Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-15 Thread Thomas Ward
Hi Dark,

Interesting. The Amnion do sound pretty unique. That is what I like to
see in a sci-fi series because the more less human an alien species is
the more alien it will be.That in turn will make the game more
interesting.

For instance, right now I am reading a Star Trek book called Doctor's
Orders which I've never read before. The over all story itself is
so-so, but I am interested in the aliens   described in the book. As
Dianne Dwane describes them they appear to be round balls of
protoplasm, with black eye stalks, have no internal organs, can assume
any shape they want, and speak with  a chittering sound. they have no
government, no religion to speak of, and live from moment to moment
without anysense of organisation or planning. They are truly strange
by human standards.

Bottom line, the more diversity we could put in a game besides the
typical humanoids the better. It will make exploring the game universe
more interesting I think.

Cheers!


On 8/14/12, dark d...@xgam.org wrote:
 Hi Tom.


 To bring things back on track however, this does raise some interesting
 possibilities for alien races and cultures, sinse the more we can believe
 that any views we hold are mutable, the more possible it is to considder the

 views of different times, places, or alien races.

 For instance, in Steven donaldson's gap cycle he imagines humanity coming
 into conflict with a race called the amneon. The amneon are not actually
 evil as we would understand evil, sinse they do not feel animosity or hatred

 to humanity or wish to destroy humanity at all, indeed they have a strong
 sense of honour and reputation. Yet, they are driven by an absolute drive to

 genetically alter any species they come across, to make that species
 resemble themselves genetically.

 This is not like the borg say, sinse anyone infected by the amneon remains
 an individual, but the amneon themselves don't realize that the process of
 having someone's body mutate will drive them literally insane.

 Yet, the Amneon are desperate to maintain trading links with humans, sinse
 they are able to recognize aimes that will fulfill their ultimate goal and
 contribute to their survival, so they often trade with outlaw captains,
 particularly for specimins of technology sinse their own biologically based

 technology is less than efficient at mass production of anything (they thus

 have far fewer space vessels than humanity), and of course for human
 subjects to convert into amneon. It's indeed suggested that the amneon's
 desire to convert others is simply a base survival instinct and a wish to
 reproduce, but still one tempered by reason.

 They're one of the most unique alien races I've seen in an sf setting, apart

 from the fact that Donaldson's descriptions of them, their easthetics and
 technology is extremely disturbing, and very different from what you'd
 expect. I Also admire the completeness of the amneon because the gap cycle
 involves just! the conflict betwene the amneon, privateer captains, and the

 united mining company which through economic mite now controls all space
 going vessels.

 it is exactly this sort of explanation of different modes of thinking,
 cultures and points of view that I really enjoy in sf,  or indeed in
 fantasy, and primarily the only difference I see betwene them is that sf is

 tempered by what could exist, albeit at the stretching of some scientific

 principles, while fantasy begins with the idea of the exploration of what
 could never exist, though consistancy, good characterization, and decent
 plotting apply just as well to both forms of literature and I hate formula
 fantasy as much if not more as I hate formula sf.

 Beware the Grue!

 Dark.

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-15 Thread dark

Hi tom.

the gap cycle generally is an incredibly good and deeply plotted series, 
though they are not easy to read by any stretch of the imagination, either 
in writing style or settin, and the amneon were just another expression of 
tthat.


With alien races I actually like the idea that something such as babylon 5 
had, of having a few alien races whome you understand in more! detail, even 
if the b5 races were a little humanized in culture, outlook and detail they 
were at least just as unique as any human nation, just look at the way 
je'kar progresses throughout the series, from an incredibly pushy 
nationalistic leader of a newly liberated people who is very touchy about 
all his traditions and hates! his enemies, to someone who actually is able 
to move on, forgive and see the value in no longer seaking revenge, indeed 
the entire plotline surrounding londo and Je'kar is one of the most 
fascinating in the series I found.


Beware the Grue!

dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-14 Thread dark

Hi Tom.

To be honest this is the over all reason why I do not wish to work in 
academia perminantly. More and more, I'm noticing that the way people choose 
which side of any given ethical, metaphysical, religious, or scientific 
question to come down upon is based not upon logic, but upon which position 
personally appeals to them, and then defend this opinion with increasingly 
more complex arguements.


One side says black, another says white, but the arguement betwene them will 
be simply one side defending and clarrifying their position against the 
other, with neither side of the debate actually progressing at all. I've 
seen this happen myself increasingly in ebates about a number of topics, 
including scientific ones.


This is why my own personal favourite model of scientific progress is Paul 
fyrabent's notion of research projects, that rather than science having grad 
theories that explain everything, science is the much smaller investigation 
of a given research topic or small scale question.


To bring things back on track however, this does raise some interesting 
possibilities for alien races and cultures, sinse the more we can believe 
that any views we hold are mutable, the more possible it is to considder the 
views of different times, places, or alien races.


For instance, in Steven donaldson's gap cycle he imagines humanity coming 
into conflict with a race called the amneon. The amneon are not actually 
evil as we would understand evil, sinse they do not feel animosity or hatred 
to humanity or wish to destroy humanity at all, indeed they have a strong 
sense of honour and reputation. Yet, they are driven by an absolute drive to 
genetically alter any species they come across, to make that species 
resemble themselves genetically.


This is not like the borg say, sinse anyone infected by the amneon remains 
an individual, but the amneon themselves don't realize that the process of 
having someone's body mutate will drive them literally insane.


Yet, the Amneon are desperate to maintain trading links with humans, sinse 
they are able to recognize aimes that will fulfill their ultimate goal and 
contribute to their survival, so they often trade with outlaw captains, 
particularly for specimins of technology sinse their own biologically based 
technology is less than efficient at mass production of anything (they thus 
have far fewer space vessels than humanity), and of course for human 
subjects to convert into amneon. It's indeed suggested that the amneon's 
desire to convert others is simply a base survival instinct and a wish to 
reproduce, but still one tempered by reason.


They're one of the most unique alien races I've seen in an sf setting, apart 
from the fact that Donaldson's descriptions of them, their easthetics and 
technology is extremely disturbing, and very different from what you'd 
expect. I Also admire the completeness of the amneon because the gap cycle 
involves just! the conflict betwene the amneon, privateer captains, and the 
united mining company which through economic mite now controls all space 
going vessels.


it is exactly this sort of explanation of different modes of thinking, 
cultures and points of view that I really enjoy in sf,  or indeed in 
fantasy, and primarily the only difference I see betwene them is that sf is 
tempered by what could exist, albeit at the stretching of some scientific 
principles, while fantasy begins with the idea of the exploration of what 
could never exist, though consistancy, good characterization, and decent 
plotting apply just as well to both forms of literature and I hate formula 
fantasy as much if not more as I hate formula sf.


Beware the Grue!

ark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-14 Thread dark
I agree tom which is why I'm not replying to deni's post, though I do have 
an interest in this issue.


As to firestorming, well nearly 10 years of studdying professional 
philosophy teaches the art of amicable disagreement, indeed I even disagree 
with my tutor on several points, much though I admire him.


I will however leve with this amusing story. Apparently, according to the 
Mormon church I am officially possessed by the devil! :d.


A friend of mine visited salt lake city, and, simply as a tourist, visited 
the main morman church there and picked up a book of morman. unfortunately, 
he put down his name and details, and the mormans literally chased him back 
to Britain and attempted to convert him to the local chapter.


As you can imagine, I didn't take well to this, and gave them a fairly 
detailed arguement and crytical examination, as in fact I'd do with most 
view points. They then apparently told my friend that I was a bad influence 
and was possessed by a demon, and wrote the same in their books, that I was 
to be avoided hence forth as an agent of evil.


I feel quite honoured! :D.

Beware the grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-14 Thread rishi mack
Well that's good. but I think you'd also wana do it in a way that make sence
though. just my thought.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 13, 2012 10:57 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Rishi,

At this point we are simply pontificating on the realistic aspects
verses the fictional aspects of popular science fiction. I think that
any good science fiction story should strike a decent balance between
the two but that is just my opinion of course.

Cheers!


On 8/13/12, rishi mack cg...@live.com wrote:
 are you basing it on reall live fax? or fiction.

 Rishi D Mack
 Skype: zmackrishi
 Email: cg...@live.com
 Feel free to contact me anytime :)

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread dark

Hi Tom.

Well as I have said before, philosophically I think there are quite severe 
problems with arguements that our current scientific thinking is! the be all 
and end all, or indeed is anything more than a highly structured set of 
human opinions, which is why the hard sf writers like Clarke and Asimov are 
people I have trouble with because of their insistance that human science 
can solve any problem.


Heman however is indeed a good example of where characters and strangeness 
of setting took pressidence over realism, and worked dam well for it, indeed 
I'm amazed when I watch one of those original heman cartoons now, just how 
well the plot/action ratio was balanced (several recent hollywood films 
could I think learn from that).


Admittedly, the plots aren't complex or engaging, and tend to be simple 
morality tales of one sort of another, but even in a 20 minute story have 
surprising amounts of developement and detail about whatever bit of eternia 
they are set in.


I disagree on consistancy of setting though as far as heman went, sinse I 
must admit I never was!exactly sure about some of it's major principles, for 
instance who skeletor was, what exactly the secrets of castle greyskull were 
that skeletor was after etc. These were actually questions answered really 
well in the 2002 revival series, skeletor for instance had been a rival lord 
who fought against adamm's father when he was taking the thrown, and during 
the battle had chucked a flask of acid at him which the king had deflected, 
thus burning skeletors face down to the skull and causing him to change his 
name from keldor to skeletor.


It's actually a dam shame that series didn't do better, sinse it was 
heman,  but with ongoing plot!


Getting back on track though, as I said, consistancy is for me more of a key 
in plot than actual realism.


Beware the grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread dark

Hi Tom.

To me, the simple idea of a ship flying through space on an exploration 
mission is not directly startrek related, provided the ship, universe, 
characters and aliens are different ones.


For example, the series lost in space involved a family of humans on a 
spaceship flying through unknown sectors of space trying to get home, 
exploring as they went. Yet, this is an entirely different setting, 
universe, set of characters and set of aliens to startrek, sinse the simple 
exploration idea, like a ship with laser weapons and faster than light 
travel, is more a general sf concept that could be taken in a different 
direction.


Susan Cooper's dark is rising series (actually written before harry potter), 
could be said to have some paralells, sinse it's about a young boy who meets 
an eldily wizard, learns magic, and is involved in a prophecied battle 
against evil magicians called the dark.


Yet, the series has an entirely different tone and setting to harry potter. 
There is for instance no school of magic, and though will can! use magic, 
there is a strict code and set of lores under which he can use it, indeed 
throughout the book will the old one, aka servent of the light and magician 
is distinguished quite successively from will the boy.


The prophecy is much more vague and never explored, jsut providing the 
inevitability for the magic battle, and ultimately it's the characters that 
matter most in the series, indeed most of the attacks by the dark revolve 
around characters rather than overt magic, though ther is cetanly no 
shortage of magic throughout the books.


Even the real world setting differs hugely from harry potter, sinse the 
books are entirely themed around wild places in Britain with keltic 
significance, such as the mountain in wales, kade idris, or the seat of 
arthur, in fact Will himself is the son of a large farming family, and not 
an only child or a child living with a single parent in a modern city.



This is why so many fans of susan cooper's books were extremely angry when 
hollywood turned it into a blatant harry potter knockoff film, and you had 
will chucking fireballs and learning magic, not to mention changing will's 
nationality to american for some reason even though the film was still set 
in Britain.


thus, I do think there is a difference betwene actual copying of ideas and 
simply using general concepts.


For instance, suppose you had a ship exploring new life etc, but the 
federation they were from wasn't the goody goody one of startrek, but 
quite a different body. perhaps unlike the ship's of startrek, the ship is 
much smaller, perhaps with only a few crew members, none of whome are alien 
in origin, and maybe the crew's technology is actually less! sophisticated 
than aliens they meet.


Then of course, there is no reason for the aliens to look human, or behave 
like klingons, romulans, vulcans etc, they could be entirely and completely 
different.


Beware the Grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Darren Harris
i loved the whole dark is rising series. it was very clever if you ask me. i 
couldn't get into the film of it at all which sort of proves your point dark i 
think.

the best set of fantasy books of all time is the middle earth series though. 
lord of the rings, the hobbit etc. if you ask me those books are unbeatable. 
the depth of the world, the characters, so so cleverly and painstakingly well 
written. it's true to say i have to be in the mood for those books but equally 
there's no other set of books like it in my opinion. i've often wondered if hp 
was taking some ideas from lotr, mainly the horcrux idea and the ring. the main 
difference being that the horcrux doesn't give power to the one that holds it 
but it still has an affect over the person who is in contact with it for the 
longest and it also tries to stop you from destroying it.

as much as i enjoyed hp, it will never match up to lotr for depth of creation. 

Sent from my iPad

On 13 Aug 2012, at 08:43, dark d...@xgam.org wrote:

 Hi Tom.
 
 To me, the simple idea of a ship flying through space on an exploration 
 mission is not directly startrek related, provided the ship, universe, 
 characters and aliens are different ones.
 
 For example, the series lost in space involved a family of humans on a 
 spaceship flying through unknown sectors of space trying to get home, 
 exploring as they went. Yet, this is an entirely different setting, universe, 
 set of characters and set of aliens to startrek, sinse the simple exploration 
 idea, like a ship with laser weapons and faster than light travel, is more a 
 general sf concept that could be taken in a different direction.
 
 Susan Cooper's dark is rising series (actually written before harry potter), 
 could be said to have some paralells, sinse it's about a young boy who meets 
 an eldily wizard, learns magic, and is involved in a prophecied battle 
 against evil magicians called the dark.
 
 Yet, the series has an entirely different tone and setting to harry potter. 
 There is for instance no school of magic, and though will can! use magic, 
 there is a strict code and set of lores under which he can use it, indeed 
 throughout the book will the old one, aka servent of the light and magician 
 is distinguished quite successively from will the boy.
 
 The prophecy is much more vague and never explored, jsut providing the 
 inevitability for the magic battle, and ultimately it's the characters that 
 matter most in the series, indeed most of the attacks by the dark revolve 
 around characters rather than overt magic, though ther is cetanly no shortage 
 of magic throughout the books.
 
 Even the real world setting differs hugely from harry potter, sinse the books 
 are entirely themed around wild places in Britain with keltic significance, 
 such as the mountain in wales, kade idris, or the seat of arthur, in fact 
 Will himself is the son of a large farming family, and not an only child or a 
 child living with a single parent in a modern city.
 
 
 This is why so many fans of susan cooper's books were extremely angry when 
 hollywood turned it into a blatant harry potter knockoff film, and you had 
 will chucking fireballs and learning magic, not to mention changing will's 
 nationality to american for some reason even though the film was still set in 
 Britain.
 
 thus, I do think there is a difference betwene actual copying of ideas and 
 simply using general concepts.
 
 For instance, suppose you had a ship exploring new life etc, but the 
 federation they were from wasn't the goody goody one of startrek, but quite 
 a different body. perhaps unlike the ship's of startrek, the ship is much 
 smaller, perhaps with only a few crew members, none of whome are alien in 
 origin, and maybe the crew's technology is actually less! sophisticated than 
 aliens they meet.
 
 Then of course, there is no reason for the aliens to look human, or behave 
 like klingons, romulans, vulcans etc, they could be entirely and completely 
 different.
 
 Beware the Grue!
 
 Dark. 
 
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread dark
I agree on tolkien being the ultimate in fantasy literature and world 
creation, though again with the horcrux and the ring I don't think there is 
really a paralell, sinse both are part of the more general concept of 
dangerous magical objects with some degree of sentiencewhich this goes right 
back to griek or naus mythology.


Indeed, Nordic myths had the ring of the neibelung (sorry if I'm mangling 
spelling), which was not Richard vargna's invention, and griek myths had the 
ring of gorgias, a ring that would make it's wearer invisible and thus 
outside of all moral responsability, so would be bound to corrupt them.


So Again, both tolkien's ring and the idea of a horcrux I see more 
asvariations on a central concept, than direct copies of anything.


Likewise, both voldemort and sauron use the title the dark lord (as in 
fact does morgoth in the silmarillion), but neither can be said to be a copy 
sinse that title is more a general description of a powerfull evil ruler, 
and the two characters are extremely different.


if however someone wrote a book with a dark lord who lived in a black tower, 
was never seen and most of who's power was contained in a magical object 
that he was searching for, or a dark lord who was an undead sorcerer who's 
soul had been split into peaces,  well then you could probably say 
originality was lacking.


Beware the Grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Thomas Ward
Hi Dark,

The term Dark Lord is pretty generic all things considered. Darth
Vader, for example, is nothing like Voldemort and Sauron yet like many
Sith Lords is given the title Dark Lord. So that in of itself is too
generic to be considered a parallel between stories.

Ditto for magic items. Fantasy stories usually have some kind of magic
item that is considered to be evil or will make the user evil over
time. It really comes back to that old belief that absolute power
corrupts a person absolutely. Its one of those moral lessons that has
been passed down from generation to generation through story form.

Cheers!

On 8/13/12, dark d...@xgam.org wrote:
 I agree on tolkien being the ultimate in fantasy literature and world
 creation, though again with the horcrux and the ring I don't think there is

 really a paralell, sinse both are part of the more general concept of
 dangerous magical objects with some degree of sentiencewhich this goes right

 back to griek or naus mythology.

 Indeed, Nordic myths had the ring of the neibelung (sorry if I'm mangling
 spelling), which was not Richard vargna's invention, and griek myths had the

 ring of gorgias, a ring that would make it's wearer invisible and thus
 outside of all moral responsability, so would be bound to corrupt them.

 So Again, both tolkien's ring and the idea of a horcrux I see more
 asvariations on a central concept, than direct copies of anything.

 Likewise, both voldemort and sauron use the title the dark lord (as in
 fact does morgoth in the silmarillion), but neither can be said to be a copy

 sinse that title is more a general description of a powerfull evil ruler,
 and the two characters are extremely different.

 if however someone wrote a book with a dark lord who lived in a black tower,

 was never seen and most of who's power was contained in a magical object
 that he was searching for, or a dark lord who was an undead sorcerer who's
 soul had been split into peaces,  well then you could probably say
 originality was lacking.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread dark

Ah, I forgot about lord vader, that is a good point :D.

Again though, it proves the point that just because an idea is general, you 
can use it in a new and distinctive way without plagerism.


Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 13, 2012 11:48 AM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games



Hi Dark,

The term Dark Lord is pretty generic all things considered. Darth
Vader, for example, is nothing like Voldemort and Sauron yet like many
Sith Lords is given the title Dark Lord. So that in of itself is too
generic to be considered a parallel between stories.

Ditto for magic items. Fantasy stories usually have some kind of magic
item that is considered to be evil or will make the user evil over
time. It really comes back to that old belief that absolute power
corrupts a person absolutely. Its one of those moral lessons that has
been passed down from generation to generation through story form.

Cheers!

On 8/13/12, dark d...@xgam.org wrote:

I agree on tolkien being the ultimate in fantasy literature and world
creation, though again with the horcrux and the ring I don't think there 
is


really a paralell, sinse both are part of the more general concept of
dangerous magical objects with some degree of sentiencewhich this goes 
right


back to griek or naus mythology.

Indeed, Nordic myths had the ring of the neibelung (sorry if I'm mangling
spelling), which was not Richard vargna's invention, and griek myths had 
the


ring of gorgias, a ring that would make it's wearer invisible and thus
outside of all moral responsability, so would be bound to corrupt them.

So Again, both tolkien's ring and the idea of a horcrux I see more
asvariations on a central concept, than direct copies of anything.

Likewise, both voldemort and sauron use the title the dark lord (as in
fact does morgoth in the silmarillion), but neither can be said to be a 
copy


sinse that title is more a general description of a powerfull evil ruler,
and the two characters are extremely different.

if however someone wrote a book with a dark lord who lived in a black 
tower,


was never seen and most of who's power was contained in a magical object
that he was searching for, or a dark lord who was an undead sorcerer 
who's

soul had been split into peaces,  well then you could probably say
originality was lacking.

Beware the Grue!

Dark.



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Thomas Ward
Hi Dark,

Sure, that makes a lot of sense. There is no saying our group of space
explorers have to come from a galactic federation at all, nor that the
motivation of our space explorers is necessarily nobel. All we have to
do is look into our own history to see exploration has always been
about the acquisition of wealth rather than the desire to explore the
unknown.

When Columbus set sail in 1492 he and his fleet were looking for a
shortcut from Spain to India by sailing west instead of east. The
entire motivation of that exploration wasn't  to explore the frontiers
of the new world but were solely based on saving money on trade
between Spain and India, China, and other countries in Asia. Otherwise
they wouldn't have bothered sending the expedition west to North and
South America.

Those who followed Columbus had even less nobel intentions. As we know
the Spanish conquistadors raided South America and slaughtered
millions of natives while looting them of their gold, their lands, and
just about anything else they could get their bloody hands on.

The French settled in Canada mainly to capture furs and ship them back
to France for clothing while the English settled in  places like
Virginia to grow tobacco  and cotton and have it shipped back to
England. No matter how you look at it what we think of as North and
South America today were simply there to be plundered by whatever
country happened to mount an expedition into the new world. There were
no idealistic or nobel ideas of exploring these undiscovered
continents for the sake of exploring them.  They were simply a way for
this or that kingdom to make more wealth. Nothing more and nothing
less.

I think when we look at the problems confronting today's societies the
motivation for people to colonize Mars or any other planet will be
based on looking for more natural resources of some kind or another.
We now have something like 6.5 billion people living on the earth and
land is becoming scarce in some countries. Here in the U.S.A. While
the great planes is still largely unsettled traditional farmland like
in Ohio is rapidly shrinking as farms are sold off to expand the
cities, towns, and build new residential areas. Sooner or later
humanity is going to run out of space and natural resources. We will
either have to kill off each other fighting for what resources remain,
or will have to mount some kind of space exploration to find another
planet to use. It may begin as a scientific expedition mounted by NASA
or some other scientific agency, but make no mistake the pioneers will
probably be no different from those who settled Canada, the United
States, and South America.

