> mol@marvin.df.lth.se (Magnus Olsson) writes:
>
> >While working on my new adventure game (tentatively called
> >"Deadlock"), it struck me how often the player character of adventure
> >games (and other games as well) behaves in a totally amoral way,
> >gladly doing things he/she would never do in real life, and even
> >getting rewarded for it. [...]
>
> >But still it seems that in most IF, you are at encouraged to behave in
> >a way that's not at all acceptable in real life. It would be
> >interesting if you out there could come up with some more examples than
> >the widespread kleptomania. :-) [...]
>
> Well, something that's true in most adventure and RPGs is murder. Assuming
> that orcs and trolls existed, you couldn't just randomly kill them to take
> their treasure without the authorities getting upset!
Consider the White House in Zork I. Immediately, you have breaking
and entering. From there, the player goes on to trespass, to kill a
troll (assault and battery, brandishing a weapon, and if you're lucky,
murder in the first), then grand theft. Any others?
..Harrison
-- Harrison Page (harrison@adobe.com) http://www.spies.com/harrison "Nearly all invertebrates of a suitable size fall prey to frogs, and even such vertebrates as mice and reptiles may be eaten."