Interactive fiction experimental principle: The player should never be incentivized to skim text
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Replying to @BagelDaughter
Examples of established skim-worthy patterns: error messages, sentences that tell you your location or other basic information
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Replying to @BagelDaughter
There is an unacknowledged skill in playing parser games- efficiently skimming text while holding another problem in your head
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Replying to @BagelDaughter
Another related problem is the tendency of the player's haphazard traversal of the gamespace to create a long repetitive lexical record
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Current approaches: -Terser presentation of basic info while still feeling "lexical" -Distinction of player "utterance" from "tire-kicking"
7:24 AM - 29 Aug 2017
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