Creating n00b-friendly interactive fiction by deliberately reducing the number of available verbs? Intersting… Though I rather liked the results when I experimented with diegetic (in-game) hints delivered by an NPC who gets more and more specific to help the player accomplish some orientation tasks.

Parser IF is fundamentally driven by player action, by game verbs, in a way that’s not necessarily the case of choice-based IF. When you’re designing a protagonist, a world, a story, a gameplay experience, it’s useful to ask: what kind of action is this story about? What kind of activity is important in this world? What does the player-character do, and how does that reflect on them? That’s true of any game, but in parser you have the opportunity to really foreground that design decision, to turn it into something that the player sees and feels. This is particularly useful if your game doesn’t concern itself much with medium size dry goods. —These Heterogenous Tasks

Post was last modified on 18 May 2016 11:10 pm

View Comments

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

1 day 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…

3 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…

5 days ago

Sesame Street had a big plot twist in November 1986

My older siblings say they remember our mother sitting them down to watch a new…

6 days ago