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Recipes to be prepared at moderate cost. It's pretty obvious what rodgerd meant if you actually read the article. Roboprog on Mar 14, There were times in my life I had no TV, but I still saw parts of some shows over at friend's houses. Same applies, I suspect. If that filmmaker were D. Griffith, I sure as shit would. If he were French, I would. French TV is shit. This is sort of off-topic, but I got interested in the criminal, Walter Forbes, and was wondering whether he is in prison at the moment or not, and what kind of prison.
Google searches for him directly did not yield any information. He's been convicted without leniency for 12 years, which in theory should mean he still is in prison right now. But all news is from around the day of the trial. Is there a way to know if someone is in prison at this moment or at least recently? And perhaps in what prison?
I read that he's in a Federal Prison. IvyMike on Mar 13, I think 90's era adventure games are looked at with rose colored glasses. A lot of the time, these games were non-intuitive and won thru repetition "try everything" rather than logic. I'm a huge fan of old Sierra games but I still have very sad memories of having saved space quest II quite near the end, after having being kissed by the alien - and thus being unable to make few final moves : edit: oh, the painful memories..
Between my friends and I, we have a term-of-art for whether I will enjoy a puzzle adventure game: "Does the game let me eat the pie? I'm an adult now, and there are many more games on the market; I simply don't have time anymore for games that let me eat the pie. I love that kind of gameplay. That's what draws me to many J-RPGs. Didn't do X?
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Can't get Y, no matter how bad you want it. Most especially so when the game warns you in obscure ways. Plays which reward the player for being investigatory. Example : A placed readable book on the shelf warns player not to do X if they want Y far before the decision comes about. Or the player has a bad premonition or dream about it.
Foreboding which has obvious intent once that player has passed the threshold of no return. It was stated earlier in the thread, but I think there is real value to setting an atmosphere in a game which rewards the player for being cautious, but curious. For example, the pie you're talking about had no real obvious use until the mob which requires it, right?
Unless inventory space becomes an issue, a cautious player would likely hold on to that pie until faced with a challenge where they've tried other avenues. The type of player which tries every item in their inventory to succeed definitely isn't the target for this mechanics. Reminds me of the colored potion system in nethack. When well-crafted, it's a great thing to have such irreversible decision points. The fundamental flaw with the pie is it wasn't well-crafted both in-game and in the larger ecosystem of adventure games at the time; players were encouraged to try everything when stuck, so they might eat the pie even if it wasn't an obvious solution to the current problem.
Maybe eating the pie will give me wings? That magic stick gives you wings in that other game That's fascinating. I grew up on Sierra logic, and so? I take it for granted. Of course I shouldn't eat the pie; I might need it later. The real world follows this rule, too. Economists call it "time preference. Very informative, thanks! I have never played those old games but I will look out to try from now on, very captivating.
I think this is completely true. The Internet personality Day9 started a show over the past year called "Mostly Walking" specifically to play point and click Adventure games, and even though they're playing the best of the genre, they are rough. Backwards puzzle logic, bizarre references, and always the fall back to brute force puzzle solving.
It's actually a series I'd recommend, as long as you have the time. I miss the old Sierra games. I'm glad we're starting to see a revival of adventuring gaming via Kickstarter and episodic channels, although I often feel like a lot of the AAA games coming out these days lack a certain spark found in those old Sierra games. Maybe it's because I'm just older and more jaded now, but this quote spoke to me: ''' So I guess my thinking is that the big problems came when game developers lost control of their companies.
The Broderbund guys were programmers and gamers and developers. Ken was. Quite a few of the other -- Activision was founded by a game player, and Accolade. A lot of other companies were founded by guys who knew games and as long as they were in charge, it seemed like things were better.
But when gradually their companies hired professional management -- professional managers love spreadsheets and they loved evidence, because they didn't have gut feelings that said, "Yeah, that's a great idea! Yeah, that'll sell! People will love that! Look at that! How do we compare this?