Archive for the ‘stuga’ Tag

Stuga: Map tension   4 comments


I’m nearing the end and a new feature has hit (I don’t know exactly when it happens, but I’m guessing when your score reaches a certain point) where map exits start closing off. Two examples:

You are in a room with an upward escalator and a door forward.


Just as you’re approaching the escalator, it stops and a man runs in and closes it.
You are in a room with an upward escalator and a door forward.
The escalator has been closed by Cottage’s highways department.


You are in the Studio.


The lock of the door has jammed so you won’t get out that way!
Your keys don’t fit the keyhole.
You are in the Studio.

Mind you, there’s still a way to get where is necessary, but it starts to be more circuitous as the game goes on. The portions of the map that involve (more or less) random travel start to get more appealing.

This led to a welcome kind of tension, lending a modicum of atmosphere and the feeling of other presences, rather like when entering the trapdoor from Zork it gets closed and barred from the other side. It’s not exactly a horror tension (the game is too silly for that) but more of a strategic tension.; I felt like I needed to do some actual planning.

Posted January 17, 2013 by Jason Dyer in Interactive Fiction

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