Chapter 11: Out Of World Actions and Effects
11.2. Saving and Undoing

A very few titles in the IF literature - very few being still too many, some would say - restrict the player's ability to save the game.


209
*** Example  A point for never saving the game
In some of the late 1970s "cave crawl" adventure games, an elaborate scoring system might still leave the player perplexed as to why an apparently perfect play-through resulted in a score which was still one point short of the supposed maximum. Why only 349 out of 350? The answer varied, but sometimes the last point was earned by never saving the game - in other words by playing it right through with nothing to guard against mistakes (except perhaps UNDO for the last command), and in one long session.

WI
208
* Example  Spellbreaker
P. David Lebling's classic "Spellbreaker" (1986) includes a room where the game cannot be saved: here is an Inform implementation.

WI


PreviousContentsNext