"The Virtues
of Text-Based Games"
by Famulus
The beginning of computer role playing games came
with the invention of keyboard entry on computers and teletype
printout. The earliest full-text adventure games by Infocom
were incredible ways for a single user to interact with the
world. The nearly limitless vocabulary, the hidden Easter
eggs and the ability to interact with creatures, characters
and objects in the game made these linear, plot-driven games
more fun then they should have been.
Then graphics became an issue.
The death of infocom came about at a time when the King's
Quest and Ultima games were gaining immense popularity among
the masses of computer gamers. Where games had been largely
typed into computers from magazines, these series were pre-programmed
whiz-bang adventures combined sound and graphics in ways that
soon drove a stake through the heart of the text-only adventure
game. The ironic thing is that the new sound and graphics
adventure games relied heavily on text to drive the plot.
The graphics only served to 'move' the character or adventuring
party about going from place to place.
Therein lies the rub.
One of the oldest caveats for writers is "Show, Don't
Tell." Perplexing as it may seem, by showing pictures
of the monsters, mountains, treasures, spell-effects, etc...
the imagination of the player is robbed. Showing these images,
in effect, TELLS the player what to see. Instead of a hulking
orc covered with the gore of its victims, players were treated
to a four or sixteen color graphic image of something that
could only be described as a cross between a bear and an overweight
goat. These haphazard attempts at displaying horror often
robbed any chance of immersion from a game.
At their worst, they helped to create the Monty-Haul generation.
Text-based games require more from the player. Instead of
moving a character around with the click of a mouse or tap
of a key, the player must devote some mental effort to read
the room description, or at the very least scan the incoming
text for clues as to what to do next. The worst role-player
in a text-based adventure game is more immersed into the campaign
universe than most mediocre graphics-based adventure gamers.
Instead of an nearly microscopic icon with a rinky-tink picture
of what is supposed to be the mighty artifact Foereaper, the
text-based adventure gamer gets a full blown description.
Instead of waving a silver sword-like appendage protruding
from the graphical representation of the character, the text-based
gamer can use the mighty artifact in ways that would push
the graphical game beyond its limits. Many permutations of
verbs can be used to create interesting, amazing and humorous
effects.
Versatility is the key to the text-based adventure game.
The graphics-based game is limited by the creativity of both
the observer and the programmer. On the text-based side, the
only limit is the imagination of the player. If a survey were
to be taken of one hundred gamers in the realms, all of various
classes and levels, of what a goblin from the west gate of
Crossing looked like, it would be nearly certain that one
hundred different, but valid, descriptions would be returned.
The imagination of the player is the only limiting factor
in the text-based game. By being shown, not told, the adventure
comes to life in the mind of the player instead of the monitor
of the computer.
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