As far as Lost in Space it actually didn't start out as a story of
exploration. It was suppose to be a journey from Earth to Alpha
Sentori. However, thanks to sabotage from Dr. Smith  the Jupiter II
was flown off course and the Robinson family were lost in space.
Unfortunately, more than half the series was spent grounded on one
planet or another rather than out exploring space or trying to find a
way home.

If we have to use a sci-fi series as a model I think Space 1999 is the
best option. According to the pilot a nuclear war causes the moon to
be knocked out in space and of course it ends up having a Star Trek
feel with the crew of Moon Base Alpha exploring space as though they
were on a deep space exploration mission on a ship rather than the
moon set adrift. In one way it was like Star Trek with the crew
exploring space week after week. In another it was totally different
because it was set in more contemporary times,  their exploration
began by accident, and they had no way home. Their only option was to
find a world to settle on that was close enough to Earth to be their
new home.

Something else that made the story work from a sci-fi point of view is
the aliens they encountered had more advanced technology. While the
crew of Moon Base Alpha cared guns, flew around in rocket ships,and
were using 1999 technology the aliens had UFOs, laser weapons,  and
were hundreds of years ahead of us in technology. it really gave it a
more  unique feel than some high tech group of humans exploring  space
and discovering Klingons, Romulans, Vulcans, etc at the same level of
evolution and technology we were.

Cheers!


On 8/13/12, dark d...@xgam.org wrote:
 Hi Tom.

 To me, the simple idea of a ship flying through space on an exploration
 mission is not directly startrek related, provided the ship, universe,
 characters and aliens are different ones.

 For example, the series lost in space involved a family of humans on a
 spaceship flying through unknown sectors of space trying to get home,
 exploring as they went. Yet, this is an entirely different setting,
 universe, set of characters and set of aliens to startrek, sinse the simple

 exploration idea, like a ship with laser weapons and faster than light
 travel, is more a general sf concept that could be taken in a different
 direction.

 Susan 

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Thomas Ward
Hi Dark,

Oh, definitely. Just because there is a generic idea it doesn't mean a
person can't find a new and creative way to repackage the content for
a new generation of readers.

For instance, I've recently been reading Bernard Cornwell's Warlord
series. I'm simply amazed how he could take a story like King Arthur,
which has been written to death by countless authors, and repackage it
in a new and compelling form. What makes it so convincing is he
downplays the fantasy aspects of the story and gives it a historical
context which is far more real and believable than the traditional
story of King Arthur.

The characters in Warlord are also more realistic characters with
their own agendas, personal aspirations, and all too human faults.
Instead of the heroic and honorable Lancelot Cornwell's Lancelot is
something of a snake in the grass. Instead of Merlin being an all
powerful magician he is really a Druid priest. One by one Bernard
Cornwell humanizes the classic characters and gives them actions and
motivations that are all too realistic.

Basically, I think a person can take a generic storyline and use it in
a entirely new and distinctive way without plagiarism. It just takes
creativity and some forethought.

Cheers!


On 8/13/12, dark d...@xgam.org wrote:
 Ah, I forgot about lord vader, that is a good point :D.

 Again though, it proves the point that just because an idea is general, you

 can use it in a new and distinctive way without plagerism.

 Beware the Grue!

 Dark.

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread dark

Hi tom.

Agreed on both counts, indeed I am a big fan of bernard cornwell's arthur 
series myself.


Originality is something of a fine line, what is a general concept that is 
reuseable, and what is a copy of an idea, but obviously if you are a good! 
author, you'll try to avoid the one and strive for the other, which again 
brings us back to the hole subject of a workable game plot and world which, 
though it mmight have space exploration, ftl travel and aliens, would not 
involve a galactic federation, an evil galactic empire, an ancient order of 
semi religious semi magical warriors, a race who prized logic above all 
else, a randomly dressed alien wandering around time and space in an old 
phone box, a single space station where humanity was one of five central 
powers etc.


Beware the Grue!

dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Thomas Ward
Hi Dark,

Exactly my point. That's why I used the Warlord series as an example
of what can be done using an old idea, but can be made so totally
different as to be an original story in its own right. It just takes a
good imagination and some creativity on part of the author in
question.

Recently I have become a huge fan of the Vatta's War series by
Elizabeth Moon. I've listened to the Graphic Audio reproduction of the
books, and now I'm reading the version from the NLS library.

What strikes me about the series Elizabeth Moon does a great job of
starting out with your typical peaceful galaxy with interstellar trade
between worlds, and the Vatta family end up getting caught up in a
pirates aspirations for galactic conquest that leads to all out
galactic war. The only mistake the pirates made is they murdered the
Vatta family, and the surviving member, Ki Vatta, is a military
genius.

What makes Vatta's War compelling is Moon doesn't require a
Federation, Empire, or any kind of Star Trek, Star Wars, or Babylon 5
type setting to tell a good science fiction story. She works from a
basic concept of a rich interstellar trading company who gets caught
up in a conflict with space pirates, and that smaller conflict then
leads to an interstellar space war. In other words she started out
with a basic storyline about intergalactic trade and slowly lead up to
bigger and better things.

On 8/13/12, dark d...@xgam.org wrote:
 Hi tom.

 Agreed on both counts, indeed I am a big fan of bernard cornwell's arthur
 series myself.

 Originality is something of a fine line, what is a general concept that is
 reuseable, and what is a copy of an idea, but obviously if you are a good!
 author, you'll try to avoid the one and strive for the other, which again
 brings us back to the hole subject of a workable game plot and world which,

 though it might have space exploration, ftl travel and aliens, would not
 involve a galactic federation, an evil galactic empire, an ancient order of

 semi religious semi magical warriors, a race who prized logic above all
 else, a randomly dressed alien wandering around time and space in an old
 phone box, a single space station where humanity was one of five central
 powers etc.

 Beware the Grue!

 dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Darren Harris
Hi tom.

Have you ever tried the commonwealth series by peter f hamelton? That has
some really interesting concepts. The weirdest is going from planet to
planet via wormhole, but not using starships, but trains of all things!
Everything is done on trains! You really should give that a look. it's very
good plot development that's for sure. Shame there's not a game out there
like that as it would be rather interesting to say the least.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 13 August 2012 15:36
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Dark,

Exactly my point. That's why I used the Warlord series as an example
of what can be done using an old idea, but can be made so totally
different as to be an original story in its own right. It just takes a
good imagination and some creativity on part of the author in
question.

Recently I have become a huge fan of the Vatta's War series by
Elizabeth Moon. I've listened to the Graphic Audio reproduction of the
books, and now I'm reading the version from the NLS library.

What strikes me about the series Elizabeth Moon does a great job of
starting out with your typical peaceful galaxy with interstellar trade
between worlds, and the Vatta family end up getting caught up in a
pirates aspirations for galactic conquest that leads to all out
galactic war. The only mistake the pirates made is they murdered the
Vatta family, and the surviving member, Ki Vatta, is a military
genius.

What makes Vatta's War compelling is Moon doesn't require a
Federation, Empire, or any kind of Star Trek, Star Wars, or Babylon 5
type setting to tell a good science fiction story. She works from a
basic concept of a rich interstellar trading company who gets caught
up in a conflict with space pirates, and that smaller conflict then
leads to an interstellar space war. In other words she started out
with a basic storyline about intergalactic trade and slowly lead up to
bigger and better things.

On 8/13/12, dark d...@xgam.org wrote:
 Hi tom.

 Agreed on both counts, indeed I am a big fan of bernard cornwell's arthur
 series myself.

 Originality is something of a fine line, what is a general concept that is
 reuseable, and what is a copy of an idea, but obviously if you are a good!
 author, you'll try to avoid the one and strive for the other, which again
 brings us back to the hole subject of a workable game plot and world
which,

 though it might have space exploration, ftl travel and aliens, would not
 involve a galactic federation, an evil galactic empire, an ancient order
of

 semi religious semi magical warriors, a race who prized logic above all
 else, a randomly dressed alien wandering around time and space in an old
 phone box, a single space station where humanity was one of five central
 powers etc.

 Beware the Grue!

 dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Thomas Ward
Hi Dark,

Well, I have my own mixed feelings about science. I personally love
science, have always been interested in it since I can remember,and I
do think it is the best way mankind has found for gathering knowledge
about our environment we live in. However, that said, I'll be the
first to admit science is far from perfect. There are a number of
subjects that science is incapable of explaining.

For example, the subject of life after death. Human beings have
believed in some sort of afterlife for as long as there has been
recorded history. Yet, the scientific answer is that the concept of an
afterlife is wishful thinking. Problem is that science has no evidence
to base that conclusion on any more than a religious person has
evidence there is an afterlife. Its one of those kinds of questions
that can't be proven or disproved through science alone.

The real reason science claims there is no afterlife is because of the
world view science has adopted regarding the origins of life. Most
biologists will tell you that we pretty much started out as single
celled organisms, and after billions of years evolved into human
beings. Fine, but how did life begin in the first place?

No one really knows that answer for sure. Its still one of sciences
unsolved mysteries, and I'm not at all sure they will find the answers
to that question. However, because science has concluded we all
evolved through some natural means therefore there can be no
afterlife. There isn't enough evidence to prove either theory as yet.

Despite sciences shortcomings there is quite a lot science can and
does explain. Just like anything else there is good solid science and
bad science out there. A person simply has to be intelligent enough to
see the difference between the two. So what does all this have to do
with gaming?

I'm all for using imagination, creativity, but there are certain
aspects in science fiction I find unbelievable simply because it
defies certain scientific laws I happen to know is true. Of course,
science and a good story aren't totally compatible, and here is a case
in point.

You are sitting at the helm of a starship. The captain orders that you
engage the FTL drive. The second your hand accesses the controls the
ship enters light speed and you are turned into mush. What happened?

Its simple. The faster you travel the greater the mass of the
spaceship and the people living on board it. The inertia and g-forces
would crush anything living into mush long before the spaceship
reached light speed. However, while this is proven fact scientifically
its not very practical in terms of a good SF story.

The only way to get around this problem is to come up with some sort
of clever device that is scientifically plausible.  On Star Trek, for
example, they created something called an inertial dampener that
somehow keeps the inertia and gravity consistent during space flight.
We don't know how this would work in reality, but it does explain why
the crew isn't turned into mush when flying from planet to planet.

In short, I guess what I meant to saying my prior e-mail is that
anything I do in a RPG game should be scientifically plausible. It may
not necessarily agree with science as we understand it today, but
those things are explained in a way that could be plausible enough to
be believable.

With a story like He Man that's actually a bit of a different
situation than your normal piece of SF because it all takes place on
an alien planet that is quite different from our own. Who says magic
doesn't occur somewhere else in the galaxy?

In any case the uniqueness of the story, characters, etc really took
presidents over realism. I think that is because it was primarily
meant to be taken as fantasy, completely imagination, rather than
attempting to be scientifically plausible the way something like Star
Trek was. The SF elements in He Man were simply added into the fantasy
setting rather than simply being classic science fiction in of
themselves.

As to the questions you had about He-Man many of the answers were
actually answered in She-Ra, a spin-off series, that picked up where
He-Man left off. For example, in the pilot episode, Secret of the
Sword, He-Man is summoned to Castle Grayskull after the Sorceress has
a bad dream and wakes up to find a power sword floating above her
head. Its identical to He-Man's power sword accept it has a jewel set
below the blade.

Once He-Man arrives at Grayskull she sends him through the mysterious
portal that opens to find the one the sword is intended for. As it
turns out it happens to be his long lost sister, Princess Adora, who
was kidnapped by Hordak 20 years earlier. He-Man brings Adora back to
Grayskull where the Sorceress explains to them both the events of the
great war between King Randor and the Horde, and during that telling
she reveals who Skeletor was and how he became disfigured. So the
historical back story of Skeletor in the2002 series is actually a
reinvention of Skeletor rather than 

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Thomas Ward
Hi Daren,

Yes, I've read it. At least the first two books in the series at any
rate. The trains traveling through wormholes was a pretty unique idea.

The Primes were pretty interesting as well. I thought it was
interesting that they had been trapped in their own space to keep them
from taking over the universe, and the Common Wealth accidentally let
them loose to go on a rampage. What luck? Lol!

On 8/13/12, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi tom.

 Have you ever tried the commonwealth series by peter f hamelton? That has
 some really interesting concepts. The weirdest is going from planet to
 planet via wormhole, but not using starships, but trains of all things!
 Everything is done on trains! You really should give that a look. it's very
 good plot development that's for sure. Shame there's not a game out there
 like that as it would be rather interesting to say the least.

---
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread dark

Hi Tom.

this I'm afraid isn't the objection to science I was considdering, sinse 
it's not just the case that science cannot explain certain things, rather 
there are certain flaws and inconsistancies in the scientific method that 
means you need to fill in a lot of gaps via personal opinion.


for instance, there is the famous problem of induction which has been around 
sinse David hume. namely, how can you be certain that any inductive line of 
reasoning is ultimately going to end in the same conclusion all of the time, 
the famous, well all the swans I've seen are white so all swans must be 
white line of thinking.


more seriously than that, there is the problem of experimental regress. when 
a scientist sets up an experiment occurs according to a set of strict 
principles set by that scientist, ie, experimental conditions. The 
experiment however is not exactly replicatable, because nobody can have the 
same conditions, nor are the conclusions of the scientist necessarily shown 
by the previous data.


for instance, a lot of findings of sir humphry davy about the movement of 
gasses were unable to be replicated by his contemporaries because the 
equipment he used was very unique, however most people believed him because 
of his reputation as one of the greatest scientists of the 19th century.


there is then, the even more serious problem of paradigm shift, that when 
two opposing scinetific viewpoints colide, it is not actually a case that 
one will relinquish their theory, rather, you will have two competing modes 
of scinetific expression,, and the one that wins so to speak is the one 
that grabs most people's attention.


This is not to say science doesn't work, or that study of science is not 
worth while, only that we should remember sicnece is not the stablishment of 
ultimate, absolute truth, but the construction of human opinions about the 
universe,  consistant opinions perhaps, but ultimately opinions none the 
less.


the germ theory of desease for instance cannot currently explain the causes 
of cansa and several other immunological reactions, sinse no foreign 
organisms are nvolved, and our understanding of the human mind is barely 
begun.


so, while I two have an interest in science, I do not follow people like 
richard dorkins who think that science is some sort of new religion, and 
that we are always uncovering truth with it, sinse the past shows sicnece is 
just as prone to error and mistakes,  heck at one time it was 
scientifically believed that the sun was the center of the universe, or that 
germs were spontaniusly generated from within rotting meet and other matter, 
rather than being unique in themselves.


Beware the grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Darren Harris
Yes the whole idea of the primes was excellent. Also making the guardians
look like a bunch of terrorist nutcases I thought was brilliant especially
as they were absolutely right about the starflyer! Definitely 1 of the
cleverest sci-fi books I've ever read. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 13 August 2012 17:46
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Daren,

Yes, I've read it. At least the first two books in the series at any rate.
The trains traveling through wormholes was a pretty unique idea.

The Primes were pretty interesting as well. I thought it was interesting
that they had been trapped in their own space to keep them from taking over
the universe, and the Common Wealth accidentally let them loose to go on a
rampage. What luck? Lol!

On 8/13/12, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi tom.

 Have you ever tried the commonwealth series by peter f hamelton? That 
 has some really interesting concepts. The weirdest is going from 
 planet to planet via wormhole, but not using starships, but trains of all
things!
 Everything is done on trains! You really should give that a look. it's 
 very good plot development that's for sure. Shame there's not a game 
 out there like that as it would be rather interesting to say the least.

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread rishi mack
but I think if you do check it guys, magical items links to each others
which turns out to be the same orsimular. with different side effects. like
a horcrux is use to separate souls. I think in mid evle times in stories I
came across somethings that works well but it had a different name. but how
this one works. is that it can separate your soul. but when you destroy it,
your soul murges back to 1. that peace murges back with your original. there
was even a spell. but I can't remember where  I read that. and this one.
flame thrower. flame blast, is the same thing? just  flame blast is much
bigger. just trying to draw a reference between them. so like in space you
can look for a item call it something else, with different side effects and
effect, and give it a  different name look and shape. communicators, walki
talky phones skype, and those other technoligies  is verry different yet
brings you the same resaults in different ways. to talk or communicate with
each other.


Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 13, 2012 6:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Dark,

The term Dark Lord is pretty generic all things considered. Darth
Vader, for example, is nothing like Voldemort and Sauron yet like many
Sith Lords is given the title Dark Lord. So that in of itself is too
generic to be considered a parallel between stories.

Ditto for magic items. Fantasy stories usually have some kind of magic
item that is considered to be evil or will make the user evil over
time. It really comes back to that old belief that absolute power
corrupts a person absolutely. Its one of those moral lessons that has
been passed down from generation to generation through story form.

Cheers!

On 8/13/12, dark d...@xgam.org wrote:
 I agree on tolkien being the ultimate in fantasy literature and world
 creation, though again with the horcrux and the ring I don't think there
is

 really a paralell, sinse both are part of the more general concept of
 dangerous magical objects with some degree of sentiencewhich this goes
right

 back to griek or naus mythology.

 Indeed, Nordic myths had the ring of the neibelung (sorry if I'm mangling
 spelling), which was not Richard vargna's invention, and griek myths had
the

 ring of gorgias, a ring that would make it's wearer invisible and thus
 outside of all moral responsability, so would be bound to corrupt them.

 So Again, both tolkien's ring and the idea of a horcrux I see more
 asvariations on a central concept, than direct copies of anything.

 Likewise, both voldemort and sauron use the title the dark lord (as in
 fact does morgoth in the silmarillion), but neither can be said to be a
copy

 sinse that title is more a general description of a powerfull evil ruler,
 and the two characters are extremely different.

 if however someone wrote a book with a dark lord who lived in a black
tower,

 was never seen and most of who's power was contained in a magical object
 that he was searching for, or a dark lord who was an undead sorcerer who's
 soul had been split into peaces,  well then you could probably say
 originality was lacking.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread rishi mack
are you basing it on reall live fax? or fiction.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 13, 2012 7:52 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Dark,

Sure, that makes a lot of sense. There is no saying our group of space
explorers have to come from a galactic federation at all, nor that the
motivation of our space explorers is necessarily nobel. All we have to
do is look into our own history to see exploration has always been
about the acquisition of wealth rather than the desire to explore the
unknown.

When Columbus set sail in 1492 he and his fleet were looking for a
shortcut from Spain to India by sailing west instead of east. The
entire motivation of that exploration wasn't  to explore the frontiers
of the new world but were solely based on saving money on trade
between Spain and India, China, and other countries in Asia. Otherwise
they wouldn't have bothered sending the expedition west to North and
South America.

Those who followed Columbus had even less nobel intentions. As we know
the Spanish conquistadors raided South America and slaughtered
millions of natives while looting them of their gold, their lands, and
just about anything else they could get their bloody hands on.

The French settled in Canada mainly to capture furs and ship them back
to France for clothing while the English settled in  places like
Virginia to grow tobacco  and cotton and have it shipped back to
England. No matter how you look at it what we think of as North and
South America today were simply there to be plundered by whatever
country happened to mount an expedition into the new world. There were
no idealistic or nobel ideas of exploring these undiscovered
continents for the sake of exploring them.  They were simply a way for
this or that kingdom to make more wealth. Nothing more and nothing
less.

I think when we look at the problems confronting today's societies the
motivation for people to colonize Mars or any other planet will be
based on looking for more natural resources of some kind or another.
We now have something like 6.5 billion people living on the earth and
land is becoming scarce in some countries. Here in the U.S.A. While
the great planes is still largely unsettled traditional farmland like
in Ohio is rapidly shrinking as farms are sold off to expand the
cities, towns, and build new residential areas. Sooner or later
humanity is going to run out of space and natural resources. We will
either have to kill off each other fighting for what resources remain,
or will have to mount some kind of space exploration to find another
planet to use. It may begin as a scientific expedition mounted by NASA
or some other scientific agency, but make no mistake the pioneers will
probably be no different from those who settled Canada, the United
States, and South America.

As far as Lost in Space it actually didn't start out as a story of
exploration. It was suppose to be a journey from Earth to Alpha
Sentori. However, thanks to sabotage from Dr. Smith  the Jupiter II
was flown off course and the Robinson family were lost in space.
Unfortunately, more than half the series was spent grounded on one
planet or another rather than out exploring space or trying to find a
way home.

If we have to use a sci-fi series as a model I think Space 1999 is the
best option. According to the pilot a nuclear war causes the moon to
be knocked out in space and of course it ends up having a Star Trek
feel with the crew of Moon Base Alpha exploring space as though they
were on a deep space exploration mission on a ship rather than the
moon set adrift. In one way it was like Star Trek with the crew
exploring space week after week. In another it was totally different
because it was set in more contemporary times,  their exploration
began by accident, and they had no way home. Their only option was to
find a world to settle on that was close enough to Earth to be their
new home.

Something else that made the story work from a sci-fi point of view is
the aliens they encountered had more advanced technology. While the
crew of Moon Base Alpha cared guns, flew around in rocket ships,and
were using 1999 technology the aliens had UFOs, laser weapons,  and
were hundreds of years ahead of us in technology. it really gave it a
more  unique feel than some high tech group of humans exploring  space
and discovering Klingons, Romulans, Vulcans, etc at the same level of
evolution and technology we were.

Cheers!


On 8/13/12, dark d...@xgam.org wrote:
 Hi Tom.

 To me, the simple idea of a ship flying through space on an exploration
 mission is not directly startrek related, provided the ship, universe,
 characters and aliens are different ones.

