There are entire spaces of parser games that have nothing to do with moving around a map, getting/examining objects
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Replying to @BagelDaughter
There are entire spaces of commands/affordances that have no good expression in anything other than brief natural language
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Replying to @BagelDaughter
The norms of parser games yield well-known pitfalls in design, like incentivizing the player to examine/take/sit on everything
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Replying to @BagelDaughter
It would take starting fresh, interacting through English in a new way, to eliminate these pitfalls
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Replying to @BagelDaughter
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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Replying to @BagelDaughter
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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Replying to @BagelDaughter
I think there ought to be ways to accomplish similar "gentle" methods of bounding the world in parser games
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Replying to @BagelDaughter
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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Replying to @BagelDaughter
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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Replying to @BagelDaughter
I'm not sure if this is viable, information-theoretically.
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Could be as simple as e.g. not printing typed letters known to start an invalid command
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Replying to @BagelDaughter @othercriteria
Could use other visual cues, like coloring of valid grammatical phrases for a positive-reinforcement approach
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