• Get Lamp 10 Years

    From HappyMacXL@21:1/5 to All on Tue May 16 14:45:40 2017
    The interviews for Jason Scotts "Get Lamp" documentary are 10 years old!

    So.... 10 years later, what has changed in the IF world?

    HMX

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  • From Adam Thornton@21:1/5 to happymacxl@gmail.com on Wed May 17 16:50:49 2017
    In article <acc76a03-16b3-473f-9778-072e6b959422@googlegroups.com>,
    HappyMacXL <happymacxl@gmail.com> wrote:
    The interviews for Jason Scotts "Get Lamp" documentary are 10 years old! >So.... 10 years later, what has changed in the IF world?

    I got fatter, I got thinner, I moved out of IF into tabletop RPG mostly.

    The more useful answer is "ChoiceScript" and generally mobile
    CYOA-things.

    Adam

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  • From HappyMacXL@21:1/5 to happy...@gmail.com on Thu May 18 03:27:07 2017
    Thanks Adam.

    No mazes in Tabletop RPG eh? :D

    10years goes quick but it's a fair old chunk of time, I'm guessing a lot of people have moved on to other things.

    HMX



    May 17Adam Thornton
    In article <acc76a03-16b3-473f-9778-072e6b959422@googlegroups.com>,
    HappyMacXL <happy...@gmail.com> wrote:
    The interviews for Jason Scotts "Get Lamp" documentary are 10 years old! >So.... 10 years later, what has changed in the IF world?

    I got fatter, I got thinner, I moved out of IF into tabletop RPG mostly.

    The more useful answer is "ChoiceScript" and generally mobile
    CYOA-things.

    Adam

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  • From Adam Thornton@21:1/5 to happymacxl@gmail.com on Thu May 18 14:57:36 2017
    In article <372bb394-7dab-4f1c-bffb-1dc26a267198@googlegroups.com>,
    HappyMacXL <happymacxl@gmail.com> wrote:

    Thanks Adam.

    No mazes in Tabletop RPG eh? :D

    Heh. Not these days. But, for instance, there's an early Judges' Guild
    module for Empire of the Petal Throne called The Nightmare Maze of
    Jigresh which is pretty much exactly just a big complicated maze.

    Actually the classical tradition is pretty heavy on mazes and mazes with teleport traps and so forth. But, as with IF, not generally regarded as
    good design in this day and age.

    Some day I really will write that essay about how the caver aesthetic
    without a communication of the actual physical context of caving, plus
    the limitations of 1975 technology, plus the ludic necessity to make
    dungeon crawling about the dungeon rather than the crawling,
    simultaneously created a made-vastly-safer-and-more-human-friendly
    notion of cave travel and the need for consciously-designed labyrinthine
    spaces in RPGs, CRPGs, and adventure games.

    Some day. Maybe after I retire.

    Oddly, over in the tabletop world, Patrick Stuart and Scrap Princess
    have just released a book called _Veins of the Earth_ which is in part
    an attempt to bring the physicality of cave navigation to tabletop
    RPGs. It's a cool book, although pricey.

    Adam

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  • From John W Kennedy@21:1/5 to Adam Thornton on Thu May 18 12:37:41 2017
    On 5/18/17 10:57 AM, Adam Thornton wrote:
    In article <372bb394-7dab-4f1c-bffb-1dc26a267198@googlegroups.com>, HappyMacXL <happymacxl@gmail.com> wrote:

    Thanks Adam.

    No mazes in Tabletop RPG eh? :D

    Heh. Not these days. But, for instance, there's an early Judges' Guild module for Empire of the Petal Throne called The Nightmare Maze of
    Jigresh which is pretty much exactly just a big complicated maze.

    Actually the classical tradition is pretty heavy on mazes and mazes with teleport traps and so forth. But, as with IF, not generally regarded as
    good design in this day and age.

    Even when Infocom was still in Cambridge, classic mazes were out of
    fashion; for example, in one game, there was a maze, but the correct
    solution involved finding a map.

    And, on the other hand, you might want a maze even today, if it’s
    logically part of the setting—Hampton Court, for example, or Knossos.
    But it had better have a better solution than just dropping inventory
    objects.

