Stone Cell

by Steve Kodat

Fantasy
1999

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>INVENTORY - Paul O'Brian writes about interactive fiction

Think about the things you might do if you were trapped in a dungeon. Perhaps you'd listen at the door? Smell your straw mat? Feel along the walls, hoping to find a secret passage? If you did find a crack, might you try to pry it with something? I think so. Yet "listen", "smell", "feel", and "pry" are all unimplemented, along with a host of other verbs that ought to be there. Authors, take note: if you plan to trap your players in an enclosed space, and make a puzzle out of how they are to get out, the puzzle won't be much fun unless that space is very well implemented. The more often a player tries logical things that aren't accounted for in the parser, the surer that player will feel that the solution is simply arbitrary... Unhappily, this sort of thing is exactly what Stone Cell lacks, and the lack degrades it from a great game to merely an interesting experiment in IF techniques. The experiment does teach us something, but the flaws that surround it teach us even more, and the learning process isn't as much fun.

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