RR> What I'm wondering is why there were so few games produced that
RR> adopted the modular concept in order to provide a longer-playing
RR> game with several different elements?
I started to answer your question until I read more of your message and
saw you had already supplied much of my answer by listing numerous games
that did use the modular concept, such as Infocom adventures,
Spelunker, etc. Your concept seems to be more variety within a game
than the modular use of memory. My tastes in a game are almost
opposite to yours. What I like most is a game you can WIN, rather than
an endless pursuit of goals that are ever more difficult to reach
and which lead to ultimate failure. Give me a Spelunker or Zork any day.
When you win the game you darn well know you have won and can take
a great deal of satisfaction in that achievement.
You did list some interesting ideas about programming, however.
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