    Some day I really will write that essay about how the caver aesthetic
    without a communication of the actual physical context of caving, plus
    the limitations of 1975 technology, plus the ludic necessity to make
    dungeon crawling about the dungeon rather than the crawling,
    simultaneously created a made-vastly-safer-and-more-human-friendly
    notion of cave travel and the need for consciously-designed labyrinthine spaces in RPGs, CRPGs, and adventure games.

    Some day. Maybe after I retire.

    Oddly, over in the tabletop world, Patrick Stuart and Scrap Princess
    have just released a book called _Veins of the Earth_ which is in part
    an attempt to bring the physicality of cave navigation to tabletop
    RPGs. It's a cool book, although pricey.

    Adam



    --
    John W. Kennedy
    "The blind rulers of Logres
    Nourished the land on a fallacy of rational virtue."
    -- Charles Williams. "Taliessin through Logres: Prelude"

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  • From Kerr Mudd-John@21:1/5 to john.w.kennedy@gmail.com on Thu May 18 19:45:16 2017
    On Thu, 18 May 2017 17:37:41 +0100, John W Kennedy
    <john.w.kennedy@gmail.com> wrote:

    On 5/18/17 10:57 AM, Adam Thornton wrote:
    In article <372bb394-7dab-4f1c-bffb-1dc26a267198@googlegroups.com>,
    HappyMacXL <happymacxl@gmail.com> wrote:

    Thanks Adam.

    No mazes in Tabletop RPG eh? :D
    Heh. Not these days. But, for instance, there's an early Judges'
    Guild
    module for Empire of the Petal Throne called The Nightmare Maze of
    Jigresh which is pretty much exactly just a big complicated maze.
    Actually the classical tradition is pretty heavy on mazes and mazes
    with
    teleport traps and so forth. But, as with IF, not generally regarded as
    good design in this day and age.

    Even when Infocom was still in Cambridge, classic mazes were out of
    fashion; for example, in one game, there was a maze, but the correct
    solution involved finding a map.


    You are in a maze of twisted clichés, all alike.
    []

    Took me ages to get out of the maze that won an award back in 1999: http://www.ifwiki.org/index.php/XYZZY_Awards_1999 http://www.ifwiki.org/index.php/Hunter,_in_Darkness


    --
    Bah, and indeed, Humbug

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  • From HappyMacXL@21:1/5 to Adam Thornton on Fri May 19 04:54:17 2017
    On Thursday, May 18, 2017 at 3:57:38 PM UTC+1, Adam Thornton wrote:
    In article <372bb394-7dab-4f1c-bffb-1dc26a267198@googlegroups.com>, HappyMacXL <happymacxl@gmail.com> wrote:

    Thanks Adam.

    No mazes in Tabletop RPG eh? :D

    Heh. Not these days. But, for instance, there's an early Judges' Guild module for Empire of the Petal Throne called The Nightmare Maze of
    Jigresh which is pretty much exactly just a big complicated maze.

    Actually the classical tradition is pretty heavy on mazes and mazes with teleport traps and so forth. But, as with IF, not generally regarded as
    good design in this day and age.

    Some day I really will write that essay about how the caver aesthetic
    without a communication of the actual physical context of caving, plus
    the limitations of 1975 technology, plus the ludic necessity to make
    dungeon crawling about the dungeon rather than the crawling,
    simultaneously created a made-vastly-safer-and-more-human-friendly
    notion of cave travel and the need for consciously-designed labyrinthine spaces in RPGs, CRPGs, and adventure games.

    Some day. Maybe after I retire.

    Oddly, over in the tabletop world, Patrick Stuart and Scrap Princess
    have just released a book called _Veins of the Earth_ which is in part
    an attempt to bring the physicality of cave navigation to tabletop
    RPGs. It's a cool book, although pricey.

    Adam

    10 years passes relatively quickly but it's still a fair old chunk of time. Is it fair to say that a good number of the Get Lamp interviewees have moved on in one form or another?

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  • From HappyMacXL@21:1/5 to John W. Kennedy on Fri May 19 04:52:12 2017
    On Thursday, May 18, 2017 at 5:37:54 PM UTC+1, John W. Kennedy wrote:
    On 5/18/17 10:57 AM, Adam Thornton wrote:
    In article <372bb394-7dab-4f1c-bffb-1dc26a267198@googlegroups.com>, HappyMacXL <happymacxl@gmail.com> wrote:

    Thanks Adam.

