose the game is to die (either in combat or from radiation poisoning) but you don't even have to move through the plot of the game to play it. And that plot constantly adjusts based on decisions you make within the world.isaac butlerhttps://www.blogger.com/profile/07815094790605298884noreply@blogger.comtag:blogger.com,1999:blog-5740282838839188438.post-86362119768212877412008-12-26T17:59:00.000-05:002008-12-26T17:59:00.000-05:00You got me; I do mean "King's Quest" and I regret ...You got me; I do mean "King's Quest" and I regret the error. However, while graphical interface games, particularly those using SCUMM, made it easier for people to interact with the world, I stick by my statement that this was at the cost of personal freedom. In pure text adventures--especially sarcastic ones, like Hitchhiker's Guide--you had to be exact with your grammar, but you could *TRY* to do anything, and many of the puzzles in that game required leaps of illogic, hence making them less literal and mroe daring. (For instance, going inside your brain to remove your logic so that you can make "no tea" for Marvin.)Aaron Ricciohttps://www.blogger.com/profile/05003634532469211190noreply@blogger.comtag:blogger.com,1999:blog-5740282838839188438.post-69079165943389228172008-12-26T15:06:00.000-05:002008-12-26T15:06:00.000-05:00Mild nerdantry--You mean "king's quest", the first...Mild nerdantry--<BR/><BR/>You mean "king's quest", the first of sierra's quest series NOT "quest for glory" (nee Hero's Quest) which was a late entry into Sierra's serieses and whose games came out in the 1990s. Kings Quest, Space Quest and Police Quest all started in the 1980s. QFG ezpanded on the model by having character classes, thus increasing replay value dramatically. I would also posit that Zork and Hitchhiker's are just as if not MORE literal than the many graphical interface games they helped spaen.Parabasishttps://www.blogger.com/profile/00344587527624080394noreply@blogger.com