May 6th 2017
Towards a Theory of Parserless Parser Interfaces
With the release of Vorple for Glulx, now is a great time to think about what I'm calling parseless parser games: Text games that use the world model and mechanical tradition of parser games, but don't actually have a parser interface. The most prominent recent example would be Robin Johnson's Detectiveland.
This is sort of a theoretical exploration of how to build interfaces to interact with the traditional parser world model (rooms, point of view character, and of course "medium-sized dry goods" as interactive objects). Most of this involves looking at the history of graphical adventure games, which diverged pretty directly from parser interfaces and into point-and-click ones. I'm trying to produce a taxonomy of how those interfaces operate and what their pros and cons are, for people who are looking at building on Vorple to produce extensions or games that use this sort of interaction.