Ornamental Objects: Allowed Verbs? #58
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tajmone
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A few open design questions on ornamental objects (formerly, scenery) which I'd like to bring to your attention...
So far, the old
scenery
class has been modified in the Foundation library as follows:scenery
class became an attribute (Lib ENv0.3.0
) to overcome some technical issues that prevented overriding CHECKs as expected.scenery
attribute was renamed toornamental
(Lib ENv0.4.0
— see Spanish Scenery Attribute #57), which better describes the attribute's implications, and is easier to translate in other languages.examine
, based on the rationale that these objects are used to convey mood and atmosphere to the game, so they should be examinable.The rationale of point (3) could also be extended to other sensory verbs, like listen and smell, since sounds and odours can also contribute to the game's mood; and possibly, we might also want to allow the read verb, e.g. for a sign or some other inscription which might be practical to implement as an ornamental object.
The whole idea of blocking every action via a dedicated CHECK for
ornamental
is to inform the player that the object has a mere scenic purpose, and prevent him/her from wasting precious time by attempting different actions on that object (i.e. avoid a "find the verb" situation). For that reason, the ornamental CHECK is always placed first, e.g. to prevent a verb reporting that the player is not carrying the object mentioned in the parameter, which might lead him/her to think that after picking up the object the verb might work.We already discussed about the fact that examining the ornamental object is a legitimate exception. Now the question is: what other verbs should be allowed on ornamental objects?
Bearing in mind that:
xDesc
in case of theexamine
verb). So their actual use would still be optional, and unless the author enables them it would be just as if these actions were blocked.IMO, sensory verbs that do not imply physical manipulation/handling of the object should be allowed:
listen to (obj)
— Sounds have a major role in setting the mood, e.g. an author might mention in the description "distant dogs howling", and the player might attempt 'listen to dogs/howling', where a further description would strengthen the mood (unlike the default response "The dogs are not important..."). Of course, the verb listen might also apply to nearby objects, e.g. a ticking bomb.smell (obj)
— Odours also play a role in the game setting, and like sound they are abstract entities; if theobj
is an actual smell (i.e. not an object, like 'smell paper') then it makes even more sense to implement it as an ornamental since it can't be manipulated (the same applies to sounds).read (obj)
— Often game clues are provided via road- or wall-signs, inscriptions, etc. Currently, there's no way to implement them as "scenery", sinceIs ornamental
blocks also the 'read' verb; yet it would be practical to do so, since the only intended action for this type of object is reading it (and, of course, examining it).I haven't included sensory verbs like 'taste' and 'touch' because they'd imply manipulation of the object — either these verbs require the object to be held by the Hero, or that it has attributes like
Is takeable
/edible
/drinkable
, etc., which complicate matters in manners that would no longer allow to qualify these objects as "mere ornaments".So @thoni56 and @Rich15, I would like to know what you think of these proposed exceptions, and if you can think of other verbs that should also be allowed, in the same spirit.
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