I don’t know if this has been discussed before. I searched but didn’t find anything.
I am thinking about a fair way to keep track of the number of moves played in a game. We all want the interpreter to be as helpful as possible (without giving away clues) and I think in some cases the move counter should be corrected when the interpreter “helps”.
I did a quick check with Zork I. In the opening scene, open the mailbox, take the leaflet and drop it. So now the leaflet is on the floor. “put leaflet in mailbox” counts as 1 move, whereas it should be 2 IMO. You have to pick it up first, which is 1 move, and then put in in the mailbox, which is another move.
Some examples that I made up myself.
> go north
[opening the gate first]
You are now in the hallway
Should be 2 moves.
[code]> cut carpet
What do you want to cut the carpet with?
knife[/code]Should be 1 move
> put the bomb in the disarm unit
[first unlocking the disarm unit with the brass key]
[opening the disarm unit]
Ok, the bomb is now in the disarm unit
Should be 3 moves.
Maybe not a big deal. But when you’re in a time critical situation, like with a bomb that goes off in 2 moves the last example would not be fair if it’s only 1 move.
Or this one:
> unlock chest with brass key
The chest is now unlocked.
I always count this as 1 move but if I think about it, it maybe must be 2 moves. Unless the key is already in the lock.
> Fred, give me the hook
Fred hands over the hook.
Should actually be 2 moves. You tell Fred to do something and than he does it.
Elaborating a bit, all scheduled events should be ran in such a case. So not only update the move counter, but let the NPCs make an extra move, drain the flashlight’s battery for 1 move etc.
Sorry if this has been discussed before, then I couldn’t find it.