Alec Lair Staff/Administrator

Joined: 08 Jun 2007 Posts: 997 Location: Gotham City
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Posted: Mon Apr 21, 2008 10:45 pm Post subject: Complicated plots kill freedom of play |
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This was where Zork started to lose it in my opinion. The introduction of a solid, complicated plot ruined the series. When a text adventure has a deepened plot, it loses that open-ended nature that makes the genre great.
Don't get me wrong. Beyond Zork, Zork Zero, and all the other later games all have their charms. But they can't equal the Tabletop RPG feeling of exploration and total unrestrained freedom that makes wandering aimlessly through a vast expansive world for the sheer hell of it so much fun.
I play Zork I, II, and III precisely because they have NO overall plot. It's relaxing, challenging, and makes me think about how to solve the puzzle rather than what will happen next in the story. It's about spending that mass of hours beating the puzzle to get the valuable treasure behind it, rather than being treated to a cutscene or a dialog sequence upon completion.
PLOTS KILL FREEDOM IN ZORK. _________________ Life is too short to wake up with regrets. So love the people who treat you right. Forget about the one's who don't. Believe everything happens for a reason. If you get a second chance, grab it with both hands. If it changes your life, let it. Nobody said life would be easy, they just promised it would be worth it..Friends are like balloons: once you let them go, you can't get them back. |
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