Talk:Games: Difference between revisions
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== Interactive Fiction == |
== Interactive Fiction == |
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Anyone thought of porting [http://en.wikipedia.org/wiki/Inform Inform] to Python? I think [http://en.wikipedia.org/wiki/Interactive_fiction Interactive Fiction] games would work really well on the XO. |
Anyone thought of porting [http://en.wikipedia.org/wiki/Inform Inform] to Python? I think [http://en.wikipedia.org/wiki/Interactive_fiction Interactive Fiction] games would work really well on the XO. text games easy to translate, they are not resource intense, they aid in the development of an active imagination, and they are culture neutral. --[[User:Basique|Basique]] 21:03, 4 March 2007 (EST) |
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: Interactive fiction on the OLPC is a great idea, but I don't think they are as easy to localize as you assert. For one thing, they contain much more text than more visual games do, so they are not "easy to translate". When translating most applications, you can hand the translator a file of all the text that needs to be localized, but with interactive fiction the translation of each line can be dependent on the others; the player won't get far, for example, if you translate a word to "sabre" in all the descriptions but to "sword" for the item name. Also, lists of commonly used synonyms need to be recompiled: The Infocom games would let you use "put on", "wear", and "don" to put on clothes; translators need to anticipate all the ways the user would commonly express themselves to do the same things in different languages, which may require the translator to partially rescript the game. And the language parser may need to be rewritten for the different word orderings of other languages. So, the translator not only needs an intimate knowledge of how all the text is used in the game, but may also need to know how to reprogram and test the game, which greatly limits the pool of available translators. |
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: And I believe many existing interactive fiction games make cultural assumptions that may not translate well. Any riddles or wordplay will be particularly hard to translate. Any puzzles that rely on knowledge of cultural history, deities, or customs won't translate at all and will have to be totally rewritten. (I recall the game ''Wishbringer'' punished you if you opened an umbrella indoors, because that's "unlucky". How would that play in another culture, with a totally different set of "unlucky" things?) |
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: Making matters worse, the quality of translation directly affects the player's ability to complete the game. Unlike visual games, which can sometimes be quite playable despite a shaky translation (Zero Wing comes to mind), the player has nothing else to go on than the text that you provide. |
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: In fact, I think it would be hard to find a more difficult genre of game to localize. (Other word games (crosswords?) or story-based games (visual novels) may be as difficult.) But that doesn't mean it wouldn't be worth it. I still think it's a great idea. —[[User:Leejc|Leejc]] 19:47, 5 March 2007 (EST) |
Revision as of 00:47, 6 March 2007
Pingus
Would pingus run on the laptop? I imagine the game trains logical thought (to a degree) and is interesting enough to get children to play with it for a longer time. (at least that's what I did when I got Lemmings I for the Amiga) --Fasten 09:32, 16 January 2007 (EST)
Game review
Is it interesting to review existing Linux games for desirable and undesirable properties? --Fasten 15:38, 17 January 2007 (EST)
Exploring the Mesh
Having fun is great, but what are the chances that any of these games actually could exploit the share-aspect of the OLPC? Ok, some of these games I presume (haven't really checked the list, sorry :) will be 'network games' - that basically pitch one player against another or others... lots of fun, I agree, but. I remember a game (The Incredible Machine, iirc) that were lots of puzzles in 2-D that could lend itself to be more collaborative. Does anybody know games of that sort? Or where collaborating and sharing are more the spirit of the game? --Xavi 12:58, 17 January 2007 (EST)
- FYI: Someone actually started writing an "Incredible Machine" clone, but only got partway through implementation: The Penguin Machine —Leejc 17:06, 9 February 2007 (EST)
- I already made a selection of games that, at least at first glance, seemed more suitable than the average game. Is there a list somewhere what games will be included in the main distribution? --Fasten 14:13, 17 January 2007 (EST)
- There is nothing wrong with competitive games, they can also be quite motivating. I don't know what share-aspect you mean. No matter if the games are collaborative or competitive in nature the pedagogical aspects might be interesting so any accompanying documentation can recommend to educators what games are useful for what age group and what type of education. Happypenguin.org doesn't state that so it might be useful to give every program a page here to discuss topics like this. --Fasten 14:13, 17 January 2007 (EST)
- It might be nice to have network games use the Presence Service DBus API to negotiate network games, if that's what you mean by "Exploring the Mesh". --Fasten 14:13, 17 January 2007 (EST)
About local pages
I wouldn't include a local page if it doesn't exist - just leave it blank.
Another thing, I don't know if you are aware, but you are using Games/SomeGame which creates a link to a SUB-page... --Xavi 09:25, 18 January 2007 (EST)
Interactive Fiction
Anyone thought of porting Inform to Python? I think Interactive Fiction games would work really well on the XO. text games easy to translate, they are not resource intense, they aid in the development of an active imagination, and they are culture neutral. --Basique 21:03, 4 March 2007 (EST)
- Interactive fiction on the OLPC is a great idea, but I don't think they are as easy to localize as you assert. For one thing, they contain much more text than more visual games do, so they are not "easy to translate". When translating most applications, you can hand the translator a file of all the text that needs to be localized, but with interactive fiction the translation of each line can be dependent on the others; the player won't get far, for example, if you translate a word to "sabre" in all the descriptions but to "sword" for the item name. Also, lists of commonly used synonyms need to be recompiled: The Infocom games would let you use "put on", "wear", and "don" to put on clothes; translators need to anticipate all the ways the user would commonly express themselves to do the same things in different languages, which may require the translator to partially rescript the game. And the language parser may need to be rewritten for the different word orderings of other languages. So, the translator not only needs an intimate knowledge of how all the text is used in the game, but may also need to know how to reprogram and test the game, which greatly limits the pool of available translators.
- And I believe many existing interactive fiction games make cultural assumptions that may not translate well. Any riddles or wordplay will be particularly hard to translate. Any puzzles that rely on knowledge of cultural history, deities, or customs won't translate at all and will have to be totally rewritten. (I recall the game Wishbringer punished you if you opened an umbrella indoors, because that's "unlucky". How would that play in another culture, with a totally different set of "unlucky" things?)
- Making matters worse, the quality of translation directly affects the player's ability to complete the game. Unlike visual games, which can sometimes be quite playable despite a shaky translation (Zero Wing comes to mind), the player has nothing else to go on than the text that you provide.
- In fact, I think it would be hard to find a more difficult genre of game to localize. (Other word games (crosswords?) or story-based games (visual novels) may be as difficult.) But that doesn't mean it wouldn't be worth it. I still think it's a great idea. —Leejc 19:47, 5 March 2007 (EST)