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Choice and parser have their own advantage and disadvantage. I do not think choice-based games are necessarily more interesting; it depends on the game. Differe
by zzo38computer 6y ago
Choice and parser have their own advantage and disadvantage. I do not think choice-based games are necessarily more interesting; it depends on the game. Different game engines will have different features, and different games are different, too.
I disagree with the part that says "I’ve argued in the past that for parser games to be penetrable to newcomers...The player’s scroll-back should be a stream of content, positively-reinforcing perfect playthrough." I would want the scroll-back to display everything, including errors if there are any.
About unknown verbs, what I have done is just to add a command which lists all of the valid verbs in the game. Some verbs are "system commands", such as "save", "restore", "quit", "undo", "script", etc; their implementation comes before a label called "EndSysCmd" in the source code. I then have a verb table, which links the vocabulary index numbers of each verb with the address of the function that implements it. The "verb" command then iterates through the verbs, displays the corresponding vocabulary word for each one, and adds an asterisk if its address is less than EndSysCmd.