Live data from Hacker News

The Further Text Adventures of Scott Adams

madned.substack.com

21–30 of 196 posts

Re: The Further Text Adventures of Scott Adams

#21
To piggyback on MPSimmons’ question, have you played any of the interactive fiction from the 1995 revival on?

I read in your interview that you consider your company Clopas as a ‘company of Christians’, rather than a ‘Christian company’, and that you make games “[which] God can use in His glory to uplift people..”

Can you discuss more about what ‘uplift’ means to you, and how it’s reflected in your games? What’s an example of a non-uplifting game/mechanic?

I’m not a Christian, but I find this idea a fascinating one. My mind first goes to something like RDR2, which while perhaps not uplifting in the traditional sense, reminded me of the awe of natural beauty (or God’s creation, if you prefer). Or do you mean more like - the game somehow inspires the player to be a better person, for various definitions of ‘better’?

Thanks for taking the time today!

Re: The Further Text Adventures of Scott Adams

#23

To Mr. Adams - what sort of games would you make today if you were starting from scratch?

Hi! Please feel free to call me Scott!

Well I am still making games and some from scratch :)

See www.FinalPilot.com it is something I did for another company who had a vision and I and my team have a had a great deal of fun creating it. Still a work in progress with a major update coming out shortly.

In terms of adventure type games I am really fond of www.EscapeTheGloomer.com it tells a parallel story to book 2 of the Redwall series Mossflower. I did a lot of new things in this game. One of which is that the player is actually writing their own story as they play. The game reads as a novel as the player explores, discovers and creates.

And lastly I am currently working on www.AdventurelandXL.com which stands for Roman numeral 40 for the 40th anniversary of Adventureland and also for Extra Large.

It includes the entire base game along with an entire new section with saluates to some of the cultural myths and fantasys that I did not get to include in Advenutreland originally. It also includes what is now one of my favorite puzzle sequences (deals with the chimp in the jungle).

It is currently in early access on Steam for Windows, everyone playing it is helping make the game better for eventual final release. It is like ET and phones home after each play sesssion with the player's trace file.

The entire game is in there except for the very final scene.

I love to hear get email from folks playing it too with their impressions.

Re: The Further Text Adventures of Scott Adams

#25

Earlier quoted context omitted.

> Which is a good point. Especially as he seems to have kind of gone off the proverbial deep end with his political fanaticism in recent years...

If you read his books, it’s obvious he’s doing that on purpose in order to get more attention (which eventually is converted to fatter bottom line for him). Essentially, the dude is a professional troll.

His wife is extremely young and I can't look at them together without thinking something is really wrong there. He might be older than his father-in-law.

Re: The Further Text Adventures of Scott Adams

#26

To piggyback on MPSimmons’ question, have you played any of the interactive fiction from the 1995 revival on? I read in your interview that you consider your company Clopas as a ‘company of Christians’, rather than a ‘Christian company’, and that you make games “[which] God can use in His glory to uplift people..” Can you discuss more about what ‘uplift’ means to you, and how it’s reflected in your games? What’s an e…

You raise execellent questions. Thanks for asking!

To me uplift means to leave the player in a better state than when they started.

To bring them closer to God's Glory and plan for their life. To see the Universe and as an incredible place to be and to see Life as an incredible gift from our most awesome and loving Creator.

I am looking forward to an eternity of exploration, discovery and insprired creation due to the agency of my savior and friend Jesus.

Re: The Further Text Adventures of Scott Adams

#27
post #25

Earlier quoted context omitted.

If you read his books, it’s obvious he’s doing that on purpose in order to get more attention (which eventually is converted to fatter bottom line for him). Essentially, the dude is a professional troll.

His wife is extremely young and I can't look at them together without thinking something is really wrong there. He might be older than his father-in-law.

She is 33 and was 25 when they met. That is not "extremely young". She's a mature adult, and presumably she knows what she's doing.

Re: The Further Text Adventures of Scott Adams

#28

To piggyback on MPSimmons’ question, have you played any of the interactive fiction from the 1995 revival on? I read in your interview that you consider your company Clopas as a ‘company of Christians’, rather than a ‘Christian company’, and that you make games “[which] God can use in His glory to uplift people..” Can you discuss more about what ‘uplift’ means to you, and how it’s reflected in your games? What’s an e…

I did miss your first part of your questions and appologize.

In most cases I have not played most IF that is out there. Though Myst stands out as an incredible exception to that. But it of course was mostly non-verbal and delight to eyes.

Part of the reason of not playing many is a reticence to accidentally steal a puzzle idea (via absortion as it were) and the other is simply I have way more fun writing, coding and designing :)

Re: The Further Text Adventures of Scott Adams

#29

Hi all this is Scott Adams. I am open for an AMA (Ask Me Anything), awaiting your comments!

Why did you cause me to have childhood nightmares about chiggers? I didn't even know what they were, growing up in New England, but they scared the heck out of me at six years old. Thanks for that! Actually, honestly, thanks for sparking my imagination enough to want to code my own text adventures, which began my life long love of programming.

