Cruelty scale

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Revision as of 11:11, 9 September 2006 by Mara (talk | contribs) (links to cruelty categories (tentative))

A rating system devised by Andrew Plotkin to measure how difficult a particular game makes it for the player to progress past in-game obstacles:

  • Merciful: cannot get stuck.
  • Polite: can get stuck or die, but it's immediately obvious that you're stuck or dead.
  • Tough: can get stuck, but it's immediately obvious that you're about to do something irrevocable.
  • Nasty: can get stuck, but when you do something irrevocable, it's clear.
  • Cruel: can get stuck by doing something which isn't obviously irrevocable (even after the act).

(Taken from a rec.games.int-fiction posting.)

See also: winning, losing, unwinnable, deadlock.