Re: Determining the Origin and Meaning of RPI
Here's a possible 20th feature similarity between the original RPIs: code-implemented delays in movement execution. I'm still checking to verify, but didn't all of the original RPIs utilize a coded delay when moving from room to room? I know that between Armageddon and Harshlands this feature similarity exists but that they execute it differently. On one, the delay is assessed before the PC moves to the next room while on the other the transfer to the next room occurs first and the delay afterward. Regardless, the intent and effect is the same by removing the rapid fire movement from room to room that can occur in the base codes from which these games were derived.
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