There are two main text-based games I''ve played (not counting the King''s Quest series, because I''ve got it but never bothered to open it
)
Firstly, there''s Infocom''s HHGTTG game. The key advantage of this sort of game is that it''s instantly portable, but yeah, there were major technological limitations that prevented it from being a brilliant design. (In particular, the junk mail thing pissed me off). The best thing in this sort of situation is that the player''s imagination fills in the graphics for you. Of course, from the designer''s point of view, that''s a nightmare - the thing that the player has in mind may be completely different from that of the designer.
Secondly - and anyone with a Mac may want to look this one up - I found a shareware app called ''World Builder.'' It''s a simple combination of graphics and text. Each ''location'' has a picture, and other pictures can be superimposed depending on what is present in the scene. At the same time, it had a very flexible scripting engine that allowed use of global variables (so things such as hunger could be implemented), fallthrough code (so that if an individual location didn''t implement something, the game as a whole could respond to it).
Here''s an idea: a system which can actually generate fiction, based on a player''s response to earlier situations. Given the current technology, it probably wouldn''t get past the design stage, but I''ll field it anyway.
The game would work by measuring the player''s method of operation, and countering it. If a player seems to prefer blasting a hole in the wall to walking through the door, then introduce an indestructible wall, and vice verse.
The major advantage to text-based games is that you are not limited by your assets (in terms of art, sound, etc). The problem is that the english language is so crappy and imprecise.
(These are somewhat disorganised ramblings, I can be called upon to explain. =)
Superpig
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- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net