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	<title>
	Comments on: Players don&#039;t really read	</title>
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	<link>/blog/2010/07/players-dont-really-read/</link>
	<description>Interactive Fiction by Juhana Leinonen</description>
	<lastBuildDate>Mon, 12 Jul 2010 09:09:30 +0000</lastBuildDate>
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		<title>
		By: Taleslinger		</title>
		<link>/blog/2010/07/players-dont-really-read/comment-page-1/#comment-2709</link>

		<dc:creator><![CDATA[Taleslinger]]></dc:creator>
		<pubDate>Mon, 12 Jul 2010 09:09:30 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=349#comment-2709</guid>

					<description><![CDATA[It&#039;s a porthole!]]></description>
			<content:encoded><![CDATA[<p>It's a porthole!</p>
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		<title>
		By: Touchy		</title>
		<link>/blog/2010/07/players-dont-really-read/comment-page-1/#comment-2692</link>

		<dc:creator><![CDATA[Touchy]]></dc:creator>
		<pubDate>Sun, 11 Jul 2010 20:56:34 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=349#comment-2692</guid>

					<description><![CDATA[Let me inform you that me and the friend with whom I played &#039;Escapades!&#039; laughed our ass off at that joke. It was superb!]]></description>
			<content:encoded><![CDATA[<p>Let me inform you that me and the friend with whom I played 'Escapades!' laughed our ass off at that joke. It was superb!</p>
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		<title>
		By: matt w		</title>
		<link>/blog/2010/07/players-dont-really-read/comment-page-1/#comment-2672</link>

		<dc:creator><![CDATA[matt w]]></dc:creator>
		<pubDate>Sun, 11 Jul 2010 04:19:14 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=349#comment-2672</guid>

					<description><![CDATA[However, having just taken all in Escapade, I did notice the joke and that I had the hole. I sort of feel like I should be using it to get the whiskey into the corridor (so the hint seems to suggest), but I don&#039;t seem to be able to. 

...oh, and I just realized that the puzzle with the big items isn&#039;t one that you get out of the way early, it&#039;s one that &lt;i&gt;isn&#039;t in the game anymore&lt;/i&gt;. Moral: Players won&#039;t read even when they&#039;re reading an article about how they won&#039;t read.]]></description>
			<content:encoded><![CDATA[<p>However, having just taken all in Escapade, I did notice the joke and that I had the hole. I sort of feel like I should be using it to get the whiskey into the corridor (so the hint seems to suggest), but I don't seem to be able to. </p>
<p>...oh, and I just realized that the puzzle with the big items isn't one that you get out of the way early, it's one that <i>isn't in the game anymore</i>. Moral: Players won't read even when they're reading an article about how they won't read.</p>
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		<item>
		<title>
		By: matt w		</title>
		<link>/blog/2010/07/players-dont-really-read/comment-page-1/#comment-2670</link>

		<dc:creator><![CDATA[matt w]]></dc:creator>
		<pubDate>Sun, 11 Jul 2010 03:48:48 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=349#comment-2670</guid>

					<description><![CDATA[One of the problems I had with the light puzzle in Yo Momma was that I read that description and said, &quot;OK, this corner is dark and shadowed, it&#039;s &lt;i&gt;definitely&lt;/i&gt; not what I want.&quot; I think there was some command (x table?) that showed exactly where the light was, but I didn&#039;t get to it. 

&quot;Don&#039;t expect the players to remember&quot; is good advice too. The other time I had to look at the source code (besides the &quot;look under a lot of things&quot; puzzle, which was just laziness on my part) was when I got the VIP pass and said to myself, &quot;I know someone said something about a VIP pass fifty turns ago, now what was it?&quot;]]></description>
			<content:encoded><![CDATA[<p>One of the problems I had with the light puzzle in Yo Momma was that I read that description and said, "OK, this corner is dark and shadowed, it's <i>definitely</i> not what I want." I think there was some command (x table?) that showed exactly where the light was, but I didn't get to it. </p>
<p>"Don't expect the players to remember" is good advice too. The other time I had to look at the source code (besides the "look under a lot of things" puzzle, which was just laziness on my part) was when I got the VIP pass and said to myself, "I know someone said something about a VIP pass fifty turns ago, now what was it?"</p>
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		<title>
		By: Juhana		</title>
		<link>/blog/2010/07/players-dont-really-read/comment-page-1/#comment-2641</link>

		<dc:creator><![CDATA[Juhana]]></dc:creator>
		<pubDate>Fri, 09 Jul 2010 17:35:46 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=349#comment-2641</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;/blog/2010/07/players-dont-really-read/comment-page-1/#comment-2637&quot;&gt;Sarah&lt;/a&gt;.

