https://www.adventuregamestudio.co.uk/wiki/Walking_Dead/history?feed=atom&Walking Dead - Revision history2024-03-29T14:31:31ZRevision history for this page on the wikiMediaWiki 1.39.1https://www.adventuregamestudio.co.uk/w/index.php?title=Walking_Dead&diff=3316&oldid=prevGilbert at 06:59, 19 December 20052005-12-19T06:59:49Z<p></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Most [[Sierra]] games contain several dead ends, whereas most [[LucasArts]] games contain none (with the exception of some of their very early adventure games such as [[Maniac Mansion]]).</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Most [[Sierra]] games contain several dead ends, whereas most [[LucasArts]] games contain none (with the exception of some of their very early adventure games such as [[Maniac Mansion]]).</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Examples of dead ends:</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Examples of dead ends <ins style="font-weight: bold; text-decoration: none;">('''Warning:''' may contain spoilers) </ins>:</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* In King's Quest V, you can generally not go back to an earlier area, but frequently require an item from there. Examples include the pie, the hammer, the crystal, and the medallion. Missing any of these will make you unable to complete the game.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* In King's Quest V, you can generally not go back to an earlier area, but frequently require an item from there. Examples include the pie, the hammer, the crystal, and the medallion. Missing any of these will make you unable to complete the game.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* In Codename: Iceman, when you leave the CIA building, you are given the wrong ID card, but you are not informed of this unless you specifically look at it. Later in the game, of course, you need to have the proper one.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* In Codename: Iceman, when you leave the CIA building, you are given the wrong ID card, but you are not informed of this unless you specifically look at it. Later in the game, of course, you need to have the proper one.</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Category:AGS Dictionary]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Category:AGS Dictionary]]</div></td></tr>
</table>Gilberthttps://www.adventuregamestudio.co.uk/w/index.php?title=Walking_Dead&diff=2649&oldid=prev213.236.208.22 at 10:54, 8 December 20052005-12-08T10:54:15Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 10:54, 8 December 2005</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Walking deads are very common in text-only adventure games, which tend to be unforgiving towards player mistakes. However, in a text adventure, replaying from the start won't take up much time. In graphical adventure games, especially if they involve extensive cut-scenes, walking deads can be a serious annoyance to the player, and are nowadays generally considered poor game design.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Walking deads are very common in text-only adventure games, which tend to be unforgiving towards player mistakes. However, in a text adventure, replaying from the start won't take up much time. In graphical adventure games, especially if they involve extensive cut-scenes, walking deads can be a serious annoyance to the player, and are nowadays generally considered poor game design.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Most [[Sierra]] games contain several dead ends, <del style="font-weight: bold; text-decoration: none;">but </del>most [[LucasArts]] games contain none (with the exception of some very <del style="font-weight: bold; text-decoration: none;">old </del>games such as [[Maniac Mansion]]).</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Most [[Sierra]] games contain several dead ends, <ins style="font-weight: bold; text-decoration: none;">whereas </ins>most [[LucasArts]] games contain none (with the exception of some <ins style="font-weight: bold; text-decoration: none;">of their </ins>very <ins style="font-weight: bold; text-decoration: none;">early adventure </ins>games such as [[Maniac Mansion]]).</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Examples of dead ends:</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Examples of dead ends:</div></td></tr>
</table>213.236.208.22https://www.adventuregamestudio.co.uk/w/index.php?title=Walking_Dead&diff=2601&oldid=prevGilbert: Walking dead moved to Walking Dead2005-12-08T05:17:26Z<p><a href="/wiki/Walking_dead/edit?redlink=1" class="new" title="Walking dead (page does not exist)">Walking dead</a> moved to <a href="/wiki/Walking_Dead" title="Walking Dead">Walking Dead</a></p>
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<td colspan="1" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 05:17, 8 December 2005</td>
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</td></tr></table>Gilberthttps://www.adventuregamestudio.co.uk/w/index.php?title=Walking_Dead&diff=2460&oldid=prevRadiant: rewrite2005-12-07T23:13:44Z<p>rewrite</p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 23:13, 7 December 2005</td>
