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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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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