SmartMonsters

l

Purpose: look at or into a person, thing, direction, or the room in general.
Synonyms: look

SYNTAX EXAMPLES
1. l 1. l
2. l <thing> 2. l box
3. l <thing> <specification> 3. l shirt green
4. l <specification> <thing> 4. l green shirt
5. l <n>.<thing> 5. l 2.box
6. l in <thing> 6. l in box
7. l in <thing> <specifier> 7. l in box large
8. l in <specifier> <thing> 8. l in large box
9. l in <n>.<thing> 9. l in 2.box
10. l in <direction> 10. l north (or: look n)

USE:

  1. Use form one to look around the room you're currently in.
  2. Use form two when there's no possible ambiguity, and you want to look at something. In the example, there's exactly one box in the room with you.
  3. Use form three or four when more information is needed to interpret the command - that is, there's more than one possible entity by the same name to which the command could be applied. In the example, you're carrying a green shirt, a cotton shirt, etc. Again, you're looking at the shirt, not inside it.
  4. Use form three or four when more information is needed to interpret the command - that is, there's more than one possible entity by the same name to which the command could be applied. In the example, you're carrying a green shirt, a cotton shirt, etc. Again, you're looking at the shirt, not inside it.
  5. Use form five when there are many instances of <thing> available to look at, and you want to look at one of them in particular.
  6. Use form six when there's no possible ambiguity, and you want to look inside something. In the example, there's exactly one box in the room with you. Note that the box may not be open, and thus you might not be able to see inside. If this is so, you'll be informed.
  7. Use form seven or eight when more information is needed to interpret the command - that is, there's more than one possible entity by the same name to which the command could be applied. In the example, there's a small box inside the current room, and a large one.
  8. Use form seven or eight when more information is needed to interpret the command - that is, there's more than one possible entity by the same name to which the command could be applied. In the example, there's a small box inside the current room, and a large one.
  9. Use form nine when there are many instances of <thing> available to look inside.
  10. Use form ten to look in a particular direction.

Note that, as is typical of most TriadCity commands, L searches for <thing> in a specific order, starting with the room you're in, then your worn or wielded equipment, then your inventory. So, if there's a box in the room, and a box in your inventory, the command "l box" will look at the one in the room, not your inventory. You'd need to use "look 2.box" for the latter.

Not every item is necessarily something you can look at. And, there are many conditions which could prevent you from looking at a particular thing: the room could be dark, you could be blinded, etc. The are skills which will improve your ability to see things. As with all commands, the Game Channel will record the outcome of your action.

 
 

Complete command reference:

Player Command Reference home
Complete Player Command Reference
Players' Guide TOC

 
 
© 2012 SmartMonsters, Inc. All Rights are Reserved.


"Two of the most common approaches [to academic study of] adventure games seem to be apologetics and trivialization. Both generally fail to grasp the intrinsic qualities of the genre, because they both privilege the aesthetic ideals of another genre, that of narrative literature, typically the novel. For the apologists, adventure games may one day -- when their Cervantes or Dickens comes along -- reach their true potential, produce works of literary value that rival the current narrative masterpieces, and claim their place in the canon. For the trivialists, this will never happen; adventure games are games, they cannot possibly be taken seriously as literature nor attain the level of sophistication of a good novel. Although the trivialists are right -- adventure games will never become good novels -- they are also making an irrelevant point, because adventure games are not novels at all. The adventure game is an artistic genre of its own, a unique aesthetic field of possibilities, which must be judged on its own terms. And while the apologists certainly are wrong, in that the games will never be considered good novels, they are right in insisting that the genre may improve and eventually turn out something rich and wonderful. This may or may not happen, so the only way to understand the genre is to study the various works that already exist and how they are played."
-- Espen J. Aarseth,
Cybertext (info)

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