Even in text games like Adventure
Outlandish: Not sure if this qualifies as outlandish, but if this is referring to the old Atari video game, I dont think it was text.
Even in text games like Adventure
Outlandish: Not sure if this qualifies as outlandish, but if this is referring to the old Atari video game, I dont think it was text.
In classic adventure games, you spend a lot of time walking. The world would usually be divided into stage-sized screens which your avatar must move across, at walking pace, to reach an edge and the next linked area. These animations can seem painfully slow by today’s standards. Some games, including parts of Loom, would zoom out to sprawling vistas to make environments seem especially epic, your character reduced to a cluster of tiny pixels lost in immensity, the journey to the edge of the screen even more drawn out. Even in text games like Adventure or point-and-click games like Myst, where movement is instantaneous, players still spent much of their time navigating complex environments, retracing their steps to return to earlier areas looking for clues, unsure where to go next. Mainstream game design has moved toward minimizing these down times, adding mechanics like fast travel or quest markers to get players straight to the next point of interest, another filing away of the adventure game’s rough corners.
I think this point of adventure games making it easy to move to the interesting parts is something I see fairly often. There's not many games I’ve played that don't have some sort of feature to skip to the interesting parts and skip over travel. I have noticed that most games do require you to usually travel to a particular location the more time-consuming way at least once before you can skip there immediately.This definitely allows the player to appreciate the action of exploration more.
But readers cannot easily return to the overview in order to get a sense of where they are or how much is left to read. In trying to create texts that do not “privilege” any one order of reading or interpretive framework, the postmodernists are privileging confusion itself.
I noticed this in "depression quest" that there was no way of getting a sense of where you were in the game. For me, it made me connect better with my own personal journey through the story.
Its lasting appeal as both a story and a game pattern derives from the melding of a cognitive problem (finding the path) with an emotionally symbolic pattern (facing what is frightening and unknown).
I found it interesting how broad this definition is and how well it fits many of the video games people play. As someone who plays a lot of games, I can think about how it applies to almost all of them that I am personally familiar with.