Sarah: The purpose was not to chastise players for being unobservant but to make the exact same observation you&#039;re making: If the player expects an action to work some way and it actually does something else, the author should make the difference clear and not expect that the player notices it if the information is shown in places like notifications of implicit actions where the player does not expect to find this kind of information.

(Also, I&#039;m not sure if it came out clear enough in the article: every example I used was about bad design choices, &lt;em&gt;not&lt;/em&gt; examples of players playing wrong.)]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="/blog/2010/07/players-dont-really-read/comment-page-1/#comment-2637">Sarah</a>.</p>
<p>Sarah: The purpose was not to chastise players for being unobservant but to make the exact same observation you're making: If the player expects an action to work some way and it actually does something else, the author should make the difference clear and not expect that the player notices it if the information is shown in places like notifications of implicit actions where the player does not expect to find this kind of information.</p>
<p>(Also, I'm not sure if it came out clear enough in the article: every example I used was about bad design choices, <em>not</em> examples of players playing wrong.)</p>
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		<title>
		By: David Welbourn		</title>
		<link>/blog/2010/07/players-dont-really-read/comment-page-1/#comment-2638</link>

		<dc:creator><![CDATA[David Welbourn]]></dc:creator>
		<pubDate>Fri, 09 Jul 2010 15:03:47 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=349#comment-2638</guid>

					<description><![CDATA[Heh. I wrote a &quot;TAKE ALL&quot; joke into &quot;Cheeseshop&quot; that I never got any feedback on, but perhaps few people tried it or they thought it wasn&#039;t worth mentioning. Throwaway jokes are fun little Easter eggs.

I was absent for the &quot;Yo Momma&quot; session of ClubFloyd, but I think I would&#039;ve missed that item too. I&#039;d assume it was just scenery. I remember being stumped for the longest time in &quot;The Isle of the Cult&quot; because I overlooked a stool embedded in the room description.

I&#039;m not sure how you can force players to re-read descriptions, though. If the game detects that the player is floundering, one might try inserting a new paragraph that hints, something like: &quot;Your eye wanders idly around the room, finally landing at the neglected refrigerator.&quot; But that&#039;s a lot of extra work for the programmer; it&#039;s probably better to make the refrigerator stand out more in the first place.]]></description>
			<content:encoded><![CDATA[<p>Heh. I wrote a "TAKE ALL" joke into "Cheeseshop" that I never got any feedback on, but perhaps few people tried it or they thought it wasn't worth mentioning. Throwaway jokes are fun little Easter eggs.</p>
<p>I was absent for the "Yo Momma" session of ClubFloyd, but I think I would've missed that item too. I'd assume it was just scenery. I remember being stumped for the longest time in "The Isle of the Cult" because I overlooked a stool embedded in the room description.</p>
<p>I'm not sure how you can force players to re-read descriptions, though. If the game detects that the player is floundering, one might try inserting a new paragraph that hints, something like: "Your eye wanders idly around the room, finally landing at the neglected refrigerator." But that's a lot of extra work for the programmer; it's probably better to make the refrigerator stand out more in the first place.</p>
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		<title>
		By: Sarah		</title>
		<link>/blog/2010/07/players-dont-really-read/comment-page-1/#comment-2637</link>

		<dc:creator><![CDATA[Sarah]]></dc:creator>
		<pubDate>Fri, 09 Jul 2010 14:45:46 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=349#comment-2637</guid>

					<description><![CDATA[I don&#039;t think this is quite fair. It&#039;s not that they&#039;re not reading, more that they don&#039;t think they need to be constantly vigilant about their inventory. I mean, nobody does this in real life either. I don&#039;t check the contents of my purse every 5 minutes to make sure nobody&#039;s pickpocketed me. And a player putting in a command to pick something up isn&#039;t necessarily expecting or intending to put five other things down.

A better take-away, I think, would be &quot;don&#039;t automatically mess with someone&#039;s possessions without a lot of warning.&quot;]]></description>
			<content:encoded><![CDATA[<p>I don't think this is quite fair. It's not that they're not reading, more that they don't think they need to be constantly vigilant about their inventory. I mean, nobody does this in real life either. I don't check the contents of my purse every 5 minutes to make sure nobody's pickpocketed me. And a player putting in a command to pick something up isn't necessarily expecting or intending to put five other things down.</p>
<p>A better take-away, I think, would be "don't automatically mess with someone's possessions without a lot of warning."</p>
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