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Well this is far from wordplay.

I don't get what you think makes a text adventure puzzle less worthy.

A puzzle should work well in the medium that it's presented. A complicated math puzzle that you suddenly need to solve in Call of Duty is pretty useless. A puzzle where you need to recognize patterns in an image, presented in a text adventure where the image is just described in (many) words is equally bad. A puzzle in a text adventure that's about words and language seems like a great fit.




I'm probably not making myself clear. Thanks for the examples and all these text adventures are very worthy showcases of good puzzles that take advantage of the medium in a clever way, and modern IF games are really cool.

My pondering is about how far you can take text adventure design if the designer _intentionally limits themselves_ to object manipulation puzzles based in the real world. My feeling was early text adventures explored this to a limit, which is why all the interesting modern IF examples usually have some twist or layer on top. I'm not saying that's a bad thing either, I just find understanding the limits of how far you can push a certain design restriction interesting.

Specifically, I was looking into if you could get a computer to randomly generate interesting text adventure puzzles by feeding it metadata on common objects and how they interact. My feeling eventually was this was unlikely to generate something surprising as it needs more layers.

I'm really interested to see more text adventure games that push complex NPC interactions (The Edifice looks like a great example, thanks!) as most e.g. movies, TV shows and book plots are based around characters interacting and manipulating each other, over interacting with objects.


EDIT: wrong parent.

On the text adventure puzzles, most people began with Zork, so they arent used to modern IF made with Inform against the Z-Machine, were text puzzless can be far from use x on y.




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