 For example, the series lost in space involved a family

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Thomas Ward
Hi Rishi,

At this point we are simply pontificating on the realistic aspects
verses the fictional aspects of popular science fiction. I think that
any good science fiction story should strike a decent balance between
the two but that is just my opinion of course.

Cheers!


On 8/13/12, rishi mack cg...@live.com wrote:
 are you basing it on reall live fax? or fiction.

 Rishi D Mack
 Skype: zmackrishi
 Email: cg...@live.com
 Feel free to contact me anytime :)

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Thomas Ward
Hi Dark,

Yes, I see your point. I think for certain people science has become
their religion and rather than using it as a tool to help aid in the
discovery of truth they treat it as absolute truth even though science
has been known to lead to errors. Some of them as heatedly debated as
religious doctrines of faith.

For example, former Vice President Al Gore made a comment that there
was a consensus among scientists about global warming. That happens to
be far from true. There have been many climatologist's who have gone
on the record calling global warming a bunch of political bull crap.
So who is right and who is wrong?

So for guys like Richard Dawkins to come out and tout that science is
the be all and end all of any subject when science is just as open to
interpretation and error as religion only goes to show for some people
like Dawkins science is their religion. There are certain things like
memes that have no scientific basis, but Dawkins is on the front line
trying to prove that religion, values, etc are memes that are passed
on from generation to generation the way genes are. Its crackpot
science at its worst.

To be honest its exactly for reasons like this I consider myself to be
an agnostic. I take a neutral position on anything that is in doubt.
There are far too many people lined up on one side or another of an
issue and there is very little factual evidence to back up their
claims. There are ultra atheists out there like Dawkins who want to
prove any and all religions as absolutely false, but often overlooks
many of the theories and explanations he is touting are in doubt and
are by no means supported by all scientists as fact. Then, there are
ultra religious people who will fanatically state this or that
religion is a fact rather than their belief even though there is
little in the way of provable evidence for that belief. I personally
feel in the lack of evidence to prove one theory or another the best
choice is not to take sides until there is enough evidence to pick one
side or another beyond a reasonable doubt. True science, skeptical
science, should do this, but unfortunately many people in the
scientific community are just as fanatical about their scientific
theories as religious extremists.

To give you an example in the God Delusion Richard Dawkins equates
rasing our children in a church is child abuse. He suggests that
children should be taken away and raised by the state. That's a
fanatical position if I have ever heard one, and isn't much different
than the Hitler Youth in Natzi Germany. The reason Dawkins takes such
an extreme view is that he can't stand the idea that people don't
agree with his scientific point of view so children should be
indoctrinated in science by force if necessary. Thankfully herein the
U.S. we have the freedom of religion and parents are aloud to raise
their children in science, religion, or whatever they believe as long
as it is within reason.

Cheers!



On 8/13/12, dark d...@xgam.org wrote:
 Hi Tom.

 this I'm afraid isn't the objection to science I was considdering, sinse
 it's not just the case that science cannot explain certain things, rather

 there are certain flaws and inconsistancies in the scientific method that
 means you need to fill in a lot of gaps via personal opinion.

 for instance, there is the famous problem of induction which has been around

 sinse David hume. namely, how can you be certain that any inductive line of

 reasoning is ultimately going to end in the same conclusion all of the time,

 the famous, well all the swans I've seen are white so all swans must be
 white line of thinking.

 more seriously than that, there is the problem of experimental regress. when

 a scientist sets up an experiment occurs according to a set of strict
 principles set by that scientist, ie, experimental conditions. The
 experiment however is not exactly replicatable, because nobody can have the

 same conditions, nor are the conclusions of the scientist necessarily shown

 by the previous data.

 for instance, a lot of findings of sir humphry davy about the movement of
 gasses were unable to be replicated by his contemporaries because the
 equipment he used was very unique, however most people believed him because

 of his reputation as one of the greatest scientists of the 19th century.

 there is then, the even more serious problem of paradigm shift, that when
 two opposing scinetific viewpoints colide, it is not actually a case that
 one will relinquish their theory, rather, you will have two competing modes

 of scinetific expression,, and the one that wins so to speak is the one
 that grabs most people's attention.

 This is not to say science doesn't work, or that study of science is not
 worth while, only that we should remember sicnece is not the stablishment of

 ultimate, absolute truth, but the construction of human opinions about the
 universe,  consistant opinions perhaps, but ultimately opinions none the

 less.

 the germ 

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Dennis Towne
Thomas and Dark,

I have held my tongue on this for quite some time, since it's off
topic and a political firestorm issue.  However, since our two
moderators are the prime participants, I'm not going to worry about
being banned for throwing in my two cents.

I was raised in a Mormon polygamist splinter group religion.  This is
more commonly known as a Mormon multiple wife cult.  I had two moms,
simultaneously in the same house, for several years when I was growing
up.  If any of you have more cult experience than I do, I'd like to
hear about it.

Based on my experience and my subsequent investigation into other
organized religions over the years, I agree with Dawkins that raising
children in a church is bordering on child abuse. When it comes to
cults such as the jehovas witnesses, scientology, and mormon splinter
groups, it's brutally clear that it's child abuse.  And when it comes
to cults, I'm totally in support of the state removing children from
them, by force if necessary.

Just because someone is a parent, doesn't mean that a child is
property, and noone has the right to screw up a child the way those
groups do.

Also based on my background, I agree with him that children should be
indoctrinated in the scientific method, again by force if necessary.
Science teaches critical thinking and says nothing about religion -
anyone who claims otherwise is either teaching it wrong, or has an
agenda.  Children who learn science can decide to learn religion
afterward.  However, the converse is not true: a child indoctrinated
in a religion from birth will often have tremendous difficulty
learning to think critically.  Critical thinking is one of the most
important skills you could possibly teach a child, and we shortchange
both the child and all of society by allowing this idiocy to continue.

Finally, this is grossly off topic.  We should probably kill this
thread and move back to gaming.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com


On Mon, Aug 13, 2012 at 11:46 PM, Thomas Ward thomasward1...@gmail.com wrote:

 To give you an example in the God Delusion Richard Dawkins equates
 rasing our children in a church is child abuse. He suggests that
 children should be taken away and raised by the state. That's a
 fanatical position if I have ever heard one, and isn't much different
 than the Hitler Youth in Natzi Germany. The reason Dawkins takes such
 an extreme view is that he can't stand the idea that people don't
 agree with his scientific point of view so children should be
 indoctrinated in science by force if necessary. Thankfully herein the
 U.S. we have the freedom of religion and parents are aloud to raise
 their children in science, religion, or whatever they believe as long
 as it is within reason.

 Cheers!

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread Thomas Ward
Hi Dennis,

Yeah, I do think we should steer this topic back to gaming. Debating
religion and politics are issues far beyond this list and both are
firestorm issues. :D

Cheers!


On 8/14/12, Dennis Towne s...@xirr.com wrote:
 Thomas and Dark,

 I have held my tongue on this for quite some time, since it's off
 topic and a political firestorm issue.  However, since our two
 moderators are the prime participants, I'm not going to worry about
 being banned for throwing in my two cents.

 I was raised in a Mormon polygamist splinter group religion.  This is
 more commonly known as a Mormon multiple wife cult.  I had two moms,
 simultaneously in the same house, for several years when I was growing
 up.  If any of you have more cult experience than I do, I'd like to
 hear about it.

 Based on my experience and my subsequent investigation into other
 organized religions over the years, I agree with Dawkins that raising
 children in a church is bordering on child abuse. When it comes to
 cults such as the jehovas witnesses, scientology, and mormon splinter
 groups, it's brutally clear that it's child abuse.  And when it comes
 to cults, I'm totally in support of the state removing children from
 them, by force if necessary.

 Just because someone is a parent, doesn't mean that a child is
 property, and noone has the right to screw up a child the way those
 groups do.

 Also based on my background, I agree with him that children should be
 indoctrinated in the scientific method, again by force if necessary.
 Science teaches critical thinking and says nothing about religion -
 anyone who claims otherwise is either teaching it wrong, or has an
 agenda.  Children who learn science can decide to learn religion
 afterward.  However, the converse is not true: a child indoctrinated
 in a religion from birth will often have tremendous difficulty
 learning to think critically.  Critical thinking is one of the most
 important skills you could possibly teach a child, and we shortchange
 both the child and all of society by allowing this idiocy to continue.

 Finally, this is grossly off topic.  We should probably kill this
 thread and move back to gaming.

 Dennis Towne

 Alter Aeon MUD
 http://www.alteraeon.com


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-12 Thread Thomas Ward
Hi Rishi,

Absolutely not. What Dark and I are discussing is the creation of a
fully developed, well thought out roll playing game, that would be a
stand alone program. Dark and I are both interested in a science
fiction roll playing game that has a large explorable world or
universe from the point of view of a single player. A mud fits neither
requirement because its not a stand alone application, and many muds
require some kind of pvp interaction which goes against our personal
preferences.

Cheers!


On 8/11/12, rishi mack cg...@live.com wrote:
 Are you guys talking about MUD or which

 Rishi D Mack
 Skype: zmackrishi
 Email: cg...@live.com
 Feel free to contact me anytime :)


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-12 Thread Thomas Ward
Hi Dark,

That is unfortunately all too common these days.  It seems no matter
what we do such as turn on the television, pick up a book, or play a
new video game it seems like the authors lack any sense of originality
and inspiration for something really new. Lacking some new and
innovative story or concept they continue using cookie cutter
characters, in cookie cutter plots, in increasingly similar
situations until the general public just gets tired of it.

Take for example Deep Space 9. During seasons 5 and 6 it seemed like
every single episode was about the Dominion War.The story ark kept
going on and on about the same subject, and eventually I simply got
board with it.  When they killed off Jadzia Dax in season 6 and
brought Ezry Dax in to season 7 I simply switched the show off. They
simply ran the show into the ground and killed it. Especially,
considering the way they ended the series in the final episode.

The thing is that one of the biggest problems with Deep Space 9 all
along is that the story took place on a fixed space station in Bajoran
space, near a wormhole, with very little exploration to speak of. Week
after week Sisco, Kira, Dax, and the rest were dealing with the
Cardassians, Jemhadar, Bajorans, Romulans, Ferengi, and other well
established alien races when they could have done a lot more to
explore the Gamma Quadrant to bring more alien races and new stories
into the show. They didn't.

Now, compare that to Voyager when the Star Trek creative writers were
constantly chucking out new ideas for aliens, planets, and so on.
Obviously, to save time and money they had to recycle some of those
new races such as the Kazon, Vidians, Species 8472, the Herogen, etc
but they were not featured week after week. There were some one shot
deals like the Swarm that were introduced to spice up the plot with a
greater and more diverse universe. Which was why I think Voyager had a
much larger audience than Deep Space 9. There was always a sense of
surprise and perhaps expectation to get something really new rather
than a rehashing of the same thing different show.

Like you I always appreciated the exploration of the story's world,
its universe, and its characters most. That is why Deep Space9 failed
for me, because it became more of a soap opera rather than a story
about daring space explorers who were there to seek out new life, new
civilizations, and to go where no man has gone before. Deep Space 9
did none of those things because they were often caught up in some
long drawn out story lines involving already existing alien races that
killed the exploration driven ark that was the draw of the Original
Series, Next Generation, and Voyager.

Anyway, getting back on topic here, I think that any roll playing game
should work from the premise of ordinary people in extra ordinary
situations. One reason for that is a sense of reality that the player
can understand. I personally feel we should try not  to over do the
aliens that the characters meet, and not come up with technologies
that are in all likely impossible. Try and create aliens and
technologies that could exist based on what we know about science.

For instance, I personally don't think something like a transporter
will ever be possible given what we know about the laws of physics.
First,of all it would require a huge amount of energy to break the
human body down into raw energy, and then beam it from point A to
point B. Then, there would have to be just as much energy to convert
it back into solid matter once it gets there. That's not even
considering a living breathing organism like a human being could
survive such a process of being converted from matter to energy and
back again. That just seems beyond belief as far as I'm personally
concerned.

Something else that puzzles me about science fiction is the concept of
cross-breeding between alien races. According to current genetic
research human genes are incompatible with every other species on
earth including: apes, monkeys, chimps, and other primates which are
about 98%% compatible with us. Wouldn't mating with aliens  in all
likelyhood suffer the same kinds of incompatibilities with breeding
unless it were forced via some genetic splicing in a lab?

Apparently not if you watch something like Star Trek. There are all
kinds of half-breeds that appears on the shows. Commander Spock's
mother was a human and his father was a Vulcan. Counselor Deana Troi
had a human father and a Betazoid mother. Lieutenant B'lanna Torres is
half-Klingon and half-human. On and on we can go. These so-called
half-breeds exist without any attempt to explain why human and alien
genes are compatible.

In fact, the only cross-breed in Star Trek that makes any kind of
sense in a scientific point of view is Jadzia Dax. In her case she is
fully human, but lives in a symbiotic union with the Trill inside her
body. In this way the trill alien is using her body as a host the way
many parasites on earth use the host body of an 

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-12 Thread Thomas Ward
Hi Darren,

Oh, there is nothing wrong with inspiration in of itself. The problem
Dark and I are talking about here is taking story x and simply
replacing names of people, places, and things and sticking new labels
on them. In a case like that it is not an original idea inspired by an
existing one, but merely a case of renaming everything to keep from
being busted for copyright infringement.

For example, what if I created a character named Panama Jack, gave him
a hat and whip, and a girl friendnamed Marianne Summers.  Now, right
off the top of your head you probably would have guessed I'm thinking
of Indiana Jones and Marianne Ravenwood under new aliases, and you'd
be absolutely correct. What's the problem with that?

Well, the problem is I didn't spend any time on developing my own
characters. All I did is create a cookie cutter copy of Indiana Jones
and Marianne Ravenwood and slapped them in some kind of treasure hunt.
It would be more interesting in my opinion to sit down and develop a
new cast of characters  with their own personalities, own back story,
and values different from those that the author was inspired by.

Instead of an Indiana Jones type character we can give our Panama Jack
character a more unique back story. What if Jack was born and raised
in Australia, served in the military, and went to college for
archeology in the U.S. before obtaining a teaching position at some
ivy league university. Since his training in the special forces maybe
he packs a pistol and of course is an expert at hand to hand fighting.
This would establish his qualifications for the story. All we then
need to do is fill in the enemies who might be in a power struggle for
some kind of ancient artifacts.

Bottom line, the more information I layer on my character the less and
less he is a duplicate of Indiana Jones. The original idea might have
been an Indiana Jones character, but fleshing out my own character
would make a more interesting and unique storyline over all.

Cheers!


On 8/11/12, Darren Harris darren_g_har...@btinternet.com wrote:
 hi tom.

 personally, i don't see anything wrong with being inspired by other tv
 series. to be inspired isn't to copy as long as it's done in a way that
 shows it's your own work. i mean, what's the difference between a tele
 porter, transporter or transmat beam?

 however if you want a bit of original science fiction i can point you in the
 right direction. try the commonwealth series. first starting with pandora's
 star. you should find it on audible. also stormwarden that's the start of
 another series. both very cleverly written. either of those books should
 help to add some additional ideas there.

 Sent from my iPad

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-12 Thread dark

Hi Tom.

Well with voyager and ds9 I have some thoughts about strengths and 
weaknesses of the series, but that's sort of outside the main focus of 
discussion here.


I'm afraid I disagree that science fiction has! to rigidly follow current 
scientific thinking for a story to work, indeed I've read a good few hard sf 
novels which were! essentially just extrapolations of existing scientific 
concepts, but did nothing for plot, setting or characterization. Isaac 
asimov for instance, while I find his concepts such as the laws of robotics 
and the idea of psychohistory intreaguing as ideas, I rarely find his 
characters engaging, and his plots always read basically as mystery style 
puzzles,  very clever puzzles, but essentially just problems that are 
solved by fairly emotionnless, comparatively uninteresting people.


I also am a little more scheptical of our own scientific knolidge. For 
instance, Fredrich pohl imagined something very close to the modern internet 
in the 1950's, with everyone carrying personal computers and keeping in 
touch, but he believed that such transmissions of large amounts of data 
without them being corrupted by radio signals or the like would be 
impossible without certain alien crystal technology.


Now of course, thanks to the digitizing of information and far more 
efficient ways of receiving various transmissions, we know that no alien 
crystals are needed to accurately share data across large distances.


So, I personally do not mind an alien race having transporters, faster than 
light travel etc, provided! it is treated in a consistant and logical way 
that the reader can understand within the context of the suspention of 
disbelief of the story.


In doctor who for instance, one of my biggest problems with the current 
series is how time travel is treated. the doctor is an alien from a highly 
advanced civilization who have the technology of time travel. Yet, the 
writers realized that a time traveling hero has the power to solve any plot, 
sinse after all if anything goes wrong he can just go back and change it. 
So, they introduced the concept of the blinovich limitation effect, by which 
if the Doctor actually travels back to his own past to try to change events, 
he will cause catastrophic damage to the universe, sinse obviously any 
changes he made in the past might prevent him from going back in the future.


So, though the doctor can! travel around time and space, the abilities of 
the tardis to solve plots or get him out of trouble are limited, and limited 
in a way which we can all understand.


In the new series however, the writers seem to be completely ignoring this 
and treating time travel like magic! indeed I've been extremely disappointed 
at several episodes where a future doctor suddenly appears and goes hay, 
lets solve the plot!


So, here is an advanced technology, probably impossible under current 
scientific thinking, yet we can see it can be treated well or badly by a 
story.


Like wise with genetics. Yes, Belana being half klingon doesn't make much 
scientific sense, --- -but heck the idea of even mostly humanoid! klingons 
doesn't make much sense either. It does however present some really 
interesting opportunities for the character to come to terms with Klingon 
culture and Klingon features.


On the other hand, when in the doctor who tv movie made by fox the doctor 
claimed to be half human, it was just utter nonsense, sinse the doctor has 
never made such a claime before, there is no evidence of half human, half 
timelords, and indeed the classic series even implied that Timelords weren't 
born naturally at all! Such a statement was simply the producers deciding 
that the Doctor needed to be a less alien character, and making up a very 
implausable reason.


So, while I agree consistancy is the key, I wouldn't want to be tied utterly 
to science in the plot of a game or indeed fiction, provided that the none 
scientific elements are consistant.


this is doubly true for a game, where certain elements of technology might 
need to be considdered in light of game mechanics. For example, one idea I'd 
heavily considder for an sf based game would be instant, ftl travel where a 
ship could jump a vast distance very quickly, appearing somewhere else and 
giving the player another encounter. Provided such technology could be 
considdered in a reasonable light, and has at least an understandable basis, 
this would I think be fine.


Beware the Grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-12 Thread dark
I also find it rather irritating myself when plot ideas or elements were 
clearly borrowed from other books, even when the author did! start with an 
original idea.


Rick riordon's series of books about griek gods in the modern age for 
instance, had a very unique idea, the half mortal, half devine children of 
gods growing up in the modern world, with the griek gods brought into the 
21st century. I absolutely loved to see the way he used concepts like the 
titans, atlas etc, for instance having Aeres the griek god of war as a Biker 
who goes around picking fights, and Nephestus god of the forge as a mechanic 
who tinkers and creates sort of semi pulp style brass robotic automatons.


What however irritated me is that many of the actual elements of the ongoing 
story were worryingly close to harry potter.for instance, a magical summer 
camp where kids with half devine parents got unusual magical lessons, the 
idea that there was some sort of prophecy about the main character and one 
other character which will come true in a war when he is 17, and that this 
prophecy resulted from a less than reliable seeress.


The way the final book delves heavily into the villains back story and 
childhood to explain his motivations etc.


I njoyed the series for it's fun quality and updates of griek myths,, but I 
found the actual ongoing story and progression of events utterly uninspired 
and easy to predict because of their worrying similarities to harry 
potter,  heck, even the books titles, percy jaxon and the lightning 
thief Percy jaxon and the maze of time clearly were rowling enspired.


Beware the grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-12 Thread rishi mack
Well,  That I can work with. not really a fan of PVP most of the times. so
if you guys need any help with sounds, ideas,  or just running through some
ideas, I can brainstorm with you guysanyway.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, August 12, 2012 2:17 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Rishi,

Absolutely not. What Dark and I are discussing is the creation of a
fully developed, well thought out roll playing game, that would be a
stand alone program. Dark and I are both interested in a science
fiction roll playing game that has a large explorable world or
universe from the point of view of a single player. A mud fits neither
requirement because its not a stand alone application, and many muds
require some kind of pvp interaction which goes against our personal
preferences.

Cheers!


On 8/11/12, rishi mack cg...@live.com wrote:
 Are you guys talking about MUD or which

 Rishi D Mack
 Skype: zmackrishi
 Email: cg...@live.com
 Feel free to contact me anytime :)


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-12 Thread Thomas Ward
Hi Dark,

I see your point. I guess its just that I'm a very grounded person, an
ultra realist, and the older I get the more skeptical I get about the
fantastic. On the other hand you make an excellent point about a story
may not be at all realistic in a scientific sense but have extremely
good character development, a unique storyline, etc that is very
compelling to the gamer.

For example, when I was growing up my very favorite cartoon was
Masters of the Universe. I think one reason it was so compelling is
that the storyline was as much fantasy as science fiction. It truly
was unique for its time, and unlike most science fiction and fantasy
cartoons the authors were thinking out of the box to create something
unlike anything else available.

On one hand the people of Eternia lived in a sort of mediaeval world
with kings, castles, knights, and ancient weapons. Both heroes and
villains could use magic. At the same time the Eternians possessed
futuristic technology like laser weapons, Attack Tracks, flying Wind
Raiders, robots, etc. Now this seems a bit strange to me, but it
worked for that particular cartoon.

