Live data from Hacker News

Skyrim rendered in text

medium.com

1–10 of 111 posts

Re: Skyrim rendered in text

#3
I first thought the author used real-time CNN + RNN to generate descriptions of the rendered Skyrim scene and showing only that one to the player.

Re: Skyrim rendered in text

#4
I'm actually excited to see how this project turns out. I used to play these little text RPGs on my dad's Blackberry, and this kind of reminds me of those. I'd love to see a full game of this.

Re: Skyrim rendered in text

#6
And during that project, I realized that text stories are fractal. Unlinke in videogames (which need a steady update method), in text we don’t actually need to stick to a single level of abstraction.

Very cool, this is one of the most original things I've read about this year. The example he gives is different levels of commands and details during combat. Zelda 2 (I think) had a similar thing going from map view to side view for combat. But this is for text adventures. Mind blowing really.

Re: Skyrim rendered in text

#7
How old is the author I wonder? Did he not play Wizardry or any other similar game back in the 80s/90s, which implemented exactly this kind of gameplay? Wizardry 7 had so much - good quality - text in it (probably enough to fill a book) that it significantly accelerated my English learning at the time as a non-native English speaker. And the fighting system was very similar to what the author arrived at in the end.

I for one would be very happy to see the return of this style of gaming - I haven't played computer games for so long, mostly because they are just all the same, 3D action and no substance. I would gladly read / interact with fantasy fiction like this though.

Re: Skyrim rendered in text

#8
I wonder could to do this backwards?

Create a system knows the setting/contexts etc of a text adventure game and renders a scene?

edit: perhaps authors could add other tags/meta the user would not see but would add to the description

Re: Skyrim rendered in text

#9
post #7

How old is the author I wonder? Did he not play Wizardry or any other similar game back in the 80s/90s, which implemented exactly this kind of gameplay? Wizardry 7 had so much - good quality - text in it (probably enough to fill a book) that it significantly accelerated my English learning at the time as a non-native English speaker. And the fighting system was very similar to what the author arrived at in the end. I…

The author describes themselves as a "gamebook enthusiast" and mentions IFCOMP, so they're very much operating within the knowledge of the genre.

What the article really is is a deconstruction, presented as to a novice; he's asking what interactional elements and primitives are required of both video-action and text-interactive games, in order to produce an action-IF game.

Post reply on HN