Communicating
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In truth, even the best IF programs can deal with only a few kinds of English sentences. However, if you're working with commercially sold interactive fiction, there's an easy way around this problem. Just read the instructions that come with each of the stories, and you'll find communicating with the programs much easier. If you are reading shareware or freeware works of IF, however, try these suggestions. All works of interactive fiction, even the very earliest ones, can recognize sentences like "take coin," which the story will consider to mean, "I want to take the coin." The IF stories recommended here can recognize many more kinds of sentences, but experienced readers often keep the two-word pattern in mind, anyway. For example, IF stories can now 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." Most stories also use 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 in IF can be lots of fun, but it can be frustrating,
too, unless you keep in mind several patterns that most of the stories can understand.
Directly talking to a character with a command will often work; for example, "Miss
Voss, tell me about the magic stone." Also, 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 "say
hello."
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