    No mazes in Tabletop RPG eh? :D

    Heh. Not these days. But, for instance, there's an early Judges' Guild module for Empire of the Petal Throne called The Nightmare Maze of
    Jigresh which is pretty much exactly just a big complicated maze.

    Actually the classical tradition is pretty heavy on mazes and mazes with teleport traps and so forth. But, as with IF, not generally regarded as good design in this day and age.

    Even when Infocom was still in Cambridge, classic mazes were out of
    fashion; for example, in one game, there was a maze, but the correct solution involved finding a map.

    And, on the other hand, you might want a maze even today, if it’s logically part of the setting—Hampton Court, for example, or Knossos.
    But it had better have a better solution than just dropping inventory objects.

    Some day I really will write that essay about how the caver aesthetic without a communication of the actual physical context of caving, plus
    the limitations of 1975 technology, plus the ludic necessity to make dungeon crawling about the dungeon rather than the crawling,
    simultaneously created a made-vastly-safer-and-more-human-friendly
    notion of cave travel and the need for consciously-designed labyrinthine spaces in RPGs, CRPGs, and adventure games.

    Some day. Maybe after I retire.

    Oddly, over in the tabletop world, Patrick Stuart and Scrap Princess
    have just released a book called _Veins of the Earth_ which is in part
    an attempt to bring the physicality of cave navigation to tabletop
    RPGs. It's a cool book, although pricey.

    Adam



    --
    John W. Kennedy
    "The blind rulers of Logres
    Nourished the land on a fallacy of rational virtue."
    -- Charles Williams. "Taliessin through Logres: Prelude"



    John, i'm going to make this newsgroup busy again - or perhaps not - but i'm going to try.

    Adam

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  • From namekuseijin@21:1/5 to All on Mon Sep 11 09:00:23 2017
    it got more flashy and colorful with far less substance

    I'm still playing classics from 80s, 90s and early 2k but barely interested in anything from the twine kids or from the let-me-choose-some-paths-to-you folks

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  • From Yosemite Sam@21:1/5 to John W. Kennedy on Thu Dec 14 10:42:27 2017
    On Thursday, May 18, 2017 at 10:37:54 AM UTC-6, John W. Kennedy wrote:
    On 5/18/17 10:57 AM, Adam Thornton wrote:
    In article <372bb394-7dab-4f1c-bffb-1dc26a267198@googlegroups.com>, HappyMacXL <happymacxl@gmail.com> wrote:

    Thanks Adam.

    No mazes in Tabletop RPG eh? :D

    Heh. Not these days. But, for instance, there's an early Judges' Guild module for Empire of the Petal Throne called The Nightmare Maze of
    Jigresh which is pretty much exactly just a big complicated maze.

    Actually the classical tradition is pretty heavy on mazes and mazes with teleport traps and so forth. But, as with IF, not generally regarded as good design in this day and age.

    Even when Infocom was still in Cambridge, classic mazes were out of
    fashion; for example, in one game, there was a maze, but the correct solution involved finding a map.

    And, on the other hand, you might want a maze even today, if it’s logically part of the setting—Hampton Court, for example, or Knossos.
    But it had better have a better solution than just dropping inventory objects.

    I made a unique discovery about Maze Travel while playing Azurik, which has stunning graphics. One of the reasons for this is with visual representations, exits have a cone shape instead of a line shape.

    Escape From Monkey Island involved a maze which could not be mapped. A severed head was the key to navigation.

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  • From Andy Kosela@21:1/5 to namekuseijin on Sun Jan 21 17:55:54 2018
    On Monday, September 11, 2017 at 11:00:27 AM UTC-5, namekuseijin wrote:
    it got more flashy and colorful with far less substance

    I'm still playing classics from 80s, 90s and early 2k but barely interested in anything from the twine kids or from the let-me-choose-some-paths-to-you folks

    Nothing like playing old Infocom classics on a _real_ Commodore 64 and _real_ Commodore CRT monitor.

    --Andy

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