Adventure Games with Revolution?
Richard Gaskin
ambassador at fourthworld.com
Thu Dec 23 20:41:52 EST 2004
Roger Kenyon wrote:
> On 12/23/04 7:11 PM, "Richard Gaskin" <ambassador at fourthworld.com> wrote:
>
>>rivertext.com
> Richard:
>
> Could you tell me more about the text adventure game within
> "If Monks Had Macs". I went to the site, but it is, well,
> less than lucid.
Oh, it's quie lucid. But "If Monks Had Macs" is hard to pin down.
Brian's description of it at the rivertext.com site is a pretty good
one, given the size and diversity of the collection of goodies on the CD.
As the author of the book "Secrets of Successful Multimedia Design" put it:
"...resists categorization...acheived 'acknowledged masterpiece'
status without anyone being able to hand a label on it."
I tried to sum it up in the pages at my own site for Sophie, the free
e-book reader we jointly developed which is also included in the "Monks"
package:
Sophie is only one part of the collection of literary machines,
interative art and provacative ideas found in If Monks Had Macs,
a multimedia CD-ROM product for Mac and Windows.
<http://www.fourthworld.com/products/sophie/monks.html>
RunRev and Rivertext recently issues a joint release with a demo that
should be available somewhere -- in RevOnline?
> I am mainly interested in point-and-click adventure games (such as
> Day of the Tentacle, Monkey Island, or Sam & Max), but text adventure
> with Revolution is an interesting idea. It is bound to be easier to
> use than Inform or TADS.
Indeed it is. Rev's text handling is both efficient and easy to do. To
paraphrase Meis van der Rohe, God is in chunk expressions. ;)
The text adventure in "Monks" is a fun one: in "Meat and Conversation"
you take on the role of a travelling monk, with the goal of avoiding
temptations.
There's also a solitaire game, Killing Time, nicely done with a set of
gorgeously-drawn cards, with coding done by Jacque Gay (who's popular
Blocker and Klondike stacks she made in Rev have kept me quite busy for
embarassingly long stretches).
But there's a lot more there: Jeanne DeVoto contributed some code to
Brian's exploration of Bruegel's "Tower of Babel" painting, I
collaborated with him on a personal journal application that's included,
and all this and more is accessed from a bookshelf in a nicely rendered
monastary cloister, complete with animated fountain and monk chants. :)
My personal favorite in "Monks" is the Thinkertoy, a wonderfully novel
way to nagivate among the writings of Emerson and others on slavery
(there's a screen shot of it near the bottom-left of this page:
<http://www.rivertext.com/monks3.html>).
With all that going on it's definitely hard to describe in a quick
sound-byte. :)
But as for graphical adventure games, I know there must be more out
there. As you know Myst was built with HyperCard and The Castle was
built a while ago with SuperCard:
Making of: <http://www.blueline-studios.com/casBeh.html>
Review: <http://fourfatchicks.com/Reviews/Castle/Castle.shtml>
Interview:
<http://fourfatchicks.com/Rants/Interviews/Dan_Kueng/Dan_Kueng_Interview.shtml>
But of these graphical point-and-clicks I must say I've had a great time
with Alida (alidagame.com).
One of the difficulties with finding point-and-click adventure games is
that even though you and I love them the market is fixated on real-time
3D, which requires a specialized engine and usually a lot of resources
to put together.
But there's always room for more -- dive in and build one and I'll play it.
--
Richard Gaskin
Fourth World Media Corporation
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