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VG Thought Let's do this like Brutus. 2014-03-16T04:48:40+00:00 http://forums.vgthought.com/feed.php?f=18&t=774 2014-03-16T04:48:40+00:00 2014-03-16T04:48:40+00:00 http://forums.vgthought.com/viewtopic.php?t=774&p=1223#p1223 <![CDATA[Re: Counterfeit Monkey and exploration, progression]]> http://emshort.com/counterfeit_monkey/MonkeyPuzzles.pdf

Statistics: Posted by Golem — Sun Mar 16, 2014 4:48 am


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2014-03-12T03:52:57+00:00 2014-03-12T03:52:57+00:00 http://forums.vgthought.com/viewtopic.php?t=774&p=1217#p1217 <![CDATA[Re: Counterfeit Monkey and exploration, progression]]>
sweet map fox, glad to hear my impression was pretty accurate - if i had played through the whole game i could probably throw the "cutscenes" on there myself

golem pretty much covered what i meant - in older games there were points where if i got stuck i could go do something else or find another place to explore and i didn't feel so much like i was playing through a story as just messing with a world

Statistics: Posted by Yourself — Wed Mar 12, 2014 3:52 am


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2014-03-10T02:39:27+00:00 2014-03-10T02:39:27+00:00 http://forums.vgthought.com/viewtopic.php?t=774&p=1214#p1214 <![CDATA[Re: Counterfeit Monkey and exploration, progression]]>

Here's a finished map. I'm no Prince Henry the Navigator, but it should be pretty accurate. Places that look walled off are probably accessible by going sideways (e.g., nw,sw,etc).

Statistics: Posted by Sky-Fox — Mon Mar 10, 2014 2:39 am


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2014-03-07T23:52:33+00:00 2014-03-07T23:52:33+00:00 http://forums.vgthought.com/viewtopic.php?t=774&p=1212#p1212 <![CDATA[Re: Counterfeit Monkey and exploration, progression]]>
Also, I think part of the point about Zork wasn't just sheer map size, but also how much of the map you can traverse at once. In Counterfeit Monkey, you're often stuck in one place until you solve the puzzle. That way, players don't have to search the entire world for solutions.

Statistics: Posted by Golem — Fri Mar 07, 2014 11:52 pm


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2014-03-05T05:56:08+00:00 2014-03-05T05:56:08+00:00 http://forums.vgthought.com/viewtopic.php?t=774&p=1210#p1210 <![CDATA[Re: Counterfeit Monkey and exploration, progression]]>
Image

Admittedly, it does still look a bit cramped, especially compared to . Though that is an especially nice drawing. In regards to Counterfeit Monkey, I don't consider its map size, or its verb count completely to its detriment. I think reduced verb count is an important solution to preventing players from having to guess which words solve which puzzles. It lets you know which few commands work consistently, and allows an imprint to form on the player so they have a better sense of how to communicate with the game. There's a reason LucasArts switched over to the keyword system for their adventure games.

Something I think CM does to help counter this is allow for multiple solutions for most of its puzzles. Not all players think in the same terms, and it's neat to discover new answers on subsequent playthroughs.

Statistics: Posted by Sky-Fox — Wed Mar 05, 2014 5:56 am


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2014-02-21T01:34:43+00:00 2014-02-21T01:34:43+00:00 http://forums.vgthought.com/viewtopic.php?t=774&p=1201#p1201 <![CDATA[Counterfeit Monkey and exploration, progression]]>

Yourself recently spoke with me about how Counterfeit Monkey felt relatively closed off compared to the text adventures of yore. He compared it to a visual novel, where a lot of events happen for you to witness, and the options for progressing are limited. In an old text adventure, you might have a wide open area to wander around and mess with stuff at your leisure.

In Counterfeit Monkey, puzzles mimic this limited feel because they involve many fewer verbs than your old school text adventure--you either take something, put it down, or use the letter remover on it. So, not only do you have fewer locales to explore, you have fewer verbs to explore.

Statistics: Posted by Golem — Fri Feb 21, 2014 1:34 am


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