Parser games have accrued too much aesthetic debt over time. There is not enough fine-grained control exercised over player affordances
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It would take starting fresh, interacting through English in a new way, to eliminate these pitfalls
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In platformer games, similar pitfalls do exist, e.g. places on a map may seem like exits but when you go to them, they don't interact
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Often, with visual/spatial interfaces, such misunderstandings take under a second to be attempted and resolved, with no breakage in flow
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I think there ought to be ways to accomplish similar "gentle" methods of bounding the world in parser games
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I think having sophisticated "error/wrong" messages from the parser are a stopgap measure, but overall hold the medium back with their norms
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Vague directions I'm thinking in: -Invalid commands are unutterable, in a way that does not relegate correct commands to a selectable list
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-Valid plain-english subsets can be constructed from technical-writing-style instruction sets
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-Time can flow differently between commands depending on context -The player can be given prompts in contexts outside of hints
End of conversation
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