Anyway, at the time I didn't think anything of it, and while the story
is totally unrealistic from a scientific oriented point of view the
back story was well done. The authors did an excellent job of mixing
science fiction with fantasy for the best of both genres. Plus the
characters all had great back stories, were well developed, and even
now I can sit down and watch those cartoons over and over again on DVD
without getting tired of them.

Bottom line, I guess you have a good point. Creativity counts much
more for a game, successful cartoon, science fiction series, whatever
than how realistic it is. Frankly, some of the most boring science
fiction movies were those in which the author tried to have an
authentic scientific experience. The movie 2001 is a case in point
where Arthur C. Clark chose to stick with a more scientific basis for
his stories and it never really appealed to me for some reason.

Cheers!


On 8/12/12, dark d...@xgam.org wrote:
 Hi Tom.

 Well with voyager and ds9 I have some thoughts about strengths and
 weaknesses of the series, but that's sort of outside the main focus of
 discussion here.

 I'm afraid I disagree that science fiction has! to rigidly follow current
 scientific thinking for a story to work, indeed I've read a good few hard sf

 novels which were! essentially just extrapolations of existing scientific
 concepts, but did nothing for plot, setting or characterization. Isaac
 asimov for instance, while I find his concepts such as the laws of robotics

 and the idea of psychohistory intreaguing as ideas, I rarely find his
 characters engaging, and his plots always read basically as mystery style
 puzzles,  very clever puzzles, but essentially just problems that are
 solved by fairly emotionnless, comparatively uninteresting people.

 I also am a little more scheptical of our own scientific knolidge. For
 instance, Fredrich pohl imagined something very close to the modern internet

 in the 1950's, with everyone carrying personal computers and keeping in
 touch, but he believed that such transmissions of large amounts of data
 without them being corrupted by radio signals or the like would be
 impossible without certain alien crystal technology.

 Now of course, thanks to the digitizing of information and far more
 efficient ways of receiving various transmissions, we know that no alien
 crystals are needed to accurately share data across large distances.

 So, I personally do not mind an alien race having transporters, faster than

 light travel etc, provided! it is treated in a consistant and logical way
 that the reader can understand within the context of the suspention of
 disbelief of the story.

 In doctor who for instance, one of my biggest problems with the current
 series is how time travel is treated. the doctor is an alien from a highly
 advanced civilization who have the technology of time travel. Yet, the
 writers realized that a time traveling hero has the power to solve any plot,

 sinse after all if anything goes wrong he can just go back and change it.
 So, they introduced the concept of the blinovich limitation effect, by which

 if the Doctor actually travels back to his own past to try to change events,

 he will cause catastrophic damage to the universe, sinse obviously any
 changes he made in the past might prevent him from going back in the
 future.

 So, though the doctor can! travel around time and space, the abilities of
 the tardis to solve plots or get him out of trouble are limited, and limited

 in a way which we can all understand.

 In the new series however, the writers seem to be completely ignoring this
 and treating time travel like magic! indeed I've been extremely disappointed

 at several episodes where a future doctor suddenly appears and goes hay,
 lets solve the plot!

 So, here is an advanced technology, probably 

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-12 Thread Thomas Ward
Hi Dark,

That's precisely the kind of thing I'm talking about. I've read the
Percy Jackson books myself, and as you say they are distressingly like
Harry Potter in many ways. they are good for what they are, but I
think the author could have came up with a better plot. Something a
bit more unique rather than trying to imitate J. K. Rowling.

Still, I think I understand the author's motivations. I've written
several sci-fi stories and I used Star Trek as a basic template. I
find the entire premise of seaking out new life, new civilizations, to
go were no man has gone before extremely compelling because it is a
completely open ended premise. All an author needs is a deep space
exploration vessel, a crew, and that author can create as many new
worlds, alien lifeforms, and civilizations as he or she wants.

For example, during high school I started my own spin-off series
called Star Trek: Last Frontier. I created my own starship, crew, and
like the original series it was on a five year mission to explore the
unknown regions of space. That home grown series of stories was
probably my best creative writing because I had the basic premise,
technology, as well as history, but it was also based in a totally new
sector of space so I had as much room as I needed to explore, to
create, and add to the Star Trek cannon so to speak.

Cheers!

On 8/12/12, dark d...@xgam.org wrote:
 I also find it rather irritating myself when plot ideas or elements were
 clearly borrowed from other books, even when the author did! start with an
 original idea.

 Rick riordon's series of books about griek gods in the modern age for
 instance, had a very unique idea, the half mortal, half devine children of
 gods growing up in the modern world, with the griek gods brought into the
 21st century. I absolutely loved to see the way he used concepts like the
 titans, atlas etc, for instance having Aeres the griek god of war as a Biker

 who goes around picking fights, and Nephestus god of the forge as a mechanic

 who tinkers and creates sort of semi pulp style brass robotic automatons.

 What however irritated me is that many of the actual elements of the ongoing

 story were worryingly close to harry potter.for instance, a magical summer
 camp where kids with half devine parents got unusual magical lessons, the
 idea that there was some sort of prophecy about the main character and one
 other character which will come true in a war when he is 17, and that this
 prophecy resulted from a less than reliable seeress.

 The way the final book delves heavily into the villains back story and
 childhood to explain his motivations etc.

 I njoyed the series for it's fun quality and updates of griek myths,, but I

 found the actual ongoing story and progression of events utterly uninspired

 and easy to predict because of their worrying similarities to harry
 potter,  heck, even the books titles, percy jaxon and the lightning
 thief Percy jaxon and the maze of time clearly were rowling enspired.

 Beware the grue!

 Dark.


 ---
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 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread Darren Harris
hi tom.

personally, i don't see anything wrong with being inspired by other tv series. 
to be inspired isn't to copy as long as it's done in a way that shows it's your 
own work. i mean, what's the difference between a tele porter, transporter or 
transmat beam? 

however if you want a bit of original science fiction i can point you in the 
right direction. try the commonwealth series. first starting with pandora's 
star. you should find it on audible. also stormwarden that's the start of 
another series. both very cleverly written. either of those books should help 
to add some additional ideas there. 

Sent from my iPad

On 11 Aug 2012, at 02:54, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Dark,
 
 Sounds fair enough. Heaven knows I could use an extra person to help
 me develop ideas for a great space exploration adventure. Its not that
 I'm out of ideas precisely but that I've gotten set in my ways. Over
 the years I've been heavily influenced by other people's ideas and its
 hard to separate that from my own ideas.
 
 What I mean by that is I'm a child of the 70's and 80's. I was around
 when Star Wars  was introduced to the public, I became a huge fan of
 that particular science fiction storyline, and it has become a major
 influence in my life. I've read books, collected action figures,
 watched the movies, and now its a part of my life.
 
 At the same time I was around when Star Trek made its major come back.
 When the show was canceled in 1969 everyone pretty much assumed that
 it would fade away, be forgotten, and never be heard of again.
 Throughout the 70's though a strange thing happened. As Star Trek went
 through reruns it became more popular in syndication than during its
 original 1966 to 1969 run. Inspired by this serge of new viewership
 Paramount came out with Star Trek the Motion picture, and the other
 sequels.  Eventually, Paramount would go on to create three new
 series: Next Generation, Deep Space 9, Voyager, and Enterprise which
 were more popular than the original show that started it all.
 
 Bottom line, you can pick any classic SF author from the 40's, 50's,
 and even the 60's and they all could think out of the box. There was
 no extremely popular science fiction movies or weekly television
 series to influence their writing and compare their work to. In fact,
 all of the early  science fiction movies like War of the Worlds, the
 Day the Earth Stood Still, Forbidden Planet, the Blob, etc were given
 B movie status. No producer or film studio was going to go out on a
 limb to make a big budget film dealing with aliens, UFOs, and space
 travel. Big budget SF really didn't come into its own until movies
 like Star Wars put science fiction on the map for the average person.
 
 The end result of all this is growing up my primary sources of science
 fiction were Buck Rodjers, Star Trek, Star Wars, Battlestar Galactica,
 Lost in Space, the Invaders, and V.That's not such a bad thing per
 say, but certain things like Star Trek have both inspired my
 imagination and dulled it at the same time.
 
 To give you an example of what I mean I'll take you back to a high
 school class assignment. My teacher posted several pictures on the
 board and we were suppose to pick one and write a story about it. As
 it happened one of the pictures was a spaceship, and I naturally
 picked that one.
 
 Now, I obviously wasn't allowed to write a story about Buck Rodjers,
 Star Trek,  Star Wars, or any other well known sci-fi series. I
 remember spending a couple of days struggling to think of something
 original.In the end I couldn't do it. What I ended up with is a Star
 Trek wannabe with some Star Wars references thrown in for good
 measure.
 
 For example, instead of the Star Trek communicator I decided to borrow
 the Star Wars comlink for my crew. Instead of carrying phasers my crew
 were carrying around hand blasters. Instead of ship phasers I think
 the ship had ion cannons. Like where have wee seen this technology
 before?
 
 Of course that was Star Wars contribution to the mix. Warp drive,
 transporters, tricorders, and several other things were from Star
 Trek. The Cydonians was an obvious reference to the Cylons from
 Battlestar Galactica. On and on I could go. I think I probably lifted
 every good idea anyone ever had from some sci-fi series or another. I
 didn't invent or create anything on my own. It took me several years
 before I realized why I disliked the story so much.
 
 When I got into college and took a creative writing course the
 instructor taught us how to outline our thoughts, flesh out ideas, and
 give them substance before we sat down and wrote any kind of story. He
 taught us how to filter out ideas that were used by someone else and
 either improve it or replaceit with something more unique. As it
 happened that course did improve both my writing and my next attempt
 at a science fiction story was much better.
 
 It was about this time when I realized exactly why I 

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread dark

Hi Tom.

I must admit this is one thing that slightly irritates me about even several 
published authors. Terry brooks for instance, where every character is drawn 
straight from the DD players guide,  and where all the magic basically 
falls down to chucking fireballs!


For me, it was always the exploration of the world and it's character which 
I appreciated most, either in sf or fantasy, indeed tolkien's formula of 
ordinary characters in extra ordinary situations pretty much somes up my 
idea of how to write.


The first story I wrote when i was 15 for a local writers group for 
instance, which was publically performed by a local actor, was a short sf 
story based on two principle ideas, first, what would happen to a society 
who had no concept of death or grieving, and second, what would things be 
like if humans who went out to explore strange new worlds, seak out new life 
etc, were actually (much like the spanish conquistadors), complete scumbags!


indeed, there's a slight startrek parody, in which one of the human 
characters begins an entry ship's log,  I'm utterly, completely and 
totally sick of being on this fucking! ship! (not words I'd use, but words 
that character would use).


While I can now see a number of writing inconsistancies with the story, word 
problems etc, I don't have an issue with it's actual concept.


For years I wrote the novelization of the playstation rpg xenogears, which I 
now view as the best possible training on how to write. But these days I 
actually really want! to start writing my own stuff, and the only reason i 
haven't is of course working on my thesis.


I in fact have a full scale gamebook planned, where the society, culture and 
events are! (hopefully), unique, and I plan to work on this when my thesis 
is done.


All the best,

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
I think that's a good idea. and do you know like metroid, or let's say
Zelda for example. just like you move around  on there.  swamp has that same
layout for moving around. just it's a shooting game. not a adventure game. I
think also, if you were to do a Zelda, it'll work. or even  if you guys hurd
about  double O7, that can work with that kind of programming that was used
in swamp... amd you can even add PKP in it. for 1/2/3/4 players. if not
hosted on a server,  you can do it like  how they made topspeed and let
someone host a server for  multiplayer. but I think these are some good idea
to improve gamaplay for the blind. and if you're using graphs, which is good
too so sighted can play... If I knew what kind of programming swamp needed
and if I could get set up with the rite tools, I could check it out too
learn to do that. maby you never know I can come up with some stuff too...
but yup...

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, August 08, 2012 11:37 AM
To: Gamers@audyssey.org
Subject: [Audyssey] Mapping, item collecting and puzzles in games

i was just watching a lets play of metroid Zero mission, the gameboy
advanced remake of the original metroid game, when it occurred to me that
there are a couple of very simple additions that audio games could cinclude
which would greatly enhance gameplay, additions that made games like zelda
and the metroid series famous. 

Ignoring the 2D aspect (which we've discussed before), there is the basic
formular of such games, a formular that would translate just as well into
for instance an fps game. Your in a large, freely explorable maze full of
monsters. you have one infinitely useable main weapon (the metroid gun or
Link's sword in the Zelda games), which starts off comparatively weak. As
you progress through the maze you will come to areas which you cannot pass
without a given item, and items which you can use to pass certain areas,
 often requiring you to take note of areas you've passed and go back. 

oh, so that special gun upgrade blows up brick walls,  now where did I
pass a brick wall before? 

So collecting these key items and using them to expand the parts of the maze
you can get to forms the bulk of the game,  especially sinse of course
there are large and nasty boss monster to be killed along the way.

In addition to your main weapon, You also have some limited use more
powerfull items, and scattered around the maze are expantion packs for those
items, items that let you hold more energy when you start, items that let
you have more amo for limited use items etc. 

These expantions are scattered around the maze, often in far out of the way
places requiring lots of exploring to find, and it's fully expected that a
player won't find all of them on their first run through the game. 

All of these items are in fixed places rather than appearing at random,
sinse it is the players' ability to systematically explore the maze, perhaps
passing puzzles along the way that will determine how many expantion items
she/he collects, perhaps with a reward for collecting all of them, making
this a game where you have to try, and learn, and progress, rather than wait
to be randomly lucky with a monster drop for your items.

An engine like that employed in shades of doom could well include these
sorts of gameplay elements, indeed there's no reason why they haven't been
used in an audio game thus far, accept that from what I can gather the fps
titles we've had have tended to be based on randomly occurring items and
fast action, rather than acquiring more and more items and making your
character more powerful as time passes, which is a shame, sinse the
exploration formular is one which is hugely rewarding to play. 

the only audio games I think that have come close to this sort of formular
are Airic the clerric (though I don't think Airik had any none usefull items
or expantions to collect that weren't really part of the progression of the
game), sarah, (though there you didn't really grow more powerfull rather
than complete puzzles), and I believe kurt wolf. 

But perhaps this is something Phil, Tom, Aprone,  and other of our devs
could considder as a design point,  sinse if the game has many items and
a complex map structure, exploration and gradual acquisition of both key
items and items providing extra power can actually be as much if not more
fun than randomly occurring ones. 

All the best, 

Dark.
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
I think what you should, is like wen someone collects an item, someone has
to wate till it repops to get the item. so like it'll take some time to
repop

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Wednesday, August 08, 2012 12:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

The only real problem with this design is the relatively short amount of
time it takes players to find everything, and then the game loses its re
playability.  Lets, for example, pretend Swamp was filled with these sorts
of keys which were specifically placed and would unlock other specific
areas.  If I were to spend 30 hours linking together 50 items with
locations, naming them, placing them, and actually designing the new map
terrain, I can bet that within a few days 300 players would have already
completed the entire thing.  These players would be waiting on me to add
more.  For every hour I spent adding in new items, I would only be occupying
the players for maybe 3 or 4.

When we use random items that don't unlock new map content, the 50 items can
be created in an hour instead of 30.  The same items can also then be found
and re-found over and over to keep players entertained.  It isn't as much
fun, there is no doubt about that, but it's an unfortunate compromise in the
battle between developer effort verses hours of player enjoyment.

 i was just watching a lets play of
 metroid Zero mission, the gameboy advanced remake of the
 original metroid game, when it occurred to me that there are
 a couple of very simple additions that audio games could
 cinclude which would greatly enhance gameplay, additions
 that made games like zelda and the metroid series famous. 
 
 Ignoring the 2D aspect (which we've discussed before), there
 is the basic formular of such games, a formular that would
 translate just as well into for instance an fps game. Your
 in a large, freely explorable maze full of monsters. you
 have one infinitely useable main weapon (the metroid gun or
 Link's sword in the Zelda games), which starts off
 comparatively weak. As you progress through the maze you
 will come to areas which you cannot pass without a given
 item, and items which you can use to pass certain areas,
  often requiring you to take note of areas you've passed
 and go back. 
 
 oh, so that special gun upgrade blows up brick walls, 
 now where did I pass a brick wall before? 
 
 So collecting these key items and using them to expand the
 parts of the maze you can get to forms the bulk of the game,
  especially sinse of course there are large and nasty
 boss monster to be killed along the way.
 
 In addition to your main weapon, You also have some limited
 use more powerfull items, and scattered around the maze are
 expantion packs for those items, items that let you hold
 more energy when you start, items that let you have more amo
 for limited use items etc. 
 
 These expantions are scattered around the maze, often in far
 out of the way places requiring lots of exploring to find,
 and it's fully expected that a player won't find all of them
 on their first run through the game. 
 
 All of these items are in fixed places rather than appearing
 at random, sinse it is the players' ability to
 systematically explore the maze, perhaps passing puzzles
 along the way that will determine how many expantion items
 she/he collects, perhaps with a reward for collecting all of
 them, making this a game where you have to try, and learn,
 and progress, rather than wait to be randomly lucky with a
 monster drop for your items.
 
 An engine like that employed in shades of doom could well
 include these sorts of gameplay elements, indeed there's no
 reason why they haven't been used in an audio game thus far,
 accept that from what I can gather the fps titles we've had
 have tended to be based on randomly occurring items and fast
 action, rather than acquiring more and more items and making
 your character more powerful as time passes, which is a
 shame, sinse the exploration formular is one which is hugely
 rewarding to play. 
 
 the only audio games I think that have come close to this
 sort of formular are Airic the clerric (though I don't think
 Airik had any none usefull items or expantions to collect
 that weren't really part of the progression of the game),
 sarah, (though there you didn't really grow more powerfull
 rather than complete puzzles), and I believe kurt wolf. 
 
 But perhaps this is something Phil, Tom, Aprone,  and
 other of our devs could considder as a design point, 
 sinse if the game has many items and a complex map
 structure, exploration and gradual acquisition of both key
 items and items providing extra power can actually be as
 much if not more fun than randomly occurring ones. 
 
 All

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
Are you guys talking about MUD or which

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 10, 2012 12:40 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Dark,

So true. We are definitely lacking in good science fiction text
adventures as well as roll playing games. As a huge fan of science
fiction I'd love to see a text based roll playing game with hundreds
of planets, space stations, aliens, and high tech gadgets to explore.
That would totally rock.

The heck of it is if someone doesn't mind using copyrighted materials
there are plenty of popular series to choose from including: Star
Trek, Star Wars, Babylon 5, Battlestar Galactica, Star Gate, etc just
for starts. If someone doesn't want to step on any toes by using
copyrighted materials its not that hard to take a concept like Star
Trek and modify it for someone's purposes. I've done it myself for a
number of creative writing courses, and all it takes is a bit of
imagination.

Instead of the United Federation of Planets a person could call it the
United Republic of Planets or Republic for short. Instead of warp
drive a person could call it something generic like star drive.
Instead of transporters a person could call them teleporters which is
so generic no one can claim copyright of the idea. On and on I could
go. Its really not that difficult to modify an existing idea and make
it work for a decent roll playing game, but as yet no one has stepped
up to the plate and worked on such a game.

Cheers!


On 8/9/12, dark d...@xgam.org wrote:
 yep darren that would rock, though to be absolutely honest multiplayer
just

 doesn't interest me in games that much.

 I will say the ce community are a great bunch of people and I do make the
 most out of trading, ndeed they're probably the nicest community I've seen
 in a multiplayer game, which is probably a direct result of Ce attracting
 players who aren't! interested in pvp.

 All that being said, really the only reason I play multiplayer games like
Ce

 or muds like alter is for what I can get out of them single player, indeed
I

 suspect that if I had sufficient vision I'd be playing nothing but! main
 stream single player games like diablow or the star trek stratogy games,
and

 wouldn't bother with multiplayer at all.

 it's actually a shame nobody has yet developed a large and complete enough
 text rpg system to offer open ended space exploration,  or come to
that,

 a real space flight action adventure game with proper navigation and
freedom

 of control similar to the old classic elite.

 Then again even in the fantasy setting, text rpgs are still pretty thin on
 the ground.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
Something like miriani are you looking for?

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 10, 2012 12:40 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Dark,

So true. We are definitely lacking in good science fiction text
adventures as well as roll playing games. As a huge fan of science
fiction I'd love to see a text based roll playing game with hundreds
of planets, space stations, aliens, and high tech gadgets to explore.
That would totally rock.

The heck of it is if someone doesn't mind using copyrighted materials
there are plenty of popular series to choose from including: Star
Trek, Star Wars, Babylon 5, Battlestar Galactica, Star Gate, etc just
for starts. If someone doesn't want to step on any toes by using
copyrighted materials its not that hard to take a concept like Star
Trek and modify it for someone's purposes. I've done it myself for a
number of creative writing courses, and all it takes is a bit of
imagination.

Instead of the United Federation of Planets a person could call it the
United Republic of Planets or Republic for short. Instead of warp
drive a person could call it something generic like star drive.
Instead of transporters a person could call them teleporters which is
so generic no one can claim copyright of the idea. On and on I could
go. Its really not that difficult to modify an existing idea and make
it work for a decent roll playing game, but as yet no one has stepped
up to the plate and worked on such a game.

Cheers!


On 8/9/12, dark d...@xgam.org wrote:
 yep darren that would rock, though to be absolutely honest multiplayer
just

 doesn't interest me in games that much.

 I will say the ce community are a great bunch of people and I do make the
 most out of trading, ndeed they're probably the nicest community I've seen
 in a multiplayer game, which is probably a direct result of Ce attracting
 players who aren't! interested in pvp.

