ifMUD IF discussion | Emily Short’s Interactive Storytelling

Emily Short on the limitations of parser-based IF.

And I’ve finally, about fifteen years on, accepted that there is nothing I know how to do that will make a parser-based game a sufficiently inviting prospect for the majority of players. Tutorial text, external help materials, more synonyms, better error messages, attempts to highlight key nouns and list key verbs for the player — you can spend hundreds of hours on those sorts of helps and still not manage to make a parser-based game that is as immediately comprehensible as a choice-based game is by default. It doesn’t matter that there’s a map provided and a hint system and a novice mode and that the story is based on something familiar: with all that, Bronze is still a harder sell th

an Choice of the Dragon, because the parser gets in the way. —ifMUD IF discussion | Emily Short’s Interactive Storytelling.

Post was last modified on 12 Mar 2014 12:39 am

Share
Published by
Dennis G. Jerz

Recent Posts

Another corner building. Designed and textured. Needs an interior. #blender3d #design #aesthetics #medievalyork #mysteryplay

Another corner building. Designed and textured. Needs an interior. #blender3d #design #aesthetics #medievalyork #mysteryplay

2 days ago

There’s No Longer Any Doubt That Hollywood Writing Is Powering AI

Two years after the release of ChatGPT, it may not be surprising that creative work…

4 days ago

The complex geometry on this wedge building took me all weekend.  #blender3d #medievalyork #mysteryplay #cgi #aesthetics #design

The complex geometry on this wedge building took me all weekend. The interior walls still…

6 days ago