This Video Was a Helpful Guide

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I thought this introduction was helpful because I know I would have done many of the same things that Peter did when I began playing Deadline.  For instance, I would have tended to use more complex commands instead of a simple “look” or “drop.”  I also would have neglected objects throughout the room, or the specific descriptions around the room.  However, now I see that every detail is so important because this is the only way that you can “see” your environment.

I think I also have some of the same frustrations about early interactive fiction.  I am used to the “button mashing” games that Dr. Jerz and Peter talked about, not ones that require text-based movement and responses like Deadline, so having to type every little movement is a bit annoying.  Even the games that I have played that do required a text-based response usually ask you to select from a limited number of possibilities.  I guess that these two types of games are similar in that there is a limited amount of ways to say what you want to say, but you have more choices of what to say in the early interactive fiction games.  Overall, though, I still have to say that I prefer the games with which I am more familiar, especially because I am more picture-oriented than text-oriented.

Take a look at what other's thought about Dr. Jerz and Peter's video.

 

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