Stuga: Third circle of mapping hell   2 comments

I’m in the “mapping” phase of playing Stuga, and the LEFT/RIGHT/FORWARD/BACK is making things a pain. Just to be clear, this is fixed relative directions, so LEFT from a particular room will always go the same way.

With Zork even though there were numerous passages where going west and then east would not lead you back where you started, with here the tendency is pathological and it’s impossible to even guess what a good spacial relationship would be. With my tangled mess up there I can see the Hilbert room and its accompanying exits could be better placed, but I only knew that after painstaking drawing and testing. I’ve taken up saving when I enter a room with many exits and restoring to test all of them rather than returning the way I came because so often I don’t know which way to go back.

My second attempt made LEFT = left side of map, RIGHT = right side of map and so on for an ounce of sanity.

It’s still somewhat insane and disconcerting, though. Even though it’s functionally equivalent to N/S/E/W I’m still very uncomfortable while playing. Do any of my Swedish readers know if this became a common thing in Swedish games, or if most of them are in traditional compass directions?

Also: the lift has access to nine floors. Eek!

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Posted June 2, 2011 by Jason Dyer in Interactive Fiction

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2 responses to “Stuga: Third circle of mapping hell

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  1. Do any of my Swedish readers know if this became a common thing in Swedish games, or if most of them are in traditional compass directions?

    Similar issue raised at http://www.intfiction.org/forum/viewtopic.php?f=6&t=2379 , by a second-language English speaker; I’ve no idea whether this counts as a pattern.

  2. OW.

    I’m not sure why, but I have the same experience with left/right vs. north/south. (I confess to struggling with asymmetric exits regardless of the system they appear in, and that combined with left/right would send me straight for Advil.)

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