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Skyrim rendered in text

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Re: Skyrim rendered in text

#41
...procedural content is not for "lazy developers". It’s not there to free you from creating content. It’s there to let content react to the player. You still need a lot of it.

This is a very good lesson for game developers. Too many games rely on procedurally generated content, which can be boring to a player if it seems random instead of being a result of some interaction (see No Man's Sky).

Re: Skyrim rendered in text

#42

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

I did some experimentation there - coded a turn based combat sistem and bolted on a real time combat. It's a magnitude easier than what proposed here, because you can code statefulness on the combat turns and that'll render quite fine and coherently. The only glitch that I had was at target switch (it's a 4x space themed coffee breaker) where you can see the ship smapping to the new target and that's it - but the nature if the turn sytem means I can easily code in a turn skip on target chane and tween the rotation.

but if you want a prime example, the dwarf fortress visualizers take that concept to an incredible heights.

Re: Skyrim rendered in text

#43
This is so much better than I expected. I thought it was yet another person who put libcaca in front of a game but this. THIS! This is awesome!

I used to love playing on the MOO and other MUDs and this brings me right back there. Excellent!

Re: Skyrim rendered in text

#44

>But let’s face it, combat is a big part of what makes Skyrim fun. So “kill bandit, kill archer” doesn’t quite cut it. I beg to differ. https://www.youtube.com/watch?v=k3J8FYKZ52w

Yea I had to mod the fuck out of Skyrim to make the combat fun, and even then... eeeh

I actually enjoyed stealth/archer as long as I didn't go too deep into the stealth tree, making me literally undetectable.

Mage got fun when I found a hotkey mod. Combined with Apocalypse spells, I could switch through a bunch of fun spells really quickly. Kind of felt like playing an Elementalist in Guild Wars 2 when I got it right.

Sword and board... never fun lol. Just running around lopping people's heads off gets old fast.

Re: Skyrim rendered in text

#45
post #34

There are still several hundred once prominent MMOs called MUDs that came about in the 1980s and are all text based. They deal with these sorts of problems in very diverse and creative ways. If you've never played one, I might suggest Duris, Land of Bloodlust. It's old-school, beautiful, huge world and incredibly delicate, strategic and fun combat. It's a race wars, so RvR style full player killing and full player lo…

Author of the article (and the game) here. I didn't mention MUDs because I didn't want to scare away people with more concepts, but of course they are a huge part of what I consider interactive fiction.

I'm not sure if any MUD worked with something I'd call a "fractal story", though. The combat I remember was fun but it was always "you miss X. X hits you." I didn't play all MUDs, of course, so I'd love to know if there are any examples from that era.

Re: Skyrim rendered in text

#46

Earlier quoted context omitted.

> I haven't played computer games for so long, mostly because they are just all the same, 3D action and no substance If that's your opinion of them then I don't think you've investigated them much, and are just jumping to conclusions.

I still play all the time and there's some truth to them all being the same. They get more and more polished on a UI level, and more realistic looking, but remain static mechanically. For example, Skyrim doesn't do much mechanically that Ultima Underworld didn't. Ultima proper did all of that from a different perspective for a long while before that, too. The Witcher 3 is my absolute favorite RPG at least since Skyri…

> I still play all the time and there's some truth to them all being the same. They get more and more polished on a UI level, and more realistic looking, but remain static mechanically.

I think the progress is more meta, trough merging and creation of whole new genres making them more approachable and lowering the learning curve, instead of singular technical feats or "gameplay innovations".

Some of that is enabled through the adoption of new technology, our modern flood of 3D shooters wouldn't be imaginable without the mouse having itself established as a PC peripheral first.

In the end, it's also always a question what a game strives for. If it strives to simulate some kind of reality with its own internal workings, like many RPG's do, then there won't be much room for gameplay mechanic innovation, most of it will boil down to making these realities more convincing trough gfx/sound/system interactions.

At least if you don't strive for a complete simulation and end up with something like Dwarf Fortress, where the sheer number of mechanics (for the simulations sake) ends up being part of the allure. A modern alternative to that would be something like Rimworld, which has comparable simulation but tries to package it into something way more approachable.

Re: Skyrim rendered in text

#47

I wonder how difficult it would be to adapt this game to read the text adventure out loud and allow visually impaired kids to play it. The author here has done tremendous work into the mechanics of a text-based game, and I think it would be a relatively small task to port it to an "audio-based" game. Every year I volunteer at as event at the University of North Carolina CS department called Maze Day. Students build g…

Blind dev here and I played through it. Might need a touch up here and there but it's moderately accessible as-is. Text-based games are great for VI people.

Re: Skyrim rendered in text

#48
post #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 s…

Thanks! Author here.

I think quite a few videogames have different levels. For example, I remember an old 1990s game called Wargasm where you could both be the general and the soldier. It was a lot of fun.

Most videogames don't go there, though, because it's more straightforward to use the game at a single "level". Even if they do have multiple levels, though, I don't think they ever go with more than 2 or 3. That would be just too confusing.

In text, though, this is natural. Even in non-interactive books, you have things like "Conan wants revenge > Conan is on his way to Stygia > Conan meets cobras > Conan is being attacked by the King Cobra > King Cobra's attack goes above Conan's head > Conan thrusts sword upward".

Re: Skyrim rendered in text

#49

I wonder how difficult it would be to adapt this game to read the text adventure out loud and allow visually impaired kids to play it. The author here has done tremendous work into the mechanics of a text-based game, and I think it would be a relatively small task to port it to an "audio-based" game. Every year I volunteer at as event at the University of North Carolina CS department called Maze Day. Students build g…

Blind dev here and I played through it. Might need a touch up here and there but it's moderately accessible as-is. Text-based games are great for VI people.

Author here. I'm surprised (and very happy!) you were able to play through. I know accessibility is one thing I haven't given enough attention to.

If you have specific suggestions for improvement, I'm all ears.

I'm getting feedback that as the game grows, it'll need a map. Are there any best practices for map navigation for blind people?

Re: Skyrim rendered in text

#50

This is so much better than I expected. I thought it was yet another person who put libcaca in front of a game but this. THIS! This is awesome! I used to love playing on the MOO and other MUDs and this brings me right back there. Excellent!

Agreed. I was really pleasantly surprised about how wonderful this was.

It brings me back to my years as a teen playing Graphical MUD's like The Realm Online, basically a text adventure with some wonderful pixel art and a point-and-click adventure interface UI. Made by Sierra in the late 90's, sold to Codemasters, ruined by Codemasters, and then re-sold to a private family instead of a development studio. The game slowly died thanks to a lack of even a SINGLE programmer...until recently:

If you've never played The Realm Online, I highly recommend looking into the newly formed private servers, there are two of them (Sacred Temple / MistWalkers ) with a ton of changes since the people who own it have long since abandoned the game.

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