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pat
Purpose: pat an individual or thing, or nothing in particular.
Synonyms: none
| SYNTAX |
EXAMPLES |
| 1. pat |
1. pat |
| 2. pat <thing> |
2. pat statue |
| 3. pat <n>.<thing> |
3. pat 2.statue |
| 4. pat <modifier> |
4. pat affectionately |
| 5. pat <thing> <modifier> |
5. pat statue affectionately |
| 6. pat <modifier> <thing> |
6. pat affectionately statue |
| 7. pat <modifier> <n>.<thing> |
7. pat affectionately 2.statue |
| 8. pat <n>.<thing> <modifier> |
8. pat 2.statue affectionately |
USE:
- Use form one to do an acrobatic air-pat of nothing in particular.
- Use form two when there's no possible ambiguity. In the example, there's only one statue present.
- Use form three when there are many instances of <thing> present, and you want to pat one of them in particular.
- Use forms four through eight to add a modifier, typically an intensifying adverb, to the verb.
- Use forms four through eight to add a modifier, typically an intensifying adverb, to the verb.
- Use forms four through eight to add a modifier, typically an intensifying adverb, to the verb.
- Use forms four through eight to add a modifier, typically an intensifying adverb, to the verb.
- Use forms four through eight to add a modifier, typically an intensifying adverb, to the verb.
As is typical of most TriadCity commands, Pat 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
"pat box" will refer to the one in the room, not your inventory. You'd need to use
"pat 2.box" for the latter.
Pat
can be modified with an arbitrary word of your choice.
Usually you'll use an intensifying adverb as shown in the examples
above. Note that
Pat
does not use this modifier as a search specifier when
looking for <thing>. Instead
Pat
displays this modifier via the Game channel.
Thus you can "pat greedily", "pat sarcastically,",
and so on. You can also "pat 18373649" or "pat toothpaste-like",
so, please don't. It's up to you to get the syntax right.
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"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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