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<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">The </del>player has <del style="font-weight: bold; text-decoration: none;">reached </del>a <del style="font-weight: bold; text-decoration: none;">Dead End when no actions whatsoever can carry </del>the game <del style="font-weight: bold; text-decoration: none;">forth</del>, <del style="font-weight: bold; text-decoration: none;">and </del>the game <del style="font-weight: bold; text-decoration: none;">progess is helplessly halted</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">A '''walking dead''', also known as '''dead end''' or '''zombie''' is a situation in an adventure game from which the game can no longer be finished, even though the player character is still alive (hence the name). Thus the </ins>player <ins style="font-weight: bold; text-decoration: none;">may not realize that he </ins>has <ins style="font-weight: bold; text-decoration: none;">made </ins>a <ins style="font-weight: bold; text-decoration: none;">mistake and caused </ins>the game <ins style="font-weight: bold; text-decoration: none;">to become unwinnable. The only way out of a dead end is to restore an earlier saved game</ins>, <ins style="font-weight: bold; text-decoration: none;">or restart. This may require the player to replay a significant part of </ins>the game.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">Dead-ends are </del>generally <del style="font-weight: bold; text-decoration: none;">impopular, since </del>the <del style="font-weight: bold; text-decoration: none;">game </del>can <del style="font-weight: bold; text-decoration: none;">be unnecessarily difficult </del>to <del style="font-weight: bold; text-decoration: none;">win, and any attempts to solve </del>it <del style="font-weight: bold; text-decoration: none;">will be a waste of time. Dead-ends occured primarilly in Sierra-games </del>(<del style="font-weight: bold; text-decoration: none;">several of the Police Quest games can go on long after a specific puzzle, </del>but <del style="font-weight: bold; text-decoration: none;">are yet impossible </del>to <del style="font-weight: bold; text-decoration: none;">beat if the puzzle in question is not solved properly</del>), <del style="font-weight: bold; text-decoration: none;">and are very rare in e.g. LucasArts games, if they exist at all</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Walking deads </ins>generally <ins style="font-weight: bold; text-decoration: none;">appear when </ins>the <ins style="font-weight: bold; text-decoration: none;">player </ins>can <ins style="font-weight: bold; text-decoration: none;">no longer return </ins>to <ins style="font-weight: bold; text-decoration: none;">a certain area after leaving </ins>it (but <ins style="font-weight: bold; text-decoration: none;">may have forgotten </ins>to <ins style="font-weight: bold; text-decoration: none;">do something crucial, or take some item along</ins>), <ins style="font-weight: bold; text-decoration: none;">or when the player loses or destroys an important inventory item with no way of getting it back</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">This is </del>generally considered <del style="font-weight: bold; text-decoration: none;">a case </del>of <del style="font-weight: bold; text-decoration: none;">bad </del>game <del style="font-weight: bold; text-decoration: none;">design</del>, <del style="font-weight: bold; text-decoration: none;">especially if </del>it <del style="font-weight: bold; text-decoration: none;">takes a long time for </del>the <del style="font-weight: bold; text-decoration: none;">situation </del>to <del style="font-weight: bold; text-decoration: none;">be realised by </del>the <del style="font-weight: bold; text-decoration: none;">player</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Walking deads are very common in text-only adventure games, which tend to be unforgiving towards player mistakes. However, in a text adventure, replaying from the start won't take up much time. In graphical adventure games, especially if they involve extensive cut-scenes, walking deads can be a serious annoyance to the player, and are nowadays </ins>generally considered <ins style="font-weight: bold; text-decoration: none;">poor game design.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Most [[Sierra]] games contain several dead ends, but most [[LucasArts]] games contain none (with the exception of some very old games such as [[Maniac Mansion]]).</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Examples of dead ends:</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* In King's Quest V, you can generally not go back to an earlier area, but frequently require an item from there. Examples include the pie, the hammer, the crystal, and the medallion. Missing any </ins>of <ins style="font-weight: bold; text-decoration: none;">these will make you unable to complete the </ins>game<ins style="font-weight: bold; text-decoration: none;">.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* In Codename: Iceman, when you leave the CIA building, you are given the wrong ID card</ins>, <ins style="font-weight: bold; text-decoration: none;">but you are not informed of this unless you specifically look at </ins>it<ins style="font-weight: bold; text-decoration: none;">. Later in </ins>the <ins style="font-weight: bold; text-decoration: none;">game, of course, you need </ins>to <ins style="font-weight: bold; text-decoration: none;">have </ins>the <ins style="font-weight: bold; text-decoration: none;">proper one</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
