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	<title>Comments on: Some Early Constructive Criticism</title>
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		<title>By: nick</title>
		<link>http://grandtextauto.org/2004/03/08/some-early-constructive-criticism/comment-page-1/#comment-935</link>
		<dc:creator>nick</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
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		<description>I perhaps should post on Robin&#039;s blog, but since this discussion is for Andrew &amp; Michael&#039;s sake, I&#039;ll reply to her comments here...



&lt;i&gt;This leads to the classic Interactive Fiction problem &#8211; the actual space of possible interactions is quite small (at least by comparison). I can type a lot before striking upon something that &quot;works&quot;.&lt;/i&gt;



Is this really a problem, classic or otherwise? When I play IF or see other people play IF, it seems to me that about 90% of the things that are typed &quot;work&quot; (are valid commands), and most of the other 10% are typos. However, in IF, you can tell if your action is being understood (but perhaps isn&#039;t effective) or isn&#039;t being understood: &gt;LOOK UNDER BED results in &quot;There is nothing but dust there&quot; whereas &gt;FLIP MATTRESS OVER results in &quot;That&#039;s not a verb I recognize.&quot; In &lt;i&gt;Fa&#231;ade&lt;/i&gt;, it may be more difficult to tell which is the case. This may or may not be a problem, as we&#039;re not trying to manipulate and explore the world in the same way as in conventional text-based IF. Another difference: people learn IF conventions by interacting for a while, and this carries over to other IF interactions.



The coach concept is a good one - Eric Solomon discusses the computer as a coach or &quot;second&quot; in his 1984 &lt;i&gt;Games Programming,&lt;/i&gt; but I would guess that the idea hasn&#039;t been very widely explored in this way outside of hint systems and chess programs that dispense advice. However, I don&#039;t think this approach is right as the framework for &lt;i&gt;Fa&#231;ade,&lt;/i&gt; and do I think there are many nice things about an interaction that is symmetrical in some ways: I reply in English to what characters tell me in English. Instead of offering a &quot;langauge panel&quot; full of word-buttons as an interface, why not use the interface of language that we are already pretty skilled at using when we interact with people?
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		<content:encoded><![CDATA[<p>I perhaps should post on Robin&#8217;s blog, but since this discussion is for Andrew &amp; Michael&#8217;s sake, I&#8217;ll reply to her comments here&#8230;</p>
<p><i>This leads to the classic Interactive Fiction problem &ndash; the actual space of possible interactions is quite small (at least by comparison). I can type a lot before striking upon something that &#8220;works&#8221;.</i></p>
<p>Is this really a problem, classic or otherwise? When I play IF or see other people play IF, it seems to me that about 90% of the things that are typed &#8220;work&#8221; (are valid commands), and most of the other 10% are typos. However, in IF, you can tell if your action is being understood (but perhaps isn&#8217;t effective) or isn&#8217;t being understood: >LOOK UNDER BED results in &#8220;There is nothing but dust there&#8221; whereas >FLIP MATTRESS OVER results in &#8220;That&#8217;s not a verb I recognize.&#8221; In <i>Fa&ccedil;ade</i>, it may be more difficult to tell which is the case. This may or may not be a problem, as we&#8217;re not trying to manipulate and explore the world in the same way as in conventional text-based IF. Another difference: people learn IF conventions by interacting for a while, and this carries over to other IF interactions.</p>
<p>The coach concept is a good one &#8211; Eric Solomon discusses the computer as a coach or &#8220;second&#8221; in his 1984 <i>Games Programming,</i> but I would guess that the idea hasn&#8217;t been very widely explored in this way outside of hint systems and chess programs that dispense advice. However, I don&#8217;t think this approach is right as the framework for <i>Fa&ccedil;ade,</i> and do I think there are many nice things about an interaction that is symmetrical in some ways: I reply in English to what characters tell me in English. Instead of offering a &#8220;langauge panel&#8221; full of word-buttons as an interface, why not use the interface of language that we are already pretty skilled at using when we interact with people?</p>
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