Ruffiana wrote on Jan 22, 2012, 05:31: I stopped thinking in games when they evolved beyond text-parsing. Both in how to solve the problems presented the game but just as often how to construct a command with the right nound and correct verb that the parser would understand.
King's Quest took us almost a year of experimentation before we thought to type the word "dive" while treading in the bottom of the well. In contrast, The Black Cauldron took me less than a day to complete. By the time King's Quest V was out, and introduced mouse-clicking, it was all downhill. Adventure games became more like playing Where's Waldo, looking for the most unique item in a scene to be clicking on so something would happen.
Yep, but the complaints leveled at IF were always that the "game" often ended up being about trying to please the parser. I love playing winners from the annual IF competition because they tend to have very forgiving and/or intuitive parsers but are still challenging and have moments like "dive".