Interactive Fiction and Squeak

G.J.Tielemans at dinkel.utwente.nl G.J.Tielemans at dinkel.utwente.nl
Mon Jul 30 20:39:08 UTC 2001


thanks for the link to the interview

> -----Original Message-----
> From: Andrew C. Greenberg [mailto:werdna at mucow.com]
> Sent: maandag 30 juli 2001 21:51
> To: squeak-dev at lists.squeakfoundation.org
> Subject: Re: Interactive Fiction and Squeak
> 
> 
> My remarks hold, but moreso, with respect to graphic games 
> purporting to 
> be IF.  To me, the problem isn't puzzle-sense or game-sense (all that 
> goes to the smoke-and-mirrors to which I referred), the problem is 
> gamemaster control of storytelling versus player control of the 
> simulation.  You can't have the first without compromising 
> the latter, and vice-versa.
> 
If you decide not to control the user,
How can you invite the user to go on, 
What will trigger him, sound? no? what then?
(I remember a study of a simulated coca-cola factory where the regular sound
of splashing bottles did not disturb the controler, irregular falling
bottles did... and so on...  


 




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