From our point of view, indeed, from the computer's point of view, when the player says, for example, "South" and ends up back in the same place, then we regard that as being that (s)he hasn't actually moved. This is our conventional wisdom. But from the players point of view, if the imaginary scenario is to be consistently maintained, we should be simulating actually leaving and actually coming back. That means that system tasks which trigger "on entry" should be retriggered, that is because whatever effect they produce, the player will be expecting that.
Or (s)he should be expecting it! I suspect not all players think that hard!
Having tried to work round that limitation by implementing a hidden duplicate room, I have to report that that didn't work either as the platform doesn't distinguish between "Room <1>" and "Room <2>" when evaluating whether to execute an "on entry" system task, so you still only get one execution of the task.
It would be more realistic to make "on entry" system tasks trigger even on loop back exit/entrances, similarly for "<>" distinguished rooms.
To prevent messing up existing games it would have to be offered as an option in Settings.
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