 All that being said, really the only reason I play multiplayer games like
Ce

 or muds like alter is for what I can get out of them single player, indeed
I

 suspect that if I had sufficient vision I'd be playing nothing but! main
 stream single player games like diablow or the star trek stratogy games,
and

 wouldn't bother with multiplayer at all.

 it's actually a shame nobody has yet developed a large and complete enough
 text rpg system to offer open ended space exploration,  or come to
that,

 a real space flight action adventure game with proper navigation and
freedom

 of control similar to the old classic elite.

 Then again even in the fantasy setting, text rpgs are still pretty thin on
 the ground.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
anyone interested in a rpg game bassed on lambda can let me know I'd like
some help on one.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 10, 2012 8:22 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

HI Dark,

Well, you certainly raise some good points here. I agree something
original would certainly be preferable  than a Star Trek knock-off. I
was merely pointing out that one wouldn't have to invent everything
from scratch if they used a template. However, for myself I probably
wouldn't try to copy Star Trek for the same reasons as you gave below.
Namely that it would look like a cheap knock-off and therefore
wouldn't be as satisfying as really exploring strange new worlds, too
seek out new life, too seek out new civilizations, and to go where no
man has gone before. Sorry, just had to say that. Lol!

Anyway, I have to agree with you on the fact that Star Trek tends to
be too idealistic and the Federation is often represented as some kind
of future utopian society. For one thing I personally feel such a view
of humanity is completely unrealistic, and from a gaming point of view
doesn't have enough intrigue to keep the gamer interested in the
storyline. If we populate the galaxy with hundreds of worlds, hundreds
of races, all with their own interests and beliefs then that gives the
game much more room to grow and expand. Especially, since we have more
freedom to create each of our alien races from scratch.

The problem with Star Trek is, as you pointed out, that most of them
are very human looking. The reason for that is simple enough. Its
called money.

From what I understand back in the mid 1960's when Star Trek was being
created Dessy Lu gave the Star Trek production staff a limited budget
to work with. Since costumes and special effects were extremely
expensive they always found ways to cut corners on production costs.
The easiest way they could do that is by giving the Vulcans, Romulans,
and Klingons pointed ears and a different set of clothing. Really
really cheap aliens to be sure.

Problem is 20 years later when Next Generation came along they had a
lot bigger budget from Paramount Television, but all the known alien
races like Vulcans and Romulans were set in that 1960's  style of
humans with really pointed ears. The only aliens that had a dramatic
make over was the Klingons which got a new ridge on their foreheads,
pointed teeth, longer hair, and beards. They looked more alien than
their 60's counterparts, but were still pretty human looking.

Point being that practically from the day shooting began Star Trek's
aliens were a victim of budgetary concerns. While there have been some
alien looking aliens throughout the later series the fact of the
matter is the more human looking races were used primarily to cut
production costs down.

Fortunately, for us we don't have that problem. Since our game will be
primarily text it costs us nothing but a little time to describe a
totally unique creature that is more alien than any television show or
movie would. Plus since we aren't concerned with Class M planets we
can create worlds with a totally different environment than our own
that would be truly alien. What such a world and its aliens would look
like I don't know off the top of my head, but I'm sure I'd have fun
thinking up such a totally new concept from scratch.

Cheers!


On 8/10/12, dark d...@xgam.org wrote:
 Hi Tom.
 I agree that we need more sf games, but I'm afraid I disagree that
modifying

 existing fiction is intrinsically a good idea.

 For instance, if I was playing a game in which you were captain cook of
the

 star ship endeaver, exploring planets on behalf of the union of
confederated

 worlds, encountering races such as the war like Kringor and the cunning
 rymans, it would just feel like a cheap copy to me, and indeed the
 similarity to existing material would make it feel unoriginal.

 Rather, I'd love to see a game that used basic sf concepts, eg, travel
 through hyper space, alien races etc, to tell a new story, and give us
 something to explore that we haven't seen before.

 For instance, in startrek the federation is sort of the goodie two shoes
of

 the galaxy,  what would happen if the federation were a bit more like
a

 real human country, ie, mostly out for their own interests. While Babylon
5

 explored this idea, babylon 5 also had humans as one of the five or so
major

 powers,  well what would happen if humans weren't! a major power, but
 comparatively miner in scale, perhaps being employed as mercenaries or
pawns

 in alien wars.

 Also, where do humans get! the technology able to fly through space, 
 perhaps it's alien in origin to begin with.

 The heechee novels by fredrich pohl (or at least the first two

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread dark

Hi Tom.

I agree with all of this, and though I never got to play those dos text 
adventures back in the 90's,  mostly simply because I didn't know such 
things existed for pc computers (a pc was for working on after all), I have 
played several sinse, in fact as you know at the moment I'm beta testing 
Eamon deluxe, and some of the adventures produced for that platform are 
really exceptional, especially because Eamon has so few verbs to use, simply 
get glass and drink glass when you want to drink the water will do.


the only issue with eamon at the moment, is that though the graphical 
version will! be multiplatform, because dosbox and screen readers won't 
cooperate, the only way of running it is through the windows console, which 
won't work on 64 bit windows. I know Frank is trying to find a way around 
this, but nothing has come up as yet.


As you know I've largely given up on playing if these days sinse the puzzles 
and such just got too frustrating when I want to continue with the story.


I actually very much want to write an text rpg of some sort myself, though 
whether that would mean learning python, bgt or some other language, or just 
using the eamon dungeon designer and learning enough basic to add what 
specials I want I'm not sure.


I do have an rpg and complete combat system in mind in my brain, it's just a 
case of finding the best avinue to make it work when i have time.


Beware the grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread dark

Hi Tom.

I know Aprone has said castaways because of the way it was coded was pretty 
much expanded as far as it could go, so it's probably more a question of 
Aprone developing a castaways Ii in the future.


Much as I like swamp (though my account is probably gone as I haven't played 
for a while), I do hope Aprone would considder a larger castaways as his 
next project, sinse I don't think any stratogy game has quite grabbed my 
attention in the same way castaways did, and I'd love to see more,   
indeed, as far as I'm concerned, the more complex the better!


Beware the grue!

dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread Ben
I hate to disagree with you on this point dark: castaways grabbed my
intention, but for all the wrong reasons: it just didn't feel right at all,
and whenever I tried to build anything it was like you can't build here I
just got so sick of the idea that I threw it out with the rest of the
virtual trash :d if only the readme was easy to understand for that game...
:d

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 10 August 2012 08:21
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Tom.

I know Aprone has said castaways because of the way it was coded was pretty
much expanded as far as it could go, so it's probably more a question of
Aprone developing a castaways Ii in the future.

Much as I like swamp (though my account is probably gone as I haven't played
for a while), I do hope Aprone would considder a larger castaways as his
next project, sinse I don't think any stratogy game has quite grabbed my
attention in the same way castaways did, and I'd love to see more, 
indeed, as far as I'm concerned, the more complex the better!

Beware the grue!

dark. 


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread dark

Hi Tom.
I agree that we need more sf games, but I'm afraid I disagree that modifying 
existing fiction is intrinsically a good idea.


For instance, if I was playing a game in which you were captain cook of the 
star ship endeaver, exploring planets on behalf of the union of confederated 
worlds, encountering races such as the war like Kringor and the cunning 
rymans, it would just feel like a cheap copy to me, and indeed the 
similarity to existing material would make it feel unoriginal.


Rather, I'd love to see a game that used basic sf concepts, eg, travel 
through hyper space, alien races etc, to tell a new story, and give us 
something to explore that we haven't seen before.


For instance, in startrek the federation is sort of the goodie two shoes of 
the galaxy,  what would happen if the federation were a bit more like a 
real human country, ie, mostly out for their own interests. While Babylon 5 
explored this idea, babylon 5 also had humans as one of the five or so major 
powers,  well what would happen if humans weren't! a major power, but 
comparatively miner in scale, perhaps being employed as mercenaries or pawns 
in alien wars.


Also, where do humans get! the technology able to fly through space,   
perhaps it's alien in origin to begin with.


The heechee novels by fredrich pohl (or at least the first two), for 
instance imagine humanity discovering an asteroid full of alien ships, but 
nobody has any idea how to fly them so it's just a case of set the preset 
controls and see where you end up. Perhaps near some valuable alien tech or 
astronomical data that could make you rich, or perhaps too close to a 
neutron star!


Same goes for planet exploring really, indeed one of the things that always 
confused me a bit in startrek was the way that so many alien races looked 
human,  what happened to the real! aliens, (this was actually one thing 
I think Doctor who got right).


Just some thoughts, but personally sinse it's the exploration of different 
worlds I' appreciate, it'd be nice if those worlds could! be different, 
rather than just a rehash of what we've seen before.


Beware the grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread dark

Hi tom.

i wasn't really thinking of easter eggs, sinse easter eggs are usually more 
of an after thought than anything else, I was thinking of items which were 
actually in the game to collect, but which the average player would probably 
only collect half of.


Look at the zelda games for example. Heart peaces to expand your energy 
meater are scattered around the game hidden in different locations, but you 
don't need! all of them to finish the game.


Suppose for instance in mota in each level you included an energy boost that 
would raise your health by 10 percent, rather like the heart tanks in the 
mega man x games. A player could! complete the game on the standard %100 
energy, though bits would be fairly tough, but if a player explores every 
inch of every level, they will get rewarded.


Once a player finishes the game, they could then also spend time trying to 
find all those expantions.


This also means that you could hide expantions in especially hard to find or 
hard to reach places as well, sinse your not expecting! players to gather 
them first time around.


This is the sort of thing I meant, more than bonus easter eggs which 
required random actions to unlock. I personally much prefer expantions that 
players can work! towards getting, than random content that you would only 
find out about if you pick up the keyboard, press z a b d c e f, spin round 
three times singing puff the magic dragon and then hitt escape! :D.


Beware the grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread dark

That's a shame ben, sinse the game is exceptional!

Maybe if you give it another try you could let us know the problems your 
having, sinse as I said I'm well impressed with the game.


beware the grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread Thomas Ward
Hi Dark,

Well, if you ever want to join forces on a RPG project let me know.
Although, I use to do a lot of creative writing in my younger years
all the good ideas seem to have vanished once I hit 30 or so. So if
you want to be the brains I can certainly be the programmer. :D

Cheers!


On 8/10/12, dark d...@xgam.org wrote:
 Hi Tom.

 I agree with all of this, and though I never got to play those dos text
 adventures back in the 90's,  mostly simply because I didn't know such
 things existed for pc computers (a pc was for working on after all), I have

 played several sinse, in fact as you know at the moment I'm beta testing
 Eamon deluxe, and some of the adventures produced for that platform are
 really exceptional, especially because Eamon has so few verbs to use, simply

 get glass and drink glass when you want to drink the water will do.

 the only issue with eamon at the moment, is that though the graphical
 version will! be multiplatform, because dosbox and screen readers won't
 cooperate, the only way of running it is through the windows console, which

 won't work on 64 bit windows. I know Frank is trying to find a way around
 this, but nothing has come up as yet.

 As you know I've largely given up on playing if these days sinse the puzzles

 and such just got too frustrating when I want to continue with the story.

 I actually very much want to write an text rpg of some sort myself, though
 whether that would mean learning python, bgt or some other language, or just

 using the eamon dungeon designer and learning enough basic to add what
 specials I want I'm not sure.

 I do have an rpg and complete combat system in mind in my brain, it's just a

 case of finding the best avinue to make it work when i have time.

 Beware the grue!

 Dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread Thomas Ward
HI Dark,

Well, you certainly raise some good points here. I agree something
original would certainly be preferable  than a Star Trek knock-off. I
was merely pointing out that one wouldn't have to invent everything
from scratch if they used a template. However, for myself I probably
wouldn't try to copy Star Trek for the same reasons as you gave below.
Namely that it would look like a cheap knock-off and therefore
wouldn't be as satisfying as really exploring strange new worlds, too
seek out new life, too seek out new civilizations, and to go where no
man has gone before. Sorry, just had to say that. Lol!

Anyway, I have to agree with you on the fact that Star Trek tends to
be too idealistic and the Federation is often represented as some kind
of future utopian society. For one thing I personally feel such a view
of humanity is completely unrealistic, and from a gaming point of view
doesn't have enough intrigue to keep the gamer interested in the
storyline. If we populate the galaxy with hundreds of worlds, hundreds
of races, all with their own interests and beliefs then that gives the
game much more room to grow and expand. Especially, since we have more
freedom to create each of our alien races from scratch.

The problem with Star Trek is, as you pointed out, that most of them
are very human looking. The reason for that is simple enough. Its
called money.

From what I understand back in the mid 1960's when Star Trek was being
created Dessy Lu gave the Star Trek production staff a limited budget
to work with. Since costumes and special effects were extremely
expensive they always found ways to cut corners on production costs.
The easiest way they could do that is by giving the Vulcans, Romulans,
and Klingons pointed ears and a different set of clothing. Really
really cheap aliens to be sure.

Problem is 20 years later when Next Generation came along they had a
lot bigger budget from Paramount Television, but all the known alien
races like Vulcans and Romulans were set in that 1960's  style of
humans with really pointed ears. The only aliens that had a dramatic
make over was the Klingons which got a new ridge on their foreheads,
pointed teeth, longer hair, and beards. They looked more alien than
their 60's counterparts, but were still pretty human looking.

Point being that practically from the day shooting began Star Trek's
aliens were a victim of budgetary concerns. While there have been some
alien looking aliens throughout the later series the fact of the
matter is the more human looking races were used primarily to cut
production costs down.

Fortunately, for us we don't have that problem. Since our game will be
primarily text it costs us nothing but a little time to describe a
totally unique creature that is more alien than any television show or
movie would. Plus since we aren't concerned with Class M planets we
can create worlds with a totally different environment than our own
that would be truly alien. What such a world and its aliens would look
like I don't know off the top of my head, but I'm sure I'd have fun
thinking up such a totally new concept from scratch.

Cheers!


On 8/10/12, dark d...@xgam.org wrote:
 Hi Tom.
 I agree that we need more sf games, but I'm afraid I disagree that modifying

 existing fiction is intrinsically a good idea.

 For instance, if I was playing a game in which you were captain cook of the

 star ship endeaver, exploring planets on behalf of the union of confederated

 worlds, encountering races such as the war like Kringor and the cunning
 rymans, it would just feel like a cheap copy to me, and indeed the
 similarity to existing material would make it feel unoriginal.

 Rather, I'd love to see a game that used basic sf concepts, eg, travel
 through hyper space, alien races etc, to tell a new story, and give us
 something to explore that we haven't seen before.

 For instance, in startrek the federation is sort of the goodie two shoes of

 the galaxy,  what would happen if the federation were a bit more like a

 real human country, ie, mostly out for their own interests. While Babylon 5

 explored this idea, babylon 5 also had humans as one of the five or so major

 powers,  well what would happen if humans weren't! a major power, but
 comparatively miner in scale, perhaps being employed as mercenaries or pawns

 in alien wars.

 Also, where do humans get! the technology able to fly through space, 
 perhaps it's alien in origin to begin with.

 The heechee novels by fredrich pohl (or at least the first two), for
 instance imagine humanity discovering an asteroid full of alien ships, but
 nobody has any idea how to fly them so it's just a case of set the preset
 controls and see where you end up. Perhaps near some valuable alien tech or

 astronomical data that could make you rich, or perhaps too close to a
 neutron star!

 Same goes for planet exploring really, indeed one of the things that always

 confused me a bit in startrek was the way that so 

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread Thomas Ward
Hi Ben,

Sorry, to hear that. Castaways is actually a very decent game once you
know how to play it, and to be honest I never thought much
documentation was needed.

To give you an example you said the game kept giving you the you
can't build hear error which means you are trying to build on rocky
ground or on a forest or something. The obvious solution to that
problem is to find a clear patch of ground where you can build a
building or create a farm. I would have thought that would be just
common sense. :D

Cheers!


On 8/10/12, Ben gamehead...@aol.co.uk wrote:
 I hate to disagree with you on this point dark: castaways grabbed my
 intention, but for all the wrong reasons: it just didn't feel right at all,
 and whenever I tried to build anything it was like you can't build here I
 just got so sick of the idea that I threw it out with the rest of the
 virtual trash :d if only the readme was easy to understand for that game...
 :d

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread dark

hi tom.

Actually I might take you up on that once my thesis in finished,  though 
sinse I'm thirty soon myself hopefully I won't lose all my! mad ideas :d.


Actually I did have an sf plot for a game and setting in mind, but I'll 
discuss that with you off list as and when I have time to write a full 
synopses.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 10, 2012 12:16 PM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games



Hi Dark,

Well, if you ever want to join forces on a RPG project let me know.
Although, I use to do a lot of creative writing in my younger years
all the good ideas seem to have vanished once I hit 30 or so. So if
you want to be the brains I can certainly be the programmer. :D

Cheers!


On 8/10/12, dark d...@xgam.org wrote:

Hi Tom.

I agree with all of this, and though I never got to play those dos text
adventures back in the 90's,  mostly simply because I didn't know 
such
things existed for pc computers (a pc was for working on after all), I 
have


played several sinse, in fact as you know at the moment I'm beta testing
Eamon deluxe, and some of the adventures produced for that platform are
really exceptional, especially because Eamon has so few verbs to use, 
simply


get glass and drink glass when you want to drink the water will do.

the only issue with eamon at the moment, is that though the graphical
version will! be multiplatform, because dosbox and screen readers won't
cooperate, the only way of running it is through the windows console, 
which


won't work on 64 bit windows. I know Frank is trying to find a way around
this, but nothing has come up as yet.

As you know I've largely given up on playing if these days sinse the 
puzzles


and such just got too frustrating when I want to continue with the story.

I actually very much want to write an text rpg of some sort myself, 
though
whether that would mean learning python, bgt or some other language, or 
just


using the eamon dungeon designer and learning enough basic to add what
specials I want I'm not sure.

I do have an rpg and complete combat system in mind in my brain, it's 
just a


case of finding the best avinue to make it work when i have time.

Beware the grue!

Dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread Darren Harris
Hi tom.

Lol does this mean we'll finally get a cross between elite and sivelisation?
Now that makes the mind boggle doesn't it! oh the thought of that! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 10 August 2012 12:17
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Dark,

Well, if you ever want to join forces on a RPG project let me know.
Although, I use to do a lot of creative writing in my younger years all the
good ideas seem to have vanished once I hit 30 or so. So if you want to be
the brains I can certainly be the programmer. :D

Cheers!


On 8/10/12, dark d...@xgam.org wrote:
 Hi Tom.

 I agree with all of this, and though I never got to play those dos 
 text adventures back in the 90's,  mostly simply because I didn't 
 know such things existed for pc computers (a pc was for working on 
 after all), I have

 played several sinse, in fact as you know at the moment I'm beta 
 testing Eamon deluxe, and some of the adventures produced for that 
 platform are really exceptional, especially because Eamon has so few 
 verbs to use, simply

 get glass and drink glass when you want to drink the water will do.

 the only issue with eamon at the moment, is that though the graphical 
 version will! be multiplatform, because dosbox and screen readers 
 won't cooperate, the only way of running it is through the windows 
 console, which

 won't work on 64 bit windows. I know Frank is trying to find a way 
 around this, but nothing has come up as yet.

 As you know I've largely given up on playing if these days sinse the 
 puzzles

 and such just got too frustrating when I want to continue with the story.

 I actually very much want to write an text rpg of some sort myself, 
 though whether that would mean learning python, bgt or some other 
 language, or just

 using the eamon dungeon designer and learning enough basic to add what 
 specials I want I'm not sure.

 I do have an rpg and complete combat system in mind in my brain, it's 
 just a

 case of finding the best avinue to make it work when i have time.

 Beware the grue!

 Dark.


 ---
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread Thomas Ward
Hi Darren,

Ah, probably not. Is quite mind boggling when you think about it though. :D

Cheers!


On 8/10/12, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi tom.

 Lol does this mean we'll finally get a cross between elite and
 sivelisation?
 Now that makes the mind boggle doesn't it! oh the thought of that!

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-10 Thread Thomas Ward
Hi Dark,

Sounds fair enough. Heaven knows I could use an extra person to help
me develop ideas for a great space exploration adventure. Its not that
I'm out of ideas precisely but that I've gotten set in my ways. Over
the years I've been heavily influenced by other people's ideas and its
hard to separate that from my own ideas.

What I mean by that is I'm a child of the 70's and 80's. I was around
when Star Wars  was introduced to the public, I became a huge fan of
that particular science fiction storyline, and it has become a major
influence in my life. I've read books, collected action figures,
watched the movies, and now its a part of my life.

At the same time I was around when Star Trek made its major come back.
When the show was canceled in 1969 everyone pretty much assumed that
it would fade away, be forgotten, and never be heard of again.
Throughout the 70's though a strange thing happened. As Star Trek went
through reruns it became more popular in syndication than during its
original 1966 to 1969 run. Inspired by this serge of new viewership
Paramount came out with Star Trek the Motion picture, and the other
sequels.  Eventually, Paramount would go on to create three new
series: Next Generation, Deep Space 9, Voyager, and Enterprise which
were more popular than the original show that started it all.

Bottom line, you can pick any classic SF author from the 40's, 50's,
and even the 60's and they all could think out of the box. There was
no extremely popular science fiction movies or weekly television
series to influence their writing and compare their work to. In fact,
all of the early  science fiction movies like War of the Worlds, the
Day the Earth Stood Still, Forbidden Planet, the Blob, etc were given
B movie status. No producer or film studio was going to go out on a
limb to make a big budget film dealing with aliens, UFOs, and space
travel. Big budget SF really didn't come into its own until movies
like Star Wars put science fiction on the map for the average person.

The end result of all this is growing up my primary sources of science
fiction were Buck Rodjers, Star Trek, Star Wars, Battlestar Galactica,
Lost in Space, the Invaders, and V.That's not such a bad thing per
say, but certain things like Star Trek have both inspired my
imagination and dulled it at the same time.

To give you an example of what I mean I'll take you back to a high
school class assignment. My teacher posted several pictures on the
board and we were suppose to pick one and write a story about it. As
it happened one of the pictures was a spaceship, and I naturally
picked that one.