I am so very sorry about the chiggers. I grew up with them in Florida and they were not a fun experience for me either.

I am though delighted to hear that my classic games were helpful in you understanding your own gifts! I appreciate you sharing that with me!

Re: The Further Text Adventures of Scott Adams

#30

Hi all this is Scott Adams. I am open for an AMA (Ask Me Anything), awaiting your comments!

It's wonderful to see the GOOD Scott Adams here on Hacker News! I can still crisply remember the places and frames of mind I was in while walking around and solving puzzles in your worlds.

How do you think Adventure games are like the Method of Loci, or Memory Palaces, in that they can help you remember and retrieve vast amounts of information geographically?

https://en.wikipedia.org/wiki/Method_of_loci

What do you think the world be like if an Adventure-like geographical Memory Palace oriented user interface had taken over the world instead of MS-DOS and Unix and Windows?

Your adventure programs and others were monumental to my development as a programmer, and define how I think about code and programming and organizing information.

By playing adventure games, I finally reverse engineered the "Adventure Algorithm" for keeping track of rooms and connections and objects and inventory.

Then I wrote my own adventures and parsers and maps in BASIC and FORTH, and my first commercial program was a Logo implementation of Adventure for C64 Terrapin Logo.

https://donhopkins.medium.com/logo-adventure-for-c64-terrapi...

At first I played all of your adventures as well as Microsoft Adventure on my Apple ][, and mainframe Adventure on a terminal to my mom's work, and that led me to the ARPANET to play Zork at MIT, and even MUD at Essex University, then TinyMud at CMU, and MOOs, and LambdaMOO at PARC.

I keep returning to that essential idea of a map of rooms connected by doors, and I kept reimplementing it on different platforms, each time a little different and a little better, as technology advanced.

I developed a user interface technique called "pie menus", which are menus with their items arranged in a circle around the cursor, each in a different direction, so you can select them by moving in different directions, even gesturing quickly without looking at the screen.

https://donhopkins.medium.com/the-design-and-implementation-...

>The Design and Implementation of Pie Menus: They’re Fast, Easy, and Self-Revealing. Don Hopkins. Originally published in Dr. Dobb’s Journal, Dec. 1991.

Eventually I realized that 4-item and 8-item pie menus are the essential elements of an Adventure map, as long as you think of "menus" as rooms in a map with two-way links that you can move back and forth through, instead of a hierarchal tree of menus with one-way exits!

So I made series of graphical Adventure map editors that were also pie menu editors if you looked at them right, because rooms behaved just like pie menus: you can move back and forth between rooms with quick pie menu gestures: up, down, left, right, diagonal.

And you can also edit the map of rooms by simply dragging the rooms around and bumping them up against each other to make and break connections.

And an editable navigable map like that is essentially a "Memory Palace" that you can build and navigate in your imagination, to help you spatially remember anything.

It's a computerized note taking application that still works when you're away from your computer and forgot your phone, since you can remember geographical relationships easily, and memorize facts and lists with the Method of Loci.

>'the method of loci', an imaginal technique known to the ancient Greeks and Romans and described by Yates (1966) in her book The Art of Memory as well as by Luria (1969). In this technique the subject memorizes the layout of some building, or the arrangement of shops on a street, or any geographical entity which is composed of a number of discrete loci. When desiring to remember a set of items the subject 'walks' through these loci in their imagination and commits an item to each one by forming an image between the item and any feature of that locus. Retrieval of items is achieved by 'walking' through the loci, allowing the latter to activate the desired items. The efficacy of this technique has been well established (Ross and Lawrence 1968, Crovitz 1969, 1971, Briggs, Hawkins and Crovitz 1970, Lea 1975), as is the minimal interference seen with its use.

Here's the first iteration called "DreamScape", which I demonstrated in 1995 at WWDC:

https://donhopkins.medium.com/1995-apple-world-wide-develope...

>1995 Apple World Wide Developers Conference Kaleida Labs ScriptX DreamScape Demo. Apple Worldwide Developers Conference. Don Hopkins, Kaleida Labs.

The second iteration was called "MediaGraph", for making and navigating maps of music, which I implemented in Unity3D:

https://donhopkins.medium.com/mediagraph-demo-a7534add63e5

>MediaGraph Demo. MediaGraph Music Navigation with Pie Menus. A prototype developed for Will Wright’s Stupid Fun Club.

The most recent iteration was called "iLoci", an iPhone app:

https://donhopkins.medium.com/iphone-app-iloci-by-don-hopkin...

>iPhone iLoci Memory Palace App, by Don Hopkins @ Mobile Dev Camp. A talk about iLoci, an iPhone app and server based on the Method of Loci for constructing a Memory Palace, by Don Hopkins, presented at Mobile Dev Camp in Amsterdam, on November 28, 2008.

Your Adventure games inspired me, and I hope we can inspire others to build even better ways of creating and elaborating information maps, easily navigating and editing them with gestures, capturing and communicating ideas and information, writing and telling interactive stories, and generally augmenting human memory and intelligence.

Post reply on HN