Wednesday, February 13, 2008
Zork! the frustration builds
After putting in close to four hours of play in my first go at the game, I was left incredibly frustrated. The first hour of play revolved around learning the commands and exploring. For awhile I believed that I was stuck, locked grate in the forest, impassable mountains, needing a machete and so on. Until I discovered the trap door, this only lead to more frustration and death. I spent nearly two hours in the tunnels/chambers of this underground world before I found something that I think is a treasure. Opening the coffin reveled a sceptre, which filled me with more confusion, because I haven't discovered what it is used for. As of now I'm still down in the underground trying to find a way out, if anyone can help, I would really appreciate it. All in all, although frustrating, I've really enjoyed Zork. It makes modern RPGs seem quite simple in comparison.
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2 comments:
I'll just point out that this simple observation - that modern rpgs are much simpler in some ways than Zork, even though it ran on a machine with 48k (not megabytes, kilobytes) of memory, has been the beginning of several midterm/final projects. Many people encountering Zork for the first time (who are serious gamers) feel that as much has been lost as has been gained by moving away from its particular techniques...
Most people that have problems with games of these style have a problem with imagination. I don't mean to say that you do, rather maybe that your visualization of the world is incorrect or incomplete. Try to form a picture in your head, it helps.
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