Now, I obviously wasn't allowed to write a story about Buck Rodjers,
Star Trek,  Star Wars, or any other well known sci-fi series. I
remember spending a couple of days struggling to think of something
original.In the end I couldn't do it. What I ended up with is a Star
Trek wannabe with some Star Wars references thrown in for good
measure.

For example, instead of the Star Trek communicator I decided to borrow
the Star Wars comlink for my crew. Instead of carrying phasers my crew
were carrying around hand blasters. Instead of ship phasers I think
the ship had ion cannons. Like where have wee seen this technology
before?

Of course that was Star Wars contribution to the mix. Warp drive,
transporters, tricorders, and several other things were from Star
Trek. The Cydonians was an obvious reference to the Cylons from
Battlestar Galactica. On and on I could go. I think I probably lifted
every good idea anyone ever had from some sci-fi series or another. I
didn't invent or create anything on my own. It took me several years
before I realized why I disliked the story so much.

When I got into college and took a creative writing course the
instructor taught us how to outline our thoughts, flesh out ideas, and
give them substance before we sat down and wrote any kind of story. He
taught us how to filter out ideas that were used by someone else and
either improve it or replaceit with something more unique. As it
happened that course did improve both my writing and my next attempt
at a science fiction story was much better.

It was about this time when I realized exactly why I didn't like my
earlier attempts at a science fiction story. First, they were not well
thought out. I was just writing by the seat of my pants, and I threw
things together as I went. Second, when I couldn't think up some new
technology on the spot I borrowed some idea from another SF series and
hoped I wouldn't get caught. Finally, when I turned in the final draft
of my story I knew it was a mosaic collection of stolen ideas and I
hadnt written anything original. It was,as I said before, a Star Trek
wannabe without being the authentic article.

I guess the point of all of this is that while I can sit down, outline
a new story, create new and original content, I've always felt like it
is substandard work.  In my mind I'm trying to compete with Star Trek,
Star Wars, Battlestar 

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Thomas Ward
Hi Dark,

I've thought of doing this many times, but as has already ben said the
problem is time. I could spend x hours thinking of nifty ways to hide
items, to add unlockable content, etc but unfortunately most users
will have solved the puzzles in a week reducing the replay value of
the game.

For instance, all of the Tomb Raider games are good about putting
items in very unusual locations.Sometimes items are hidden inside
other items such as a med kit hidden inside a saramic jar. Either that
or there is a maze of sorts required to locate a certain item such as:
climb a stone wall to a ledge, run and jump onto a hire ledge, then
jump from that ledge a few feet away, and look in a niche to find an
artifact or weapon. That's cool, but how many hours did the
programmers spend thinking up and then coding all that extra content
into the game just to get that one specific item. Its not beyond an
independent developer's abilities to do, but it will take a lot more
extra time to think up and then program.

The other issue is how to draw a blind gamer's attention to the secret
stash. In games like Tomb Raider the niche is visible, but fits into
the background so well that a person may miss it a few times when
playing. In addition there are niches placed in the game that contain
nothing which are a bit of a red haring. I suppose a person could have
a hot key that speaks something like, niche above and to the right 3
meters. That might work from an accessibility standpoint, but if you
have to tell someone where the niche in the wall is that is as good as
giving away half the secret right there.

About the only way I can see to kind of hide items is to use pictures
or images in various rooms. That is have it mention there is a picture
on the wall in each room. Some are nothing more than pictures, but if
you press enter on the right one it will swing out revealing a hidden
corridor or perhaps a niche in the wall where goodies are stached.
This forces the player to try each and every picture in the game to
find out if items are hidden behind it.

Cheers!

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Darren Harris
hi dark,

yeah apart from the gbm there isn't any npc's in that galaxy. mind you having 
said that, i don't know when i last did an npc mission. i've been more 
interested in combat and getting goods for my malls. i may do a bit more 
salvaging though i do rather enjoy that.

Sent from my iPad

On 8 Aug 2012, at 23:24, dark d...@xgam.org wrote:

 Hi Darren.
 
 That is true, I particularly enjoy planet or derelict exploring, though i 
 will confess the fact that there don't seem to be unique npcs or missions 
 throughout a lot of furnice I find rather disappointing, sinse if all a new 
 system is is another place to haul etc with nothing new to do it can feel a 
 little samy.
 
 Actually I need to get back to Ce, i've not played in a few days sinse I've 
 been playing alteraeon.
 
 Beware the grue!
 
 Dark.
 - Original Message - From: Darren Harris 
 darren_g_har...@btinternet.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Wednesday, August 08, 2012 9:22 PM
 Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games
 
 
 Hi dark,
 
 I think that's why I like ce so much, the playable area is so large
 comparatively and so many things to find!
 
 I love games with large area's to explore or colonise as you see fit
 depending on the game of course.
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: 08 August 2012 18:42
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games
 
 Hi Aprone.
 
 I do take the point, however there are two contrary points to considder.
 Firstly, the need for complexity and size in map design. The swamp map is

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread dark

Hi tom.

The time aspect is true, though at the same time (ha ha), I don't really 
think the full power of audio mazes have been explored as yet, even in a 
game like shades of doom. After all, in shear size of area to traverse 
something like tomb rader, metroid,  or even Turrican has much larger 
levels than we've seen in audio thus far, and the larger the area, the more 
difficult things are to find.


The searching problem is a point, but in many of the earlier metroid games 
all items were actually pretty much in plane site, or in sites and 
configurations of ledges that implied the player should search more 
completely, and this technique could work in audio. For instance, in the 
first level of shades there is that corridor with those tiny 2 x 2 rooms 
going off it. Suppose, items were hidden in the back walls of some! of those 
sorts of rooms, leading players to have to check those size rooms when they 
come to them.


Ditto with sound sorces such as radios.

Another technique might be some form of scanning, where by you come upon 
many objects and need to scan them to determine items, though once again, 
unless this was tied to some sort of configuration in the maze having to 
scan every single object or picture or bit of background could get annoying, 
but if the player had just gone through many small passages to find a tiny 
room with a jar or a statue or whatever, ods are that statue would possibly 
contain something good, where jars and statues in more obvious places don't.


Then of course there's the fact that in such games, expantion items are 
supposed! to take time to find, so having players check all objects would be 
a way of increasing the play time of the game.


Beware the grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Darren Harris
certainly with the original doom games once you worked out where things were 
then you new what to do. i still loved it though. 

Sent from my iPad

On 9 Aug 2012, at 07:27, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Dark,
 
 I've thought of doing this many times, but as has already ben said the
 problem is time. I could spend x hours thinking of nifty ways to hide
 items, to add unlockable content, etc but unfortunately most users
 will have solved the puzzles in a week reducing the replay value of
 the game.
 
 For instance, all of the Tomb Raider games are good about putting
 items in very unusual locations.Sometimes items are hidden inside
 other items such as a med kit hidden inside a saramic jar. Either that
 or there is a maze of sorts required to locate a certain item such as:
 climb a stone wall to a ledge, run and jump onto a hire ledge, then
 jump from that ledge a few feet away, and look in a niche to find an
 artifact or weapon. That's cool, but how many hours did the
 programmers spend thinking up and then coding all that extra content
 into the game just to get that one specific item. Its not beyond an
 independent developer's abilities to do, but it will take a lot more
 extra time to think up and then program.
 
 The other issue is how to draw a blind gamer's attention to the secret
 stash. In games like Tomb Raider the niche is visible, but fits into
 the background so well that a person may miss it a few times when
 playing. In addition there are niches placed in the game that contain
 nothing which are a bit of a red haring. I suppose a person could have
 a hot key that speaks something like, niche above and to the right 3
 meters. That might work from an accessibility standpoint, but if you
 have to tell someone where the niche in the wall is that is as good as
 giving away half the secret right there.
 
 About the only way I can see to kind of hide items is to use pictures
 or images in various rooms. That is have it mention there is a picture
 on the wall in each room. Some are nothing more than pictures, but if
 you press enter on the right one it will swing out revealing a hidden
 corridor or perhaps a niche in the wall where goodies are stached.
 This forces the player to try each and every picture in the game to
 find out if items are hidden behind it.
 
 Cheers!
 
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread dark
Well Mal's aren't something that really interested me in the game, a little 
too economic and usually I can do just as well selling loot on the gbm.


My problem with lack of npcs is that different npcs give the locations some 
sort of meaning. For instance the lady on meltram in Eathan has the missions 
to get into couria work, while the monks on brandric in uscosia have 
missions for ip etc, which gives the location a bit more interest than just 
another generic planet.


I'm a little sorry coops hasn't added more npc missions to the game as yet.

Beware the Grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2012 8:15 AM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games



hi dark,

yeah apart from the gbm there isn't any npc's in that galaxy. mind you 
having said that, i don't know when i last did an npc mission. i've been 
more interested in combat and getting goods for my malls. i may do a bit 
more salvaging though i do rather enjoy that.


Sent from my iPad

On 8 Aug 2012, at 23:24, dark d...@xgam.org wrote:


Hi Darren.

That is true, I particularly enjoy planet or derelict exploring, though i 
will confess the fact that there don't seem to be unique npcs or missions 
throughout a lot of furnice I find rather disappointing, sinse if all a 
new system is is another place to haul etc with nothing new to do it can 
feel a little samy.


Actually I need to get back to Ce, i've not played in a few days sinse 
I've been playing alteraeon.


Beware the grue!

Dark.
- Original Message - From: Darren Harris 
darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, August 08, 2012 9:22 PM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games



Hi dark,

I think that's why I like ce so much, the playable area is so large
comparatively and so many things to find!

I love games with large area's to explore or colonise as you see fit
depending on the game of course.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of dark
Sent: 08 August 2012 18:42
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Aprone.

I do take the point, however there are two contrary points to considder.
Firstly, the need for complexity and size in map design. The swamp map 
is


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Darren Harris
dark you just hit on the reason why i played shades once and that was it. once 
i had gotten to the boss on lvl9 that was it for me really. it was a good game 
as far as it went but it was very small in comparison to what i am otherwise 
used to. 

i haven't played entombed for a while but i do think for an audio game that 
it's rather big actually. 

Sent from my iPad

On 9 Aug 2012, at 08:20, dark d...@xgam.org wrote:

 Hi tom.
 
 The time aspect is true, though at the same time (ha ha), I don't really 
 think the full power of audio mazes have been explored as yet, even in a game 
 like shades of doom. After all, in shear size of area to traverse something 
 like tomb rader, metroid,  or even Turrican has much larger levels than 
 we've seen in audio thus far, and the larger the area, the more difficult 
 things are to find.
 
 The searching problem is a point, but in many of the earlier metroid games 
 all items were actually pretty much in plane site, or in sites and 
 configurations of ledges that implied the player should search more 
 completely, and this technique could work in audio. For instance, in the 
 first level of shades there is that corridor with those tiny 2 x 2 rooms 
 going off it. Suppose, items were hidden in the back walls of some! of those 
 sorts of rooms, leading players to have to check those size rooms when they 
 come to them.
 
 Ditto with sound sorces such as radios.
 
 Another technique might be some form of scanning, where by you come upon many 
 objects and need to scan them to determine items, though once again, unless 
 this was tied to some sort of configuration in the maze having to scan every 
 single object or picture or bit of background could get annoying, but if the 
 player had just gone through many small passages to find a tiny room with a 
 jar or a statue or whatever, ods are that statue would possibly contain 
 something good, where jars and statues in more obvious places don't.
 
 Then of course there's the fact that in such games, expantion items are 
 supposed! to take time to find, so having players check all objects would be 
 a way of increasing the play time of the game.
 
 Beware the grue!
 
 Dark. 
 
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Darren Harris
hi dark,

i have a feeling that a lot of npc's will come with lvl6 stuff. with lvl6 will 
come new locations hopefully. i would like to see exploration expanded a bit 
more whereby you are sent to a location in space and need to map it. i don't 
mean specifically the expanse but just in general to go map a specific area of 
space. once it's mapped it's available for all. 

Sent from my iPad

On 9 Aug 2012, at 08:22, dark d...@xgam.org wrote:

 Well Mal's aren't something that really interested me in the game, a little 
 too economic and usually I can do just as well selling loot on the gbm.
 
 My problem with lack of npcs is that different npcs give the locations some 
 sort of meaning. For instance the lady on meltram in Eathan has the missions 
 to get into couria work, while the monks on brandric in uscosia have missions 
 for ip etc, which gives the location a bit more interest than just another 
 generic planet.
 
 I'm a little sorry coops hasn't added more npc missions to the game as yet.
 
 Beware the Grue!
 
 Dark.
 - Original Message - From: Darren Harris 
 darren_g_har...@btinternet.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, August 09, 2012 8:15 AM
 Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games
 
 
 hi dark,
 
 yeah apart from the gbm there isn't any npc's in that galaxy. mind you 
 having said that, i don't know when i last did an npc mission. i've been 
 more interested in combat and getting goods for my malls. i may do a bit 
 more salvaging though i do rather enjoy that.
 
 Sent from my iPad
 
 On 8 Aug 2012, at 23:24, dark d...@xgam.org wrote:
 
 Hi Darren.
 
 That is true, I particularly enjoy planet or derelict exploring, though i 
 will confess the fact that there don't seem to be unique npcs or missions 
 throughout a lot of furnice I find rather disappointing, sinse if all a new 
 system is is another place to haul etc with nothing new to do it can feel a 
 little samy.
 

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread dark

Hi Darren.

while I have replayed shades a couple of times for the experience, as indeed 
I replay several games, i agree about the size.


With entombed the mazes are in fact large, but the main problem is that 
navigating them really doesn't serve any purpose. if Jason had completed 
some of his original design ideas for the game and added different 
environments, traps, treasures to find etc the mazes would I think have 
served more of a point, but as it stands the mazes really don't impact on 
the entombed game that much, sinse all they really are is breaks betwene 
each fight.


Beware the grue!

dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread dark
Interesting thought darren, though I'd be concerned there was enough space 
to go around betwene all of Ce's many players,  though i suppose space 
is pretty big so there theoretically shouldn't be a limit on the amount you 
could explore or the number of exlorers there could be.


I do agree It would however be really great to do the hole star trek style 
bouldly going bit in the game, indeed that's one thing I've always fancied 
about games like miriani and star conquest, just being able to fly around in 
space and explore, though the pvp aspects there have always really turned me 
off both.


Beware the Grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2012 8:31 AM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games



hi dark,

i have a feeling that a lot of npc's will come with lvl6 stuff. with lvl6 
will come new locations hopefully. i would like to see exploration 
expanded a bit more whereby you are sent to a location in space and need 
to map it. i don't mean specifically the expanse but just in general to go 
map a specific area of space. once it's mapped it's available for all.


Sent from my iPad

On 9 Aug 2012, at 08:22, dark d...@xgam.org wrote:

Well Mal's aren't something that really interested me in the game, a 
little too economic and usually I can do just as well selling loot on the 
gbm.


My problem with lack of npcs is that different npcs give the locations 
some sort of meaning. For instance the lady on meltram in Eathan has the 
missions to get into couria work, while the monks on brandric in uscosia 
have missions for ip etc, which gives the location a bit more interest 
than just another generic planet.


I'm a little sorry coops hasn't added more npc missions to the game as 
yet.


Beware the Grue!

Dark.
- Original Message - From: Darren Harris 
darren_g_har...@btinternet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2012 8:15 AM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games



hi dark,

yeah apart from the gbm there isn't any npc's in that galaxy. mind you 
having said that, i don't know when i last did an npc mission. i've been 
more interested in combat and getting goods for my malls. i may do a bit 
more salvaging though i do rather enjoy that.


Sent from my iPad

On 8 Aug 2012, at 23:24, dark d...@xgam.org wrote:


Hi Darren.

That is true, I particularly enjoy planet or derelict exploring, though 
i will confess the fact that there don't seem to be unique npcs or 
missions throughout a lot of furnice I find rather disappointing, sinse 
if all a new system is is another place to haul etc with nothing new to 
do it can feel a little samy.




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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Darren Harris
Hi dark,

When it comes to entombed I agree.

Is Jason still developing it do you know? I haven't heard 1 way or the other
to be honest so am just curious to be honest. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 09 August 2012 08:57
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Darren.

while I have replayed shades a couple of times for the experience, as indeed
I replay several games, i agree about the size.

With entombed the mazes are in fact large, but the main problem is that
navigating them really doesn't serve any purpose. if Jason had completed
some of his original design ideas for the game and added different
environments, traps, treasures to find etc the mazes would I think have
served more of a point, but as it stands the mazes really don't impact on
the entombed game that much, sinse all they really are is breaks betwene
each fight.

Beware the grue!

dark. 


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread dark

Hi darren.

last I heard he wanted to work on a more expanded sequal,sinse he felt that 
it would be easier starting from scratch than trying to add all the 
requested features and balancing to the main game.


Hopefully we'll see something like this from him in the future.

beware the grue1

dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, August 09, 2012 9:59 AM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games



Hi dark,

When it comes to entombed I agree.

Is Jason still developing it do you know? I haven't heard 1 way or the 
other

to be honest so am just curious to be honest.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 09 August 2012 08:57
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Darren.

while I have replayed shades a couple of times for the experience, as 
indeed

I replay several games, i agree about the size.

With entombed the mazes are in fact large, but the main problem is that
navigating them really doesn't serve any purpose. if Jason had completed
some of his original design ideas for the game and added different
environments, traps, treasures to find etc the mazes would I think have
served more of a point, but as it stands the mazes really don't impact on
the entombed game that much, sinse all they really are is breaks betwene
each fight.

Beware the grue!

dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Darren Harris
I guess that makes more sense than trying to fix the currant game. Learn
from experience I guess.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 09 August 2012 09:59
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi darren.

last I heard he wanted to work on a more expanded sequal,sinse he felt that
it would be easier starting from scratch than trying to add all the
requested features and balancing to the main game.

Hopefully we'll see something like this from him in the future.

beware the grue1

dark.
- Original Message -
From: Darren Harris darren_g_har...@btinternet.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, August 09, 2012 9:59 AM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games


 Hi dark,

 When it comes to entombed I agree.

 Is Jason still developing it do you know? I haven't heard 1 way or the 
 other
 to be honest so am just curious to be honest.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: 09 August 2012 08:57
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

 Hi Darren.

 while I have replayed shades a couple of times for the experience, as 
 indeed
 I replay several games, i agree about the size.

 With entombed the mazes are in fact large, but the main problem is that
 navigating them really doesn't serve any purpose. if Jason had completed
 some of his original design ideas for the game and added different
 environments, traps, treasures to find etc the mazes would I think have
 served more of a point, but as it stands the mazes really don't impact on
 the entombed game that much, sinse all they really are is breaks betwene
 each fight.

 Beware the grue!

 dark.


 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
 send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Darren Harris
Well this is it when it comes to mechs isn't it, firstly as you say it is
voluntary and secondly well it is rather fun to say the least. 

I think unmoderated pvp is pointless it doesn't allow for progression in my
opinion. 

I would love a space game either browser or mud that's so vast in size that
it would take a good while for you to be able to find anybody else. 
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 09 August 2012 10:42
To: Gamers Discussion list
Subject: Re: [Audyssey] FW: Mapping, item collecting and puzzles in games

I rest my case.

it actually irritates me, sinse if there was a none pvp option I'd love to
try miriani for the exploring, fighting aliens , space flight and such, but
I don't want to be in a game where all my hard work can be destroyed just
because some ultra powerfull player sees me and is having a bad day.

Sinse I'm! not interested in attacking others, I don't see why they should
be allowed to ruin my game by attacking me.

Sadly, this seems to go for all the space muds, which is again why core
exiles with it's zero pvp is fantastic, (I don't really count mech combat,
sinse it's more of a sport or a minigame and has no affect on anything else,
plus is entirely voluntary anyway).

Beware the grue!

Dark. 


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread dark
yep darren that would rock, though to be absolutely honest multiplayer just 
doesn't interest me in games that much.


I will say the ce community are a great bunch of people and I do make the 
most out of trading, ndeed they're probably the nicest community I've seen 
in a multiplayer game, which is probably a direct result of Ce attracting 
players who aren't! interested in pvp.


All that being said, really the only reason I play multiplayer games like Ce 
or muds like alter is for what I can get out of them single player, indeed I 
suspect that if I had sufficient vision I'd be playing nothing but! main 
stream single player games like diablow or the star trek stratogy games, and 
wouldn't bother with multiplayer at all.


it's actually a shame nobody has yet developed a large and complete enough 
text rpg system to offer open ended space exploration,  or come to that, 
a real space flight action adventure game with proper navigation and freedom 
of control similar to the old classic elite.


Then again even in the fantasy setting, text rpgs are still pretty thin on 
the ground.


Beware the Grue!

Dark. 



---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Darren Harris
They're either out there and so obscure that not many people have found
them, or in development but the project is so large as to take a lot of time
or they don't exist yet. 

Yeah I loved elite and games like it. I've been well and truly spoiled by it
I think. Which is why a lot of the time I'm not that content with the sorts
of blind friendly games that there are out there. Am for ever looking around
to see what's around game wise but to be honest I keep coming back to core
exiles.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 09 August 2012 11:43
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

yep darren that would rock, though to be absolutely honest multiplayer just
doesn't interest me in games that much.

I will say the ce community are a great bunch of people and I do make the
most out of trading, ndeed they're probably the nicest community I've seen
in a multiplayer game, which is probably a direct result of Ce attracting
players who aren't! interested in pvp.

All that being said, really the only reason I play multiplayer games like Ce
or muds like alter is for what I can get out of them single player, indeed I
suspect that if I had sufficient vision I'd be playing nothing but! main
stream single player games like diablow or the star trek stratogy games, and
wouldn't bother with multiplayer at all.

it's actually a shame nobody has yet developed a large and complete enough
text rpg system to offer open ended space exploration,  or come to that,
a real space flight action adventure game with proper navigation and freedom
of control similar to the old classic elite.

