tag:blogger.com,1999:blog-3387495443226852794.post6822579232915437158..comments2024-03-29T05:52:53.051+11:00Comments on The Adventurers Guild: Game 8: Tass Times in Tonetown - Won!The Tricksterhttp://www.blogger.com/profile/01419316208187255801noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-3387495443226852794.post-19786189473247958302012-02-02T15:42:03.014+11:002012-02-02T15:42:03.014+11:00Might I recommend the simple solution of writing d...Might I recommend the simple solution of writing down where you drop each item? >.>Canageekhttps://www.blogger.com/profile/03770924810559440307noreply@blogger.comtag:blogger.com,1999:blog-3387495443226852794.post-24551048748622129342012-01-27T18:56:31.961+11:002012-01-27T18:56:31.961+11:00@Ilmari: Yes, I have planned to do some posts like...@Ilmari: Yes, I have planned to do some posts like that, but I thought I'd get some games under my belt first. Watch this space. :)The Tricksterhttps://www.blogger.com/profile/01419316208187255801noreply@blogger.comtag:blogger.com,1999:blog-3387495443226852794.post-55633003221578540212012-01-27T18:30:59.453+11:002012-01-27T18:30:59.453+11:00@Trickster: Yeah, I was not so much criticising yo...@Trickster: Yeah, I was not so much criticising your points, but merely pointing out the wider historical context - after all, you will be restricting yourself mostly to graphical adventure games, so a casual reader might think that Tass times was alone in using a ridiculous inventory limit.<br /><br />By the way, have you thought about making "feature articles" about elements common to a number of adventure games - somewhat like CRPG Addict has made about the most annoying monsters in different CRPGs or about the pros and cons of realtime vs. turn-based combat? If you have, one possible topic might be the annoying elements that are meant merely to lengthen the game play, such as inventory limits, mazes, Sierra's "you are not in the right position to do that" -problems, pixel hunting etc.Ilmari Jauhiainenhttps://www.blogger.com/profile/01655841880034965950noreply@blogger.comtag:blogger.com,1999:blog-3387495443226852794.post-58826532180834997772012-01-27T10:50:46.824+11:002012-01-27T10:50:46.824+11:00@Ilmari: I'll admit that I've played only ...@Ilmari: I'll admit that I've played only a handful of text adventures (mostly in the Zork series) and I don't recall there being an inventory limit in those (I've probably just repressed it). I have to agree with Zenic regardless, as I don't think I should hold back on criticising an unnecessary and frustrating limitation, purely because there are worse examples of it out there. Perhaps you're not suggesting I should, but merely pointing out the historical standard, which is valuable nonetheless. :)<br /><br />I think the limitation in Tass Times is more to do with the size of the inventory box, which is viewable on screen at all times. If that's the case, then they've built the game around the interface rather than building an interface that works for the game. A small but significant difference.The Tricksterhttps://www.blogger.com/profile/01419316208187255801noreply@blogger.comtag:blogger.com,1999:blog-3387495443226852794.post-33821498854465615222012-01-27T10:15:38.373+11:002012-01-27T10:15:38.373+11:00Just because it was common doesn't make it goo...Just because it was common doesn't make it good. Maybe you can't fault the developers because that's what they had to work without, but surely one can find fault in the solution.Zenic Reveriehttps://www.blogger.com/profile/16441583549326102945noreply@blogger.comtag:blogger.com,1999:blog-3387495443226852794.post-76666814726280781402012-01-27T05:56:35.584+11:002012-01-27T05:56:35.584+11:00Inventory limits were rather common in the old tex...Inventory limits were rather common in the old text-based adventure games. Sometimes there was a limit for the number of objects you could have: one to each hand and pocket or something similar (and by having backpacks or similar container you could carry more than usually - and in some games, like Spellbreaker, clever inventory management and use of containers were required in some puzzles). In other games it was more of weight- or size-based restriction, that is, you could carry hundreds of matches, but only one bar of steel. Whatever the restriction was, the player then just usually piled everything into some convenient spot from which the required objects could be found (although the strategy backfired in games where NPCs could move the objects to somewhere else). Compared to these standards, the 8-object inventory limit seems a rather lightweight problem...Ilmari Jauhiainenhttps://www.blogger.com/profile/01655841880034965950noreply@blogger.comtag:blogger.com,1999:blog-3387495443226852794.post-35637129416487485102012-01-27T03:53:32.832+11:002012-01-27T03:53:32.832+11:00That is lackluster. No great victory; no grandpa t...That is lackluster. No great victory; no grandpa to show for it either. Could there possibly be a different ending?<br /><br />Ah well, I'm looking forward to you getting through Uninvited (I never did).Zenic Reveriehttps://www.blogger.com/profile/16441583549326102945noreply@blogger.com