So, I’m unearthing this thread from a couple of years back.
It’s a useful discussion on alternatives to the standard navigation model of n,s,e,w. All of the relevant arguments I agree with.
My question though is not about the mechanic, it about the representation of the mechanic within the text. In a game where the author is striving for total immersion, complete mimesis and a more…er…literate…approach to room descriptions, using the ‘north to’ tags effectively pulls the reader out of the story world and into the game mechanics.
Consider:
“A dark, windowless hallway. Dusty doorways lead mysteriously into the family bedrooms wherein various nefarious deeds were done before everyone mysteriously disappeared in a freak golfing accident.”
versus:
“A dark, windowless hallway. Dusty doorways lead north to Sybil’s room, south to the Master Bedroom and west to the baby’s nursery. It was in these very rooms that various nefarious deeds were done before everyone mysteriously disappeared in a freak golfing accident.”
yes…it’s bad…it is just an example…but you see what I’m getting at…In the second sentence, to me, I am ripped, as a reader out of the scene, and then, after a mechanical explanation, shoehorned back into it.
This has probably been discussed in the forum before, but I can’t find precisely what I’m looking for
So, just for general discussion:
- Is this actually a problem/thing?
- How irritating for the player is it to not have directions embedded in the location description?
- Are there any other location description techniques that people have experimented with that minimises this particularly memesis destroying sin?
I’m wondering also whether there’s been significant discussion of this before, but my searches aren’t unearthing anything.
McT