Then again even in the fantasy setting, text rpgs are still pretty thin on
the ground.

Beware the Grue!

Dark. 


---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.



---
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread dark

Hi Darren.

I've actually never played elite, far too much text and too spacially 
complex, but I'd love to, indeed I'd really appreciate a complex space game 
in audio.


i can actually enjoy audio games like shades for their atmosphere,even if 
the exploration isn't what I'd desire, indeed it was the atmosphere of 
shades that impressed me first off and got me interested in audio games, 
however I do agree larger, more complex games are needed, it's just a shame 
they're also harder to create.


though by the same tocan we do have a lot of more extensive games now than 
when I started in accessible games, thanks to people like Jason, Phil and 
Aprone, I'd love for instance to see Aprone do a second, more complex 
castaways as that is by far the best stratogy game I've ever played, and 
absolutely the sort of single player, reactive interesting experience I'd 
like to see more of.


As to text, well one of the problems is that tthe if community, who you'd 
expect to be the first people to work on text games, actually have an 
avertion to anything rpg like or with mechanics, much less anything open 
ended and strategical.


I am hopefull though of what will be created for the portable device markit, 
sinse gamebooks and other text games are on the up at the moment. also, it's 
worth remembering that as far as specific space games go, smugglers 5 will 
be coming out this year, and niels has promised more gamebook like, open 
ended gameplay and to avoid the rather dragging middle section that made s4 
so problematic.


I'll also add that while Ce is great, I'm quite impressed with alter in it's 
exploration system and attention to single players and the general 
experience, rather than jkust multiplaying. The only thing that alter lacks 
for me are other activities beside go and kill stuff, or at least 
refignments such as hunting or randomly generated quests, but maybe Dentin 
will add such things in the future.


Beware the grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, August 09, 2012 1:08 PM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games



They're either out there and so obscure that not many people have found
them, or in development but the project is so large as to take a lot of 
time

or they don't exist yet.

Yeah I loved elite and games like it. I've been well and truly spoiled by 
it
I think. Which is why a lot of the time I'm not that content with the 
sorts
of blind friendly games that there are out there. Am for ever looking 
around

to see what's around game wise but to be honest I keep coming back to core
exiles.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 09 August 2012 11:43
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

yep darren that would rock, though to be absolutely honest multiplayer 
just

doesn't interest me in games that much.

I will say the ce community are a great bunch of people and I do make the
most out of trading, ndeed they're probably the nicest community I've seen
in a multiplayer game, which is probably a direct result of Ce attracting
players who aren't! interested in pvp.

All that being said, really the only reason I play multiplayer games like 
Ce
or muds like alter is for what I can get out of them single player, indeed 
I

suspect that if I had sufficient vision I'd be playing nothing but! main
stream single player games like diablow or the star trek stratogy games, 
and

wouldn't bother with multiplayer at all.

it's actually a shame nobody has yet developed a large and complete enough
text rpg system to offer open ended space exploration,  or come to 
that,
a real space flight action adventure game with proper navigation and 
freedom

of control similar to the old classic elite.

Then again even in the fantasy setting, text rpgs are still pretty thin on
the ground.

Beware the Grue!

Dark.


---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.



---
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If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Darren Harris
There's going to be a smugglers 5? What do you know about it? 

I liked smugglers for what it was but I got bored with it at the same time
because beyond the storyline there wasn't really anything else to do. No
form of manufacturing, real trading etc that sort of thing. 

Yes we are in need of some far bigger games, I'd love to see castaways for
example on a much larger scale. A far bigger map and with more to do as in
resource building more defending etc. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 09 August 2012 13:45
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Darren.

I've actually never played elite, far too much text and too spacially
complex, but I'd love to, indeed I'd really appreciate a complex space game
in audio.

i can actually enjoy audio games like shades for their atmosphere,even if
the exploration isn't what I'd desire, indeed it was the atmosphere of
shades that impressed me first off and got me interested in audio games,
however I do agree larger, more complex games are needed, it's just a shame
they're also harder to create.

though by the same tocan we do have a lot of more extensive games now than
when I started in accessible games, thanks to people like Jason, Phil and
Aprone, I'd love for instance to see Aprone do a second, more complex
castaways as that is by far the best stratogy game I've ever played, and
absolutely the sort of single player, reactive interesting experience I'd
like to see more of.

As to text, well one of the problems is that tthe if community, who you'd
expect to be the first people to work on text games, actually have an
avertion to anything rpg like or with mechanics, much less anything open
ended and strategical.

I am hopefull though of what will be created for the portable device markit,
sinse gamebooks and other text games are on the up at the moment. also, it's
worth remembering that as far as specific space games go, smugglers 5 will
be coming out this year, and niels has promised more gamebook like, open
ended gameplay and to avoid the rather dragging middle section that made s4
so problematic.

I'll also add that while Ce is great, I'm quite impressed with alter in it's
exploration system and attention to single players and the general
experience, rather than jkust multiplaying. The only thing that alter lacks
for me are other activities beside go and kill stuff, or at least
refignments such as hunting or randomly generated quests, but maybe Dentin
will add such things in the future.

Beware the grue!

Dark.
- Original Message -
From: Darren Harris darren_g_har...@btinternet.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, August 09, 2012 1:08 PM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games


 They're either out there and so obscure that not many people have found
 them, or in development but the project is so large as to take a lot of 
 time
 or they don't exist yet.

 Yeah I loved elite and games like it. I've been well and truly spoiled by 
 it
 I think. Which is why a lot of the time I'm not that content with the 
 sorts
 of blind friendly games that there are out there. Am for ever looking 
 around
 to see what's around game wise but to be honest I keep coming back to core
 exiles.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: 09 August 2012 11:43
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

 yep darren that would rock, though to be absolutely honest multiplayer 
 just
 doesn't interest me in games that much.

 I will say the ce community are a great bunch of people and I do make the
 most out of trading, ndeed they're probably the nicest community I've seen
 in a multiplayer game, which is probably a direct result of Ce attracting
 players who aren't! interested in pvp.

 All that being said, really the only reason I play multiplayer games like 
 Ce
 or muds like alter is for what I can get out of them single player, indeed

 I
 suspect that if I had sufficient vision I'd be playing nothing but! main
 stream single player games like diablow or the star trek stratogy games, 
 and
 wouldn't bother with multiplayer at all.

 it's actually a shame nobody has yet developed a large and complete enough
 text rpg system to offer open ended space exploration,  or come to 
 that,
 a real space flight action adventure game with proper navigation and 
 freedom
 of control similar to the old classic elite.

 Then again even in the fantasy setting, text rpgs are still pretty thin on
 the ground.

 Beware the Grue!

 Dark.


 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
 send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread dark

Hi Darren.

Well I'd love to see castaways expanded too, it'd be great if you could go 
from just a small hand full of survivers to a complete civilzation where you 
could build cities, trade etc as you said.


I don't know much about s5, only what niels once siad in a mail to me, which 
was that it'd be a larger game, more open ended with more gamebook like 
quests on each planet, but other than that I'm not sure. It's also going to 
be fully accessible, unliek empires and dungeons 2 (a shame he never got the 
financial support from the community to make that one accessible, sinse that 
sounded fantstic, a mix of gamebooks and resource management stratogy.


Beware the Grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, August 09, 2012 2:17 PM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games



There's going to be a smugglers 5? What do you know about it?

I liked smugglers for what it was but I got bored with it at the same time
because beyond the storyline there wasn't really anything else to do. No
form of manufacturing, real trading etc that sort of thing.

Yes we are in need of some far bigger games, I'd love to see castaways for
example on a much larger scale. A far bigger map and with more to do as in
resource building more defending etc.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 09 August 2012 13:45
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Darren.

I've actually never played elite, far too much text and too spacially
complex, but I'd love to, indeed I'd really appreciate a complex space 
game

in audio.

i can actually enjoy audio games like shades for their atmosphere,even if
the exploration isn't what I'd desire, indeed it was the atmosphere of
shades that impressed me first off and got me interested in audio games,
however I do agree larger, more complex games are needed, it's just a 
shame

they're also harder to create.

though by the same tocan we do have a lot of more extensive games now than
when I started in accessible games, thanks to people like Jason, Phil and
Aprone, I'd love for instance to see Aprone do a second, more complex
castaways as that is by far the best stratogy game I've ever played, and
absolutely the sort of single player, reactive interesting experience I'd
like to see more of.

As to text, well one of the problems is that tthe if community, who you'd
expect to be the first people to work on text games, actually have an
avertion to anything rpg like or with mechanics, much less anything open
ended and strategical.

I am hopefull though of what will be created for the portable device 
markit,
sinse gamebooks and other text games are on the up at the moment. also, 
it's

worth remembering that as far as specific space games go, smugglers 5 will
be coming out this year, and niels has promised more gamebook like, open
ended gameplay and to avoid the rather dragging middle section that made 
s4

so problematic.

I'll also add that while Ce is great, I'm quite impressed with alter in 
it's

exploration system and attention to single players and the general
experience, rather than jkust multiplaying. The only thing that alter 
lacks

for me are other activities beside go and kill stuff, or at least
refignments such as hunting or randomly generated quests, but maybe Dentin
will add such things in the future.

Beware the grue!

Dark.
- Original Message -
From: Darren Harris darren_g_har...@btinternet.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, August 09, 2012 1:08 PM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games



They're either out there and so obscure that not many people have found
them, or in development but the project is so large as to take a lot of
time
or they don't exist yet.

Yeah I loved elite and games like it. I've been well and truly spoiled by
it
I think. Which is why a lot of the time I'm not that content with the
sorts
of blind friendly games that there are out there. Am for ever looking
around
to see what's around game wise but to be honest I keep coming back to 
core

exiles.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 09 August 2012 11:43
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

yep darren that would rock, though to be absolutely honest multiplayer
just
doesn't interest me in games that much.

I will say the ce community are a great bunch of people and I do make the
most out of trading, ndeed they're probably the nicest community I've 
seen

in a multiplayer game, which is probably a direct result of Ce attracting
players who aren't! interested in pvp.

All that being said, really the only reason I

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Darren Harris
Larger so more planets etc to explore? Wonder if we'll be able to land on
the planets and do things planet side? We really do need an elite type game
that's for sure.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 09 August 2012 14:25
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Darren.

Well I'd love to see castaways expanded too, it'd be great if you could go
from just a small hand full of survivers to a complete civilzation where you
could build cities, trade etc as you said.

I don't know much about s5, only what niels once siad in a mail to me, which
was that it'd be a larger game, more open ended with more gamebook like
quests on each planet, but other than that I'm not sure. It's also going to
be fully accessible, unliek empires and dungeons 2 (a shame he never got the
financial support from the community to make that one accessible, sinse that
sounded fantstic, a mix of gamebooks and resource management stratogy.

Beware the Grue!

Dark.
- Original Message -
From: Darren Harris darren_g_har...@btinternet.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, August 09, 2012 2:17 PM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games


 There's going to be a smugglers 5? What do you know about it?

 I liked smugglers for what it was but I got bored with it at the same time
 because beyond the storyline there wasn't really anything else to do. No
 form of manufacturing, real trading etc that sort of thing.

 Yes we are in need of some far bigger games, I'd love to see castaways for
 example on a much larger scale. A far bigger map and with more to do as in
 resource building more defending etc.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: 09 August 2012 13:45
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

 Hi Darren.

 I've actually never played elite, far too much text and too spacially
 complex, but I'd love to, indeed I'd really appreciate a complex space 
 game
 in audio.

 i can actually enjoy audio games like shades for their atmosphere,even if
 the exploration isn't what I'd desire, indeed it was the atmosphere of
 shades that impressed me first off and got me interested in audio games,
 however I do agree larger, more complex games are needed, it's just a 
 shame
 they're also harder to create.

 though by the same tocan we do have a lot of more extensive games now than
 when I started in accessible games, thanks to people like Jason, Phil and
 Aprone, I'd love for instance to see Aprone do a second, more complex
 castaways as that is by far the best stratogy game I've ever played, and
 absolutely the sort of single player, reactive interesting experience I'd
 like to see more of.

 As to text, well one of the problems is that tthe if community, who you'd
 expect to be the first people to work on text games, actually have an
 avertion to anything rpg like or with mechanics, much less anything open
 ended and strategical.

 I am hopefull though of what will be created for the portable device 
 markit,
 sinse gamebooks and other text games are on the up at the moment. also, 
 it's
 worth remembering that as far as specific space games go, smugglers 5 will
 be coming out this year, and niels has promised more gamebook like, open
 ended gameplay and to avoid the rather dragging middle section that made 
 s4
 so problematic.

 I'll also add that while Ce is great, I'm quite impressed with alter in 
 it's
 exploration system and attention to single players and the general
 experience, rather than jkust multiplaying. The only thing that alter 
 lacks
 for me are other activities beside go and kill stuff, or at least
 refignments such as hunting or randomly generated quests, but maybe Dentin
 will add such things in the future.

 Beware the grue!

 Dark.
 - Original Message -
 From: Darren Harris darren_g_har...@btinternet.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, August 09, 2012 1:08 PM
 Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games


 They're either out there and so obscure that not many people have found
 them, or in development but the project is so large as to take a lot of
 time
 or they don't exist yet.

 Yeah I loved elite and games like it. I've been well and truly spoiled by
 it
 I think. Which is why a lot of the time I'm not that content with the
 sorts
 of blind friendly games that there are out there. Am for ever looking
 around
 to see what's around game wise but to be honest I keep coming back to 
 core
 exiles.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: 09 August 2012 11:43
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Mapping, item

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Thomas Ward
Hi Dark,

The point about the IF community is actually one reason why after
Mysteries of the Ancients and Raceway are finished I want to take some
time off of audio games and focus on more traditional text based games
for a while. In the early to mid 90's I was heavily into Dos text
adventures, and to be honest many of them had more depth than your
average audio game. There really aren't any accessible games on par
with Elite in entertainment value, and that is one game I'd love to
see updated and released for a modern PC. While I'm at it I can create
a version that will run on Windows, Mac, Linux, and other platforms as
well. Which, of course, would increase its user base in the process.

The other reason why I'd be interested in updating and rewriting some
of my favorite text adventures is the fact that we have better
technology now than we did then. Back in the 90's if you were playing
a text game the most you would get in terms of sound is a few
electronic sounds generated and played out the PC speaker. Now, days
we can drop in an audio library like FMOD Ex, OpenAL,XAudio2, whatever
and play music, background ambiance, as well as realistic sound
effects to blend classic text adventure with modern audio game for the
best of both worlds.

For example, I had a couple of Indiana Jones text adventures for Dos.
Imagine taking that game and adding in the original theme music, the
crack of  Indy's bull whip, the sound of a fist fight as Indy punches
out a few Natzis, and things like that. I'd be taking a classic text
adventure and adding in some audio to make it more like an audio game
but with the classic game play and accessibility of the text game.

Of course, writing a full blown roll playing game isn't beyond
consideration either.  In fact, that is something I'd love to do. I
haven't decided on a specific story, but its certainly under
consideration.

One major reason for that is the one you mentioned. The IF community
have written and released a number of text adventures, but are apposed
to writing any kind of roll playing game with stats, skill checks, and
so on. Instead author's like Emily Short rely on  puzzle based play
that I find absolutely frustrating at times. Especially, when it is a
case of guess the verb. I'd rather have more exploration, perhaps
combat, rather than spend an hour trying to figure out some  obscure
puzzle or phrase.

The other thing IF games sometimes do that drives me slightly nuts is
the author expects you to break a task down into several steps. Let's
say you want to get a glass of water. You first need to take glass,
turn on the tap, fill glass, turn off tap, drink water.While it makes
logical sense I personally see no need to break it down into that many
steps. However, as you know some tasks aren't quite that obvious or
simple and it becomes dang frustrating figuring out what the game
expects you to do next.

Cheers!




On 8/9/12, dark d...@xgam.org wrote:
 Hi Darren.

 I've actually never played elite, far too much text and too spacially
 complex, but I'd love to, indeed I'd really appreciate a complex space game

 in audio.

 i can actually enjoy audio games like shades for their atmosphere,even if
 the exploration isn't what I'd desire, indeed it was the atmosphere of
 shades that impressed me first off and got me interested in audio games,
 however I do agree larger, more complex games are needed, it's just a shame

 they're also harder to create.

 though by the same tocan we do have a lot of more extensive games now than
 when I started in accessible games, thanks to people like Jason, Phil and
 Aprone, I'd love for instance to see Aprone do a second, more complex
 castaways as that is by far the best stratogy game I've ever played, and
 absolutely the sort of single player, reactive interesting experience I'd
 like to see more of.

 As to text, well one of the problems is that tthe if community, who you'd
 expect to be the first people to work on text games, actually have an
 avertion to anything rpg like or with mechanics, much less anything open
 ended and strategical.

 I am hopefull though of what will be created for the portable device markit,

 sinse gamebooks and other text games are on the up at the moment. also, it's

 worth remembering that as far as specific space games go, smugglers 5 will
 be coming out this year, and niels has promised more gamebook like, open
 ended gameplay and to avoid the rather dragging middle section that made s4

 so problematic.

 I'll also add that while Ce is great, I'm quite impressed with alter in it's

 exploration system and attention to single players and the general
 experience, rather than jkust multiplaying. The only thing that alter lacks

 for me are other activities beside go and kill stuff, or at least
 refignments such as hunting or randomly generated quests, but maybe Dentin
 will add such things in the future.

 Beware the grue!

 Dark.

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Thomas Ward
Hi Dark,

Oh, definitely. There is a lot more that can be done with Castaways
than has already been developed. As you say I could see the game being
expanded to be more like Civilization where you build cities, research
and develop better technology, and end up having wars or alliances
with other civilizations etc. I'm a bit saddened that Swamp has become
as popular as it has as I'd love to see more updates to Castaways.

Cheers!


On 8/9/12, dark d...@xgam.org wrote:
 Hi Darren.

 Well I'd love to see castaways expanded too, it'd be great if you could go
 from just a small hand full of survivers to a complete civilzation where you

 could build cities, trade etc as you said.

 I don't know much about s5, only what niels once siad in a mail to me, which

 was that it'd be a larger game, more open ended with more gamebook like
 quests on each planet, but other than that I'm not sure. It's also going to

 be fully accessible, unliek empires and dungeons 2 (a shame he never got the

 financial support from the community to make that one accessible, sinse that

 sounded fantstic, a mix of gamebooks and resource management stratogy.

 Beware the Grue!

 Dark.

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Thomas Ward
Hi Dark,

So true. We are definitely lacking in good science fiction text
adventures as well as roll playing games. As a huge fan of science
fiction I'd love to see a text based roll playing game with hundreds
of planets, space stations, aliens, and high tech gadgets to explore.
That would totally rock.

The heck of it is if someone doesn't mind using copyrighted materials
there are plenty of popular series to choose from including: Star
Trek, Star Wars, Babylon 5, Battlestar Galactica, Star Gate, etc just
for starts. If someone doesn't want to step on any toes by using
copyrighted materials its not that hard to take a concept like Star
Trek and modify it for someone's purposes. I've done it myself for a
number of creative writing courses, and all it takes is a bit of
imagination.

Instead of the United Federation of Planets a person could call it the
United Republic of Planets or Republic for short. Instead of warp
drive a person could call it something generic like star drive.
Instead of transporters a person could call them teleporters which is
so generic no one can claim copyright of the idea. On and on I could
go. Its really not that difficult to modify an existing idea and make
it work for a decent roll playing game, but as yet no one has stepped
up to the plate and worked on such a game.

Cheers!


On 8/9/12, dark d...@xgam.org wrote:
 yep darren that would rock, though to be absolutely honest multiplayer just

 doesn't interest me in games that much.

 I will say the ce community are a great bunch of people and I do make the
 most out of trading, ndeed they're probably the nicest community I've seen
 in a multiplayer game, which is probably a direct result of Ce attracting
 players who aren't! interested in pvp.

 All that being said, really the only reason I play multiplayer games like Ce

 or muds like alter is for what I can get out of them single player, indeed I

 suspect that if I had sufficient vision I'd be playing nothing but! main
 stream single player games like diablow or the star trek stratogy games, and

 wouldn't bother with multiplayer at all.

 it's actually a shame nobody has yet developed a large and complete enough
 text rpg system to offer open ended space exploration,  or come to that,

 a real space flight action adventure game with proper navigation and freedom

 of control similar to the old classic elite.

 Then again even in the fantasy setting, text rpgs are still pretty thin on
 the ground.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-09 Thread Thomas Ward
Hi Dark,

Good point. Shades of doom uses a 20 by 20 grid, and I think it takes
10 steps to move one unit on the grid. Therefore giving you the total
of 200 steps in any direction. That's actually quite small compared to
a mainstream game. Now,imagine if the grid were expanded to 100 units.
That would give you 1,000 steps in any direction, and give you five
times the space to explore. If David Greenwood ever wanted to expand
the game he certainly could do so.

However, regarding expansion items a lot of mainstream games do have
Easter eggs, and we are unfortunately lacking in that department.
Usually its something small like if you unlock a certain door, double
back to the beginning of the level, you will be able to play a bonus
level that is normally  unavailable when you try and access that door
initially. Those kinds of expansions are certainly doable but would
have to be added in after the majority of the game is complete I
think.


For example, let's take MOTA. Right now I'm struggling just to
complete 12 levels of standard game play let alone any bonus content
or extras. That's fine. I can complete it as is, and then in a year or
so go back in and add bonus content, extra levels, that are unlocked
by doing certain things in the game. In a case like that all I have to
do is work on extra content rather than building the entire game from
scratch after I have the basic game written and debugged to start
with.

Cheers!


On 8/9/12, dark d...@xgam.org wrote:
 Hi tom.

