Computer Gaming Methodology

No matter how tricky or convoluted the map becomes, you will always have a clear picture of how to get from one part to another. Accurate mapping cannot be overstressed if one is to become an above-average adventure game player. Top players map at least 50 percent of their game-playing time. —Roe R. Adams IIIComputer Gaming Methodology (Digital Deli)

Boy, that brings back memories. Back in my day, we didn’t have this fancy camera-floating-along-behind-the-PC, 3D realtime-rendered automapping. What we had was a piece of paper and a pencil. That’s the way it was, and we liked it!

Also of note farther down on the same page is a sidebar on dragons in computer games since Adventure. (The article’s from a 1984 book, so the list isn’t long.) And, while I’m at it, I found an interesting discussion of comptuer therapy (starting with Eliza, but moving on a bit.)

I’m working on a bit of computer history myself, or will be when I finish grading (tomorrow!). Historical research 101: the older your source is, the more valuable its observations; they haven’t been tained by the passage of time, which tends to filter out the unpopular or unusual opinions and replace them with commonly-accepted wisdom.