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Renga in blue

Tuesday, October 02, 2007. Link to new blog. I have been posting in my new location, which is here. Posted by Jason Dyer at 3:58 PM. Monday, August 08, 2005. Statistics in interactive fiction. I refer here to Negotis: Book 1. From the IntroComp 2005, and Emily Short's review. The gameworld itself does is not simulationist enough to maintain a simulationist PC. A discrete task it set before the player: they either succeed or not. A "sneak" skill modelled in, say, Morrowind. Computer RPGs can suffer from t...

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Renga in blue | bluerenga.blogspot.com Reviews
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Tuesday, October 02, 2007. Link to new blog. I have been posting in my new location, which is here. Posted by Jason Dyer at 3:58 PM. Monday, August 08, 2005. Statistics in interactive fiction. I refer here to Negotis: Book 1. From the IntroComp 2005, and Emily Short's review. The gameworld itself does is not simulationist enough to maintain a simulationist PC. A discrete task it set before the player: they either succeed or not. A sneak skill modelled in, say, Morrowind. Computer RPGs can suffer from t...
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1 renga in blue
2 in negotis
3 gradation of failure
4 designing multiplayer puzzles
5 symmetrical puzzles
6 asymmetrical puzzles
7 uniqueness
8 temporary uniqueness
9 permanent uniqueness
10 four swords
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renga in blue,in negotis,gradation of failure,designing multiplayer puzzles,symmetrical puzzles,asymmetrical puzzles,uniqueness,temporary uniqueness,permanent uniqueness,four swords,dependency,missing history,perhaps,or possibly,the hobbit,that it exists
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Renga in blue | bluerenga.blogspot.com Reviews

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Tuesday, October 02, 2007. Link to new blog. I have been posting in my new location, which is here. Posted by Jason Dyer at 3:58 PM. Monday, August 08, 2005. Statistics in interactive fiction. I refer here to Negotis: Book 1. From the IntroComp 2005, and Emily Short's review. The gameworld itself does is not simulationist enough to maintain a simulationist PC. A discrete task it set before the player: they either succeed or not. A "sneak" skill modelled in, say, Morrowind. Computer RPGs can suffer from t...

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1

Renga in blue: Missing history

http://bluerenga.blogspot.com/2005/02/missing-history.html

Tuesday, February 15, 2005. Quiz time: what game is being referred to in these quotes? In essence, the animals would do to each other anything that they could do to or with you. So we would constantly have animals interacting in ways that had never been progammed or envisioned. Also you could interact with the animals in ways we'd never thought of. So people would constantly be writing to us telling us they'd done things that we never thought of, and didn't realize the game was capable of.

2

Renga in blue: Telling ambiguity

http://bluerenga.blogspot.com/2005/02/telling-ambiguity.html

Thursday, February 10, 2005. So, as Sean Barrett points out in my last post, I botched considering the possibilities of TELL in the ASK/TELL system to break out of conversation as a mere series of questions. Adding TELL makes conversation a series of nouns, but it's an improvement. However, there's a deeper problem with the verb, and it's the ambiguity of, say,. TELL LESTER ABOUT THE KNIFE. What are you saying to Lester about the knife, exactly? That it was found as evidence in the bedroom? Various rambl...

3

Renga in blue: February 2005

http://bluerenga.blogspot.com/2005_02_01_archive.html

Thursday, February 17, 2005. Let it be said: multiplayer puzzles are hard. Back at my first post. I discuss how a puzzle where two players push buttons simultaneously is changed into a natural action. However, sadly, such a setup is often presented as a puzzle. Surely, multiplayer puzzles can be more interesting than "everyone perform action X in multiple locations". (To be technical, I'll call them. Legend of Zelda: Four Swords Adventure. Note that uniqueness can be intrinsic (that is,. Uniqueness can c...

4

Renga in blue: March 2005

http://bluerenga.blogspot.com/2005_03_01_archive.html

Tuesday, March 22, 2005. So, jumping puzzles: ack. To be more specific, back in the days of Super Mario Brothers, it was ok to fall in holes a bit, because anything bad either killed you or was a step away from death. The system was consistent. However, that same mechanic was transported to games (such as Rastan. To summarize: failure can be swift if a mistake is made (large gradation) or gradual with an accumulation of mistakes (small gradation). You have died * *. In the early days of IF, small gradati...

5

Renga in blue: Conversational cutscenes

http://bluerenga.blogspot.com/2005/02/conversational-cutscenes.html

Wednesday, February 09, 2005. A long-held charge against conversation menus is that they are modified cutscenes of sorts - infodumps where the player will pick every choice given to avoid missing anything. Take the following, for example, from Andrew Plotkin's review. You're just going to come back later and listen to the rest. It's the shallowest kind of interactivity. However, I contend that the ASK/TELL system can contain the same problem - only even worse. Other NPCs react relatively dynamically to e...

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Renga in blue

Tuesday, October 02, 2007. Link to new blog. I have been posting in my new location, which is here. Posted by Jason Dyer at 3:58 PM. Monday, August 08, 2005. Statistics in interactive fiction. I refer here to Negotis: Book 1. From the IntroComp 2005, and Emily Short's review. The gameworld itself does is not simulationist enough to maintain a simulationist PC. A discrete task it set before the player: they either succeed or not. A "sneak" skill modelled in, say, Morrowind. Computer RPGs can suffer from t...

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Renga in Blue | Interactive fiction and puzzles

Interactive fiction and puzzles. Sorry for being quieter than usual, but I’ve been busy with something that has a deadline. (It’s also all-or-nothing; I’ll find out soon if I have a follow-up announcement worth making.). I certainly hope to be back to Quarterstaff and the lurking 1980 games soon! In the meantime, I wanted to mention that Gareth Damian Martin — who entered Salt in last year’s IFComp. The new-ish blog Comparative Creation has a series on Wander. Posted February 8, 2018 by Jason Dyer. Was a...

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