March 2004
- Quick question SSL Mats Lidstrom
- Player Justice (was: Character Restraint & Capture (bounty hunting)) Damion Schubert
- Player Justice Paul Schwanz
- Player Justice Damion Schubert
- Player Justice Freeman, Jeff
- Player Justice Koster, Raph
- Player Justice Michael Sellers
- Player Justice Koster, Raph
- Player Justice Matt Mihaly
- Player Justice Freeman, Jeff
- Player Justice Paul Schwanz
- Quick question SSL...solution? ceo
- The Economic Model - as a Game Matt Chatterley
- The Economic Model - as a Game j0hn@mistydale.com
- Parser engines Brian Hook
- Parser engines Hans-Henrik Staerfeldt
- Parser engines Malcolm W. Tester II
- Parser engines Mike Rozak
- Parser engines Miroslav Silovic
- Parser engines Mike Rozak
- Parser engines Artur Biesiadowski
- Parser engines Jason Slaughter
- Parser engines Mike Rozak
Jason Slaughter wrote:
> If you are going for something that is easy to localize/translate,
> I would eliminate the parser and instead go to an icon based point
> & click interface...
Actually, I'm interested in both point-and-click and parsers. Most
actions can be handled with point-and-click (like in Myst or Monkey
island) but some just don't translate well. I'd rather come up with
a solution that allows both, and lets the player and author decide
which works best where. (I suspect that some puzzles will require
commands though. Part of the reason that Myst's puzzles are the way
they are, and zork's puzzles are the way they are, is because one
uses clicks and the other a parser.) Menus are another alternative,
depending upon the situation.
Because I expect both modalities, I'm not as concerned about making
the "perfect parser" as I might be. However, text (or speech
recognition) is very necessary for NPC conversations (unless you
want to limit NPC conversations to menus), so a good parser for
conversations is important. In thinking about command parsers I was
hoping that I'd find way to to produce a better conversation parser,
but I don't think the two overlap much since commands have a
(mostly) fixed syntax with an obvious grammar, while conversational
syntax is all over the place and identifying keywords/phrases is
usually more important that word order.
> (on a side note, have there ever been any point and click text
> based interactive fiction?)
Kind of. Some IF allow you to click on keyword in the description
(such as "north") and automatically "go north", or (I think) even
examine objects.
Mike Rozak
http://www.mxac.com.au - Parser engines Travis Casey
- Parser engines Mike Rozak
- Parser engines Nathan Yospe
- Parser engines ext.Christer.Enfors@tietoenator.com
- Parser engines Sean Middleditch
- Parser engines T. Alexander Popiel
- Parser engines Lars Duening
- Parser engines Brian Hook
- Parser engines Helps Family
- Parser engines Travis Casey
- Parser engines Robert Zubek
- Parser engines Brian Hook
- Meet & Greet IV Anthony R. Haslage
- N00b question Matthew Turland
- N00b question Peter Harkins
- [good] N00b question Manuel Lanctot
- Player Justice Brian 'Psychochild' Green
- Player Justice John Buehler
- Player Justice Damion Schubert
- Player Justice Jester
- Player Justice Baar - Lord of the Seven Suns
- Player Justice cruise
- Player Justice Jeff Fuller
- Player Justice Travis Nixon
- Player Justice Tom "cro" Gordon
- Player Justice John Buehler
- Player Justice Eric Random
- Player Justice Matt Mihaly
- Player Justice Brian 'Psychochild' Green
- [good] Parser engines Manuel Lanctot
- [good] Parser engines Travis Casey
- [good] Parser engines Mike Rozak
- Character Restraint and Griefing mark
- Cultural impact on Muds Ola Fosheim Grøstad
- 2d mapping in SQL Matt Chatterley
- 2d mapping in SQL szii@sziisoft.com
- 2d mapping in SQL Byron Ellacott
- 2d mapping in SQL Matt Chatterley
- 2d mapping in SQL Byron Ellacott
- 2d mapping in SQL Matt Chatterley
- 2d mapping in SQL Ola Fosheim Grøstad
- Why significant rewards for quests are a bad thing Ola Fosheim Grøstad
- Why significant rewards for quests are a bad thing Brian Miller
- Character Restraint & Capture. (long) Jester
- MUD/MMO Service Tools Jim Purbrick
- [Biz] Bots Open Door to Gaming History Michael Tresca
- [Announcement] Mesh Project Jon A. Lambert
- Sun's Sim Server and Gordon's 10 Reasons (the first one :)) ceo
- DGN NEWS: Master's thesis on quest systems for MMORPGs William Saar
- DGN NEWS: Master's thesis on quest systems for MMORPGs Douglas Goodall