Link to new blog
I have been posting in my new location, which is here.
I'm fine with the idea that there are many ways to solve a puzzle, some of which lead to better results than others: that's deterministic, and on careful replaying I could get a good result on my own. There's a kind of fun in this, if I'm in the right mood. But I see no fun in optimizing the success of a runthrough by saving and restoring until I happen to get the dice roll to come out in my favor.
In a human-run RPG, the fun thing about stats is that they *do* give the player a way to customize his experience -- by letting him design a character in advance and thus choose what sorts of experiences he's likely to run into during play. Get rid of the character-design aspect and you've lost a lot of the point of having them.
In essence, the animals would do to each other anything that they could do to or with you. So we would constantly have animals interacting in ways that had never been progammed or envisioned.
Also . . . you could interact with the animals in ways we'd never thought of. So people would constantly be writing to us telling us they'd done things that we never thought of, and didn't realize the game was capable of.
And that means each conversation is a cut scene. It is not interactive. I can't put it more clearly than that. You sit back and listen to the pre-scripted dialogue, occasionally clicking a menu option to hear the next paragraph. You could skip some options, or leave early, of course -- but why bother? You're just going to come back later and listen to the rest. It's the shallowest kind of interactivity.