Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!yale!mintaka!ogicse!milton!schraudo%beowulf@ucsd.edu From: schraudo%beowulf@ucsd.edu (Nici Schraudolph) Newsgroups: sci.virtual-worlds Subject: Re: "Space" Message-ID: Date: 23 Aug 90 20:39:16 GMT Sender: hlab@milton.u.washington.edu Lines: 21 Approved: hitl@hardy.u.washington.edu References:.650507971@beowulf> <1990Aug15.160312.10697@watcgl.waterloo.edu> electro!jwtlai%watcgl.waterloo.edu@watcgl.waterloo.edu (Jim W Lai) writes: >This may seem parenthetical. I've seen the original Wumpus game in a >Creative Computing collection. There is no attempt at aiding the >visualization of the space. Each of the vertices is numbered 1 thru 20; >there are no navigational directions given, just a list of the vertices >that can be moved to. I would argue this space is difficult to navigate as >there is no equivalent to directions one can fix on. The author of the >game noted that all the playtesters at his site made maps but never arrived >at the dodecahedron; in fact, it seemed to him that none of them even Oops, you're right, I forgot about the original Wumpus setup. I referred to a beefed-up version of the game that I used to play ages ago; that one had a VR-style graphical interface: you would see a simple view of the corridor in front of you, with other corridors branching off the sides. Wall colors were used as landmarks. Still not very intuitive. -- Nicol N. Schraudolph, C-014 nici%cs@ucsd.edu University of California, San Diego nici%cs@ucsd.bitnet La Jolla, CA 92093-0114 ...!ucsd!cs!nici