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
Another corner building. Designed and textured. Needs an interior. #blender3d #design #aesthetics #medievalyork #mysteryplay
What have my students learned about creative nonfiction writing? During class they are collaborating on…
Two years after the release of ChatGPT, it may not be surprising that creative work…
I both like and hate that Canvas tracks the number of unmarked assignments that await…
The complex geometry on this wedge building took me all weekend. The interior walls still…