 The time aspect is true, though at the same time (ha ha), I don't really
 think the full power of audio mazes have been explored as yet, even in a
 game like shades of doom. After all, in shear size of area to traverse
 something like tomb rader, metroid,  or even Turrican has much larger
 levels than we've seen in audio thus far, and the larger the area, the more

 difficult things are to find.

 The searching problem is a point, but in many of the earlier metroid games
 all items were actually pretty much in plane site, or in sites and
 configurations of ledges that implied the player should search more
 completely, and this technique could work in audio. For instance, in the
 first level of shades there is that corridor with those tiny 2 x 2 rooms
 going off it. Suppose, items were hidden in the back walls of some! of those

 sorts of rooms, leading players to have to check those size rooms when they

 come to them.

 Ditto with sound sorces such as radios.

 Another technique might be some form of scanning, where by you come upon
 many objects and need to scan them to determine items, though once again,
 unless this was tied to some sort of configuration in the maze having to
 scan every single object or picture or bit of background could get annoying,

 but if the player had just gone through many small passages to find a tiny
 room with a jar or a statue or whatever, ods are that statue would possibly

 contain something good, where jars and statues in more obvious places
 don't.

 Then of course there's the fact that in such games, expantion items are
 supposed! to take time to find, so having players check all objects would be

 a way of increasing the play time of the game.

 Beware the grue!

 Dark.

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[Audyssey] Mapping, item collecting and puzzles in games

2012-08-08 Thread dark
i was just watching a lets play of metroid Zero mission, the gameboy advanced 
remake of the original metroid game, when it occurred to me that there are a 
couple of very simple additions that audio games could cinclude which would 
greatly enhance gameplay, additions that made games like zelda and the metroid 
series famous. 

Ignoring the 2D aspect (which we've discussed before), there is the basic 
formular of such games, a formular that would translate just as well into for 
instance an fps game. Your in a large, freely explorable maze full of monsters. 
you have one infinitely useable main weapon (the metroid gun or Link's sword in 
the Zelda games), which starts off comparatively weak. As you progress through 
the maze you will come to areas which you cannot pass without a given item, and 
items which you can use to pass certain areas,  often requiring you to take 
note of areas you've passed and go back. 

oh, so that special gun upgrade blows up brick walls,  now where did I 
pass a brick wall before? 

So collecting these key items and using them to expand the parts of the maze 
you can get to forms the bulk of the game,  especially sinse of course 
there are large and nasty boss monster to be killed along the way.

In addition to your main weapon, You also have some limited use more powerfull 
items, and scattered around the maze are expantion packs for those items, items 
that let you hold more energy when you start, items that let you have more amo 
for limited use items etc. 

These expantions are scattered around the maze, often in far out of the way 
places requiring lots of exploring to find, and it's fully expected that a 
player won't find all of them on their first run through the game. 

All of these items are in fixed places rather than appearing at random, sinse 
it is the players' ability to systematically explore the maze, perhaps passing 
puzzles along the way that will determine how many expantion items she/he 
collects, perhaps with a reward for collecting all of them, making this a game 
where you have to try, and learn, and progress, rather than wait to be randomly 
lucky with a monster drop for your items.

An engine like that employed in shades of doom could well include these sorts 
of gameplay elements, indeed there's no reason why they haven't been used in an 
audio game thus far, accept that from what I can gather the fps titles we've 
had have tended to be based on randomly occurring items and fast action, rather 
than acquiring more and more items and making your character more powerful as 
time passes, which is a shame, sinse the exploration formular is one which is 
hugely rewarding to play. 

the only audio games I think that have come close to this sort of formular are 
Airic the clerric (though I don't think Airik had any none usefull items or 
expantions to collect that weren't really part of the progression of the game), 
sarah, (though there you didn't really grow more powerfull rather than complete 
puzzles), and I believe kurt wolf. 

But perhaps this is something Phil, Tom, Aprone,  and other of our devs could 
considder as a design point,  sinse if the game has many items and a 
complex map structure, exploration and gradual acquisition of both key items 
and items providing extra power can actually be as much if not more fun than 
randomly occurring ones. 

All the best, 

Dark.
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-08 Thread Ben
Its just a real shame dark, that none of the polysoft titles ever worked
truly on either of my systems, and IMO I just couldn't get into sarah... no
idea what it is, but just something about the game...

I'd personally say that treasure hunt is the closest in a sense of playable
and lovable games for people like myself who love a good gun battle as well
as picking stuff up, as the items that you need are in relatively fixed
places, the doors and stuff definitely are.



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 08 August 2012 16:37
To: Gamers@audyssey.org
Subject: [Audyssey] Mapping, item collecting and puzzles in games

i was just watching a lets play of metroid Zero mission, the gameboy
advanced remake of the original metroid game, when it occurred to me that
there are a couple of very simple additions that audio games could cinclude
which would greatly enhance gameplay, additions that made games like zelda
and the metroid series famous. 

Ignoring the 2D aspect (which we've discussed before), there is the basic
formular of such games, a formular that would translate just as well into
for instance an fps game. Your in a large, freely explorable maze full of
monsters. you have one infinitely useable main weapon (the metroid gun or
Link's sword in the Zelda games), which starts off comparatively weak. As
you progress through the maze you will come to areas which you cannot pass
without a given item, and items which you can use to pass certain areas,
 often requiring you to take note of areas you've passed and go back. 

oh, so that special gun upgrade blows up brick walls,  now where did I
pass a brick wall before? 

So collecting these key items and using them to expand the parts of the maze
you can get to forms the bulk of the game,  especially sinse of course
there are large and nasty boss monster to be killed along the way.

In addition to your main weapon, You also have some limited use more
powerfull items, and scattered around the maze are expantion packs for those
items, items that let you hold more energy when you start, items that let
you have more amo for limited use items etc. 

These expantions are scattered around the maze, often in far out of the way
places requiring lots of exploring to find, and it's fully expected that a
player won't find all of them on their first run through the game. 

All of these items are in fixed places rather than appearing at random,
sinse it is the players' ability to systematically explore the maze, perhaps
passing puzzles along the way that will determine how many expantion items
she/he collects, perhaps with a reward for collecting all of them, making
this a game where you have to try, and learn, and progress, rather than wait
to be randomly lucky with a monster drop for your items.

An engine like that employed in shades of doom could well include these
sorts of gameplay elements, indeed there's no reason why they haven't been
used in an audio game thus far, accept that from what I can gather the fps
titles we've had have tended to be based on randomly occurring items and
fast action, rather than acquiring more and more items and making your
character more powerful as time passes, which is a shame, sinse the
exploration formular is one which is hugely rewarding to play. 

the only audio games I think that have come close to this sort of formular
are Airic the clerric (though I don't think Airik had any none usefull items
or expantions to collect that weren't really part of the progression of the
game), sarah, (though there you didn't really grow more powerfull rather
than complete puzzles), and I believe kurt wolf. 

But perhaps this is something Phil, Tom, Aprone,  and other of our devs
could considder as a design point,  sinse if the game has many items and
a complex map structure, exploration and gradual acquisition of both key
items and items providing extra power can actually be as much if not more
fun than randomly occurring ones. 

All the best, 

Dark.
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-08 Thread Jeremy Kaldobsky
The only real problem with this design is the relatively short amount of time 
it takes players to find everything, and then the game loses its re 
playability.  Lets, for example, pretend Swamp was filled with these sorts of 
keys which were specifically placed and would unlock other specific areas.  
If I were to spend 30 hours linking together 50 items with locations, naming 
them, placing them, and actually designing the new map terrain, I can bet that 
within a few days 300 players would have already completed the entire thing.  
These players would be waiting on me to add more.  For every hour I spent 
adding in new items, I would only be occupying the players for maybe 3 or 4.

When we use random items that don't unlock new map content, the 50 items can be 
created in an hour instead of 30.  The same items can also then be found and 
re-found over and over to keep players entertained.  It isn't as much fun, 
there is no doubt about that, but it's an unfortunate compromise in the battle 
between developer effort verses hours of player enjoyment.

 i was just watching a lets play of
 metroid Zero mission, the gameboy advanced remake of the
 original metroid game, when it occurred to me that there are
 a couple of very simple additions that audio games could
 cinclude which would greatly enhance gameplay, additions
 that made games like zelda and the metroid series famous. 
 
 Ignoring the 2D aspect (which we've discussed before), there
 is the basic formular of such games, a formular that would
 translate just as well into for instance an fps game. Your
 in a large, freely explorable maze full of monsters. you
 have one infinitely useable main weapon (the metroid gun or
 Link's sword in the Zelda games), which starts off
 comparatively weak. As you progress through the maze you
 will come to areas which you cannot pass without a given
 item, and items which you can use to pass certain areas,
  often requiring you to take note of areas you've passed
 and go back. 
 
 oh, so that special gun upgrade blows up brick walls, 
 now where did I pass a brick wall before? 
 
 So collecting these key items and using them to expand the
 parts of the maze you can get to forms the bulk of the game,
  especially sinse of course there are large and nasty
 boss monster to be killed along the way.
 
 In addition to your main weapon, You also have some limited
 use more powerfull items, and scattered around the maze are
 expantion packs for those items, items that let you hold
 more energy when you start, items that let you have more amo
 for limited use items etc. 
 
 These expantions are scattered around the maze, often in far
 out of the way places requiring lots of exploring to find,
 and it's fully expected that a player won't find all of them
 on their first run through the game. 
 
 All of these items are in fixed places rather than appearing
 at random, sinse it is the players' ability to
 systematically explore the maze, perhaps passing puzzles
 along the way that will determine how many expantion items
 she/he collects, perhaps with a reward for collecting all of
 them, making this a game where you have to try, and learn,
 and progress, rather than wait to be randomly lucky with a
 monster drop for your items.
 
 An engine like that employed in shades of doom could well
 include these sorts of gameplay elements, indeed there's no
 reason why they haven't been used in an audio game thus far,
 accept that from what I can gather the fps titles we've had
 have tended to be based on randomly occurring items and fast
 action, rather than acquiring more and more items and making
 your character more powerful as time passes, which is a
 shame, sinse the exploration formular is one which is hugely
 rewarding to play. 
 
 the only audio games I think that have come close to this
 sort of formular are Airic the clerric (though I don't think
 Airik had any none usefull items or expantions to collect
 that weren't really part of the progression of the game),
 sarah, (though there you didn't really grow more powerfull
 rather than complete puzzles), and I believe kurt wolf. 
 
 But perhaps this is something Phil, Tom, Aprone,  and
 other of our devs could considder as a design point, 
 sinse if the game has many items and a complex map
 structure, exploration and gradual acquisition of both key
 items and items providing extra power can actually be as
 much if not more fun than randomly occurring ones. 
 
 All the best, 
 
 Dark.

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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-08 Thread dark

Hi ben.

Who are polysoft? If you mean bavisoft, those were not really the sort of 
thing I was thinking, sinse those were primarily just straight out adventure 
games (and rather simple ones at that).


Treasurehunt might have some of that sort of gameplay in it's locks and keys 
and the use of weapons to blast walls etc, but personally I always found the 
audio 3rd person it used slightly offputting, sinse it's pretty hard to 
dodge attacks or getting spotted, not to mention the lack of different types 
of enemies.


But you are probably right that treasurehunt was on the way there too.

Beware the grue!

Dark.
- Original Message - 
From: Ben gamehead...@aol.co.uk

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, August 08, 2012 5:30 PM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games



Its just a real shame dark, that none of the polysoft titles ever worked
truly on either of my systems, and IMO I just couldn't get into sarah... 
no

idea what it is, but just something about the game...

I'd personally say that treasure hunt is the closest in a sense of 
playable
and lovable games for people like myself who love a good gun battle as 
well

as picking stuff up, as the items that you need are in relatively fixed
places, the doors and stuff definitely are.



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 08 August 2012 16:37
To: Gamers@audyssey.org
Subject: [Audyssey] Mapping, item collecting and puzzles in games

i was just watching a lets play of metroid Zero mission, the gameboy
advanced remake of the original metroid game, when it occurred to me that
there are a couple of very simple additions that audio games could 
cinclude

which would greatly enhance gameplay, additions that made games like zelda
and the metroid series famous.

Ignoring the 2D aspect (which we've discussed before), there is the basic
formular of such games, a formular that would translate just as well into
for instance an fps game. Your in a large, freely explorable maze full of
monsters. you have one infinitely useable main weapon (the metroid gun or
Link's sword in the Zelda games), which starts off comparatively weak. As
you progress through the maze you will come to areas which you cannot pass
without a given item, and items which you can use to pass certain areas,
 often requiring you to take note of areas you've passed and go back.

oh, so that special gun upgrade blows up brick walls,  now where did 
I

pass a brick wall before?

So collecting these key items and using them to expand the parts of the 
maze

you can get to forms the bulk of the game,  especially sinse of course
there are large and nasty boss monster to be killed along the way.

In addition to your main weapon, You also have some limited use more
powerfull items, and scattered around the maze are expantion packs for 
those

items, items that let you hold more energy when you start, items that let
you have more amo for limited use items etc.

These expantions are scattered around the maze, often in far out of the 
way

places requiring lots of exploring to find, and it's fully expected that a
player won't find all of them on their first run through the game.

All of these items are in fixed places rather than appearing at random,
sinse it is the players' ability to systematically explore the maze, 
perhaps

passing puzzles along the way that will determine how many expantion items
she/he collects, perhaps with a reward for collecting all of them, making
this a game where you have to try, and learn, and progress, rather than 
wait

to be randomly lucky with a monster drop for your items.

An engine like that employed in shades of doom could well include these
sorts of gameplay elements, indeed there's no reason why they haven't been
used in an audio game thus far, accept that from what I can gather the fps
titles we've had have tended to be based on randomly occurring items and
fast action, rather than acquiring more and more items and making your
character more powerful as time passes, which is a shame, sinse the
exploration formular is one which is hugely rewarding to play.

the only audio games I think that have come close to this sort of formular
are Airic the clerric (though I don't think Airik had any none usefull 
items
or expantions to collect that weren't really part of the progression of 
the

game), sarah, (though there you didn't really grow more powerfull rather
than complete puzzles), and I believe kurt wolf.

But perhaps this is something Phil, Tom, Aprone,  and other of our devs
could considder as a design point,  sinse if the game has many items 
and

a complex map structure, exploration and gradual acquisition of both key
items and items providing extra power can actually be as much if not more
fun than randomly occurring ones.

All the best,

Dark.
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-08 Thread dark

Hi Aprone.

I do take the point, however there are two contrary points to considder. 
Firstly, the need for complexity and size in map design. The swamp map is 
pretty large, but it's till possible to go from one end to the other 
relatively easily. It's also largely open, being obviously the map of a 
town.


The sort of map I was considdering was far more the sort of thing found in a 
maze context, with lots of side turnings, branches etc. Anyone who's played 
a relatively complex if title will be familiar with this sort of setup, and 
when in audio the difficulty goes up even more.


Also, bare in mind that I wasn't talking about a few! items. Each metroid 
game featured at least 100 items to collect, often involving complex puzzles 
or abstruse locations to find.


while I realize lacking the resources and man power of nintendo is a 
contributing factor, this is something that has been managed in some indi 
games despite this, such as the roguelike adom, which also mixed a massive 
amount of random elements.


it's just not something that has yet really occurred in an audio game.

Beware the Grue!

Dark. 



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-08 Thread Ben
I meant the people who developed airic and such, I probably got the name
wrong. Lol.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 08 August 2012 18:36
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi ben.

Who are polysoft? If you mean bavisoft, those were not really the sort of
thing I was thinking, sinse those were primarily just straight out adventure
games (and rather simple ones at that).

Treasurehunt might have some of that sort of gameplay in it's locks and keys
and the use of weapons to blast walls etc, but personally I always found the
audio 3rd person it used slightly offputting, sinse it's pretty hard to
dodge attacks or getting spotted, not to mention the lack of different types
of enemies.

But you are probably right that treasurehunt was on the way there too.

Beware the grue!

Dark.
- Original Message -
From: Ben gamehead...@aol.co.uk
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, August 08, 2012 5:30 PM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games


 Its just a real shame dark, that none of the polysoft titles ever worked
 truly on either of my systems, and IMO I just couldn't get into sarah... 
 no
 idea what it is, but just something about the game...

 I'd personally say that treasure hunt is the closest in a sense of 
 playable
 and lovable games for people like myself who love a good gun battle as 
 well
 as picking stuff up, as the items that you need are in relatively fixed
 places, the doors and stuff definitely are.



 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: 08 August 2012 16:37
 To: Gamers@audyssey.org
 Subject: [Audyssey] Mapping, item collecting and puzzles in games

 i was just watching a lets play of metroid Zero mission, the gameboy
 advanced remake of the original metroid game, when it occurred to me that
 there are a couple of very simple additions that audio games could 
 cinclude
 which would greatly enhance gameplay, additions that made games like zelda
 and the metroid series famous.

 Ignoring the 2D aspect (which we've discussed before), there is the basic
 formular of such games, a formular that would translate just as well into
 for instance an fps game. Your in a large, freely explorable maze full of
 monsters. you have one infinitely useable main weapon (the metroid gun or
 Link's sword in the Zelda games), which starts off comparatively weak. As
 you progress through the maze you will come to areas which you cannot pass
 without a given item, and items which you can use to pass certain areas,
  often requiring you to take note of areas you've passed and go back.

 oh, so that special gun upgrade blows up brick walls,  now where did 
 I
 pass a brick wall before?

 So collecting these key items and using them to expand the parts of the 
 maze
 you can get to forms the bulk of the game,  especially sinse of course
 there are large and nasty boss monster to be killed along the way.

 In addition to your main weapon, You also have some limited use more
 powerfull items, and scattered around the maze are expantion packs for 
 those
 items, items that let you hold more energy when you start, items that let
 you have more amo for limited use items etc.

 These expantions are scattered around the maze, often in far out of the 
 way
 places requiring lots of exploring to find, and it's fully expected that a
 player won't find all of them on their first run through the game.

 All of these items are in fixed places rather than appearing at random,
 sinse it is the players' ability to systematically explore the maze, 
 perhaps
 passing puzzles along the way that will determine how many expantion items
 she/he collects, perhaps with a reward for collecting all of them, making
 this a game where you have to try, and learn, and progress, rather than 
 wait
 to be randomly lucky with a monster drop for your items.

 An engine like that employed in shades of doom could well include these
 sorts of gameplay elements, indeed there's no reason why they haven't been
 used in an audio game thus far, accept that from what I can gather the fps
 titles we've had have tended to be based on randomly occurring items and
 fast action, rather than acquiring more and more items and making your
 character more powerful as time passes, which is a shame, sinse the
 exploration formular is one which is hugely rewarding to play.

 the only audio games I think that have come close to this sort of formular
 are Airic the clerric (though I don't think Airik had any none usefull 
 items
 or expantions to collect that weren't really part of the progression of 
 the
 game), sarah, (though there you didn't really grow more powerfull rather
 than complete puzzles), and I believe kurt wolf.

 But perhaps this is something Phil

Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-08 Thread Darren Harris
Hi dark,

I think that's why I like ce so much, the playable area is so large
comparatively and so many things to find! 

I love games with large area's to explore or colonise as you see fit
depending on the game of course.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 08 August 2012 18:42
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Aprone.

I do take the point, however there are two contrary points to considder. 
Firstly, the need for complexity and size in map design. The swamp map is
pretty large, but it's till possible to go from one end to the other
relatively easily. It's also largely open, being obviously the map of a
town.

The sort of map I was considdering was far more the sort of thing found in a
maze context, with lots of side turnings, branches etc. Anyone who's played
a relatively complex if title will be familiar with this sort of setup, and
when in audio the difficulty goes up even more.

Also, bare in mind that I wasn't talking about a few! items. Each metroid
game featured at least 100 items to collect, often involving complex puzzles
or abstruse locations to find.

while I realize lacking the resources and man power of nintendo is a
contributing factor, this is something that has been managed in some indi
games despite this, such as the roguelike adom, which also mixed a massive
amount of random elements.

it's just not something that has yet really occurred in an audio game.

Beware the Grue!

Dark. 


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-08 Thread dark

Oh, I see what you mean.

Well they were originally paulosoft so I can see where you got the idea 
from, though the name has now been changed to breakerbox games.


beware the grue!

Dark.
-  



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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-08 Thread dark

Hi Darren.

That is true, I particularly enjoy planet or derelict exploring, though i 
will confess the fact that there don't seem to be unique npcs or missions 
throughout a lot of furnice I find rather disappointing, sinse if all a new 
system is is another place to haul etc with nothing new to do it can feel a 
little samy.


Actually I need to get back to Ce, i've not played in a few days sinse I've 
been playing alteraeon.


Beware the grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, August 08, 2012 9:22 PM
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games



Hi dark,

I think that's why I like ce so much, the playable area is so large
comparatively and so many things to find!

I love games with large area's to explore or colonise as you see fit
depending on the game of course.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 08 August 2012 18:42
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Aprone.

I do take the point, however there are two contrary points to considder.
Firstly, the need for complexity and size in map design. The swamp map is
pretty large, but it's till possible to go from one end to the other
relatively easily. It's also largely open, being obviously the map of a
town.

The sort of map I was considdering was far more the sort of thing found in 
a
maze context, with lots of side turnings, branches etc. Anyone who's 
played
a relatively complex if title will be familiar with this sort of setup, 
and

when in audio the difficulty goes up even more.

Also, bare in mind that I wasn't talking about a few! items. Each metroid
game featured at least 100 items to collect, often involving complex 
puzzles

or abstruse locations to find.

while I realize lacking the resources and man power of nintendo is a
contributing factor, this is something that has been managed in some indi
games despite this, such as the roguelike adom, which also mixed a massive
amount of random elements.

it's just not something that has yet really occurred in an audio game.

Beware the Grue!

Dark.


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list,

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list,
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