Communicating
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For those who are working with shareware or freeware works of IF, however, a few suggestions on the kinds of sentences the programs recognize may prove helpful. All works of interactive fiction, even the very earliest ones, can recognize sentences of the verb-object form, such as "take coin," which the story will normally interpret to mean, "I want to take the coin." The IF stories recommended here can recognize many more kinds of sentences, though experienced readers often keep the two-word pattern in mind as the basic sort of sentence on which others are built. For example, contemporary IF stories can recognize "Take the gold coin," "Take the gold coin from the fountain," or "Take the gold coin and give it to the librarian." In addition, most works of IF can recognize at least some simple questions that begin with "who," what," or "where"; and a variety of useful abbreviations, including "g" for "again," "z" for "wait," "i" for "inventory of what I'm carrying," "l" for "look," "n" for "go north," "s" for "go south," and "u" for "go up." Conversing with other characters can be one of the most enjoyable and important kinds
of interaction in interactive fiction, but it can be frustrating, too, unless the reader
keeps in mind several linguistic patterns that most of the stories can understand.
Directly addressing a character with a command will often work; for example, "Miss
Voss, tell me about the magic stone." Similarly, a reader can often make progress by
asking or telling a character about something, as in "Ask the bartender about the
vampire." Frequently, a story will interpret a single word to mean that the character
says the word. In other words, "hello" will often mean the same as "say
'hello,'" though it is necessary to type out |