Posted: Sat Aug 27, 2011 10:42 pm

I heart chicks whose knees don't line up.
I know it's a perspective thing, but still ...
The Great On-Line Empire
https://joltcountry.com/phpBB3/
Wait, wha--Tdarcos wrote:I'll say this, either you're expecting to sell people a hint book for CryptoZookeeper or your game has to be easily solvable. It's why I gave up on your game, it wasn't intuitive. The puzzles were esoteric and overly complicated, the help was nonexistent, and the game frustrating and unsolvable.
Did you really just compare a text game to Portal? Really? If you'll permit my indulgence, I would like to go over a few of the differences between these two games with you. If you won't, tough.Tdarcos wrote:I mean, you look at Portal 2, a few of the puzzles are very difficult, but at least you can find help when you get stumped.
Do people really play games this way? Ugh, what a sad and joyless existence you must lead. I'm 25, so the last thing I want to do is get old man on anybody, but when I was growing up we didn't have a damn internet you could go to and get the solution if you were having trouble. If you couldn't figure out a puzzle, you sat and thought about it until you had a brainwave, often during a SCIENCE! experiment or important business meeting or while fucking or some similarly inappropriate time, three weeks later. I would describe the "magic" of text (and graphical, "point-and-click" for that matter) adventure games as the "ureka!" feeling you get when you try the idea you had for the puzzle that'd confused you for so long and have it work. There's pride there, because you figured it out yourself. I imagine that this is also where a great deal of the fun of Portal 2 lies, since you brought it up. But if you only play to see the next room, the next line of dialog, or the next screen of text, then I pity you, and suggest that you go watch a fucking movie where you don't have to involve yourself in the act of experiencing the media.Tdarcos wrote:I used videos on YouTube in exactly that way. I'd play till I got stumped, then look and see how someone else did it, then I'd do it and then often it would be an hour or more before I'd need help again.
Oh look, Admiral I-Know-Good-Game-Design over here has decided to shit upon us mere mortals a pearl of wisdom which he obtained from the 0 hours of experience he has in writing games. Tell me smart guy, what's the alternative? Writing a game with a deadly guard dog that decides it just doesn't feel like eating you today? Not writing a guard dog into the game at all? I guess what you're saying, here, is that all gaming, including your precious Portal 2, should be like Photopia, with no antagonist, no time based events, and--oh wait, Photopia is littered with time-based events and Portal 2 has rockets in it. Whoops!Tdarcos wrote:One of the things that made me decide CryptoZookeeper was unforgivably bad was that if you didn't do something eventually the dog would kill you. This is unacceptable.
Imma gonna let you finish, but like, you do realize that they eventually made Dungeon into 3 different games, because Dungeon as it stood was a sprawling mess? Yes? You understand this? And you're going with that as your "gold standard"? Okay. Just making sure we're all clear on that here. Let's move on with the sentence.Tdarcos wrote: Using the "gold standard" of the two best of the IF programs, Collossal Caves adventure and Dungeon,
Yeah. Boy, I tell you. That Colossal Cave was sure forgiving, like how THE ENTIRE GODDAMN GAME HAS A TIMER ON IT, or how you can lock yourself out of winning in the first third of the game by buying batteries to forestall the aforementioned GAME-LONG TIMER, or by eating the food, or how dwarven "nasty knives" can dispatch you instantaneously and completely at random, how you can't save, the not 1, but 2 fucking *mazes*, how you get the last point by dropping one arbitrary object in another arbitrary location and the magic words it doesn't tell you are magic. Apart from those, though, you're right. Adventure is a way easier game than Cryptozookeeper.Tdarcos wrote: unless you did something stupid, like jump a cliff, attack someone or walk around in darkness, you don't get killed.
I don't do bottom so you can't fuck me. And as far as I'm concerned, given your inability to disagree with my comments, no matter how nicely you ask me I won't let you suck my dick.Lysander wrote:In short: I'm right, you're wrong, and fuck you you self-entitled shitbag.
Are you saying my previous post is incorrect because if you did ask me nicely I would let you suck my dick?Lysander wrote:I don't understand this post.
I further don't understand how anyone could not disagree with your previous one, as it is factually incorrect.
Original adventure. Dungeon. Zork. Hitchhiker's Guide to the Galaxy. A Mind Forever Voyaging.Lysander wrote:But for fun and because I need more examples to deride you for, I would appreciate it if you would list more text games you have played that you found easier than Cryptozookeeper.
The girl quit updating her blog on November 2nd. It had ended with 15 votes on Metafilter Projects. It ran from August 26th till November 2nd.Ice Cream Jonsey wrote:I submitted my game to MeFi Projects (otherwise known as http://projects.metafilter.com). This illustrates a thing Kent has said before, which is, "Nobody cares about your work." Now I can't find the exact quote. Argh. But he said that in reference to his attempts at promoting Future Boy!.
Posting the link over there resulted in 24 hits from Metafilter over to the game's page. That's OK because there wasn't much of a time investment in the write-up.
People "vote" for things on the page there. Crypto got 2 votes. A website that mimics some kind of per-character Unix chat got 17 votes, and a blog about a girl who puts up pictures of herself wearing skirts got 4.