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</table>Radianthttps://www.adventuregamestudio.co.uk/w/index.php?title=Walking_Dead&diff=2458&oldid=prevRadiant: Walking Dead moved to Walking dead2005-12-07T23:06:10Z<p><a href="/wiki/Walking_Dead" title="Walking Dead">Walking Dead</a> moved to <a href="/wiki/Walking_dead/edit?redlink=1" class="new" title="Walking dead (page does not exist)">Walking dead</a></p>
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<td colspan="1" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 23:06, 7 December 2005</td>
</tr><tr><td colspan="2" class="diff-notice" lang="en-GB"><div class="mw-diff-empty">(No difference)</div>
</td></tr></table>Radianthttps://www.adventuregamestudio.co.uk/w/index.php?title=Walking_Dead&diff=2298&oldid=prevAGA: Merged with Dead Ends2005-12-03T14:48:18Z<p>Merged with Dead Ends</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 14:48, 3 December 2005</td>
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<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The <del style="font-weight: bold; text-decoration: none;">character is </del>a <del style="font-weight: bold; text-decoration: none;">Walking dead </del>when the game can be <del style="font-weight: bold; text-decoration: none;">played but not won. This can </del>be <del style="font-weight: bold; text-decoration: none;">the effect </del>of <del style="font-weight: bold; text-decoration: none;">not having solved certain puzzles correctly </del>in <del style="font-weight: bold; text-decoration: none;">an earlier stage </del>of the <del style="font-weight: bold; text-decoration: none;">game</del>, <del style="font-weight: bold; text-decoration: none;">or </del>solved <del style="font-weight: bold; text-decoration: none;">them </del>in <del style="font-weight: bold; text-decoration: none;">an incorrect order</del>. This is generally considered a case of bad game design, especially if it takes a long time for the situation to be realised by the player. <del style="font-weight: bold; text-decoration: none;">See also [[Dead End]]</del></div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The <ins style="font-weight: bold; text-decoration: none;">player has reached </ins>a <ins style="font-weight: bold; text-decoration: none;">Dead End </ins>when <ins style="font-weight: bold; text-decoration: none;">no actions whatsoever can carry the game forth, and the game progess is helplessly halted.</ins></div></td></tr>
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<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Dead-ends are generally impopular, since </ins>the game can be <ins style="font-weight: bold; text-decoration: none;">unnecessarily difficult to win, and any attempts to solve it will </ins>be <ins style="font-weight: bold; text-decoration: none;">a waste </ins>of <ins style="font-weight: bold; text-decoration: none;">time. Dead-ends occured primarilly </ins>in <ins style="font-weight: bold; text-decoration: none;">Sierra-games (several </ins>of the <ins style="font-weight: bold; text-decoration: none;">Police Quest games can go on long after a specific puzzle</ins>, <ins style="font-weight: bold; text-decoration: none;">but are yet impossible to beat if the puzzle in question is not </ins>solved <ins style="font-weight: bold; text-decoration: none;">properly), and are very rare </ins>in <ins style="font-weight: bold; text-decoration: none;">e.g. LucasArts games, if they exist at all</ins>.</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Category:AGS Dictionary]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Category:AGS Dictionary]]</div></td></tr>
</table>AGAhttps://www.adventuregamestudio.co.uk/w/index.php?title=Walking_Dead&diff=1818&oldid=prev*>Dasjoe at 11:31, 1 December 20052005-12-01T11:31:31Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 11:31, 1 December 2005</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The character is a Walking dead when the game can be played but not won. This can be the effect of not having solved certain puzzles correctly in an earlier stage of the game, or solved them in an incorrect order. This is generally considered a case of bad game design, especially if it takes a long time for the situation to be realised by the player. See also [[Dead End]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The character is a Walking dead when the game can be played but not won. This can be the effect of not having solved certain puzzles correctly in an earlier stage of the game, or solved them in an incorrect order. This is generally considered a case of bad game design, especially if it takes a long time for the situation to be realised by the player. See also [[Dead End]]</div></td></tr>
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</table>*>Dasjoehttps://www.adventuregamestudio.co.uk/w/index.php?title=Walking_Dead&diff=1813&oldid=prev*>SSH: Cp frm AGS dict2005-12-01T11:28:00Z<p>Cp frm AGS dict</p>
<p><b>New page</b></p><div>The character is a Walking dead when the game can be played but not won. This can be the effect of not having solved certain puzzles correctly in an earlier stage of the game, or solved them in an incorrect order. This is generally considered a case of bad game design, especially if it takes a long time for the situation to be realised by the player. See also [[Dead End]]</div>*>SSH