Hand of Fate – A past method for a present game

When you look at an Indie game such as Hand of Fate. You look at some of the past techniques used by the first games and can see them in a modern game.

And which game style am I describing… the text adventure.  In fact, if you look very closely 90% of the game can be traced back to the text adventure concept.

Except the combat…

North, South, East and West

In several text adventure games I remember playing on various computers that used to be placed in our primary classroom. The four key conventional directions were used.

In Hand of Fate; there is also a map but it is visible to the players in the form of the cards.

The Rooms and Encounters

Each ‘room’ would normally start with a brief primer; it describe the room with key items as well as giving hints to what they should do.

The text after a card is given is not different to this; OK the choices are more restricted to a limited number of option but it still operates in a similar way.

“But the Cards have images…”

Yes but so did some newer text adventures; they provided images to help give a visual setting; this varied from ASCII art (using text to create an image) to conventional images.

Having images on the cards isn’t necessarily anything different.

“But health and food takes it’s away from text adventure concept…”

Depends on how you look at it; in order to advance in a text adventure you need the items to solve the puzzles between you and the end to advance.

The idea is not as far off; you need enough food and health to get to the end so you have to find it by going to each ‘room’ and getting them.  At the same time, you also need Inventory to survive the battles.  So although in HoF you are not solving puzzles, you are gaining the tools to handle the encounters in front of you.

Hand of Fate is seen as a card game but let’s face it you can’t place all the text on a single card.

However it also uses a large number of techniques that come from older text adventure.





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