My name is Jim McGinley and I’ll be giving a presentation at GDC 2012
“Inspiration from the Trash: The TRS-80’s Lost Game Designs”
HELP.
Text adventures were a PROMINENT part of the TRS-80 game scene. As most people here know, Scott Adams adventure games were famous and much loved. Unfortunately, I didn’t care for adventure games so I rarely played them. I’m now trying to determine what lessons today’s developers can learn from old adventure games. I’m not able to do a good job, and need some help. That’s where you come in. Note: If you’ve played Scott Adams on another machine or emulated, I believe you’re qualified to help since I believe it’s practically the same game as the TRS-80 version.
Questions
What has NOT been carried forward? What has been “lost in the trash”?
Is there any reason for modern interactive fiction developers to play the old adventure games (Scott Adams or otherwise)? Is there anything to learn from the oldies?
Has modern interactive fiction forgotten any important lessons from old adventure games?
Is there anything you miss from the old text adventures?
Perhaps old adventure games were more direct and easier in some ways?
Perhaps the simple text phrases of old adventure games make them more suitable for future voice control (XBOX, Siri)?
Any thoughts/opinions would be amazing. I don’t want to leave out TRS-80 adventure games - that’s just WRONG. You can e-mail me your thoughts directly (jimmcginley@rogers.com) or post them here. Even if you think most everything has been carried forward, and there is nothing to learn, that would be great to know. Also, I would like to quote some replies IN my presentation (forum name or real name).
I did ask Scott Adams his thoughts…
Me: Are there things modern interactive fiction has failed to bring forward?
Scott Adams: “Hard to tell as I haven’t been tracking modern IF. In almost everyone of my games I would do something unique that I had never done in a previous game. Its left up to the reader to find these. An example would be my last game Fantastic Four. There you had to control two different characters in different places to complete the game. Pirate Adventure was unique from Adventureland in it had a ongoing theme to the solution.”
While I don’t mean to rush you, I need the replies ASAP! The presentation is next week.
Thanks so much,
Jim McGinley
bigpants.ca