I look at a CYOA a little differently in how the story progresses through time – both in game, and out. CYOA is more like a cassette tape, where the spool unwinds in one way, or another. (It can go different ways, I know, so it’s not exactly the same. However, most CYOA even has a ‘rewind’ button.) So, you have a constant linear progression of time. The point I was trying to make, badly, is that parser based interaction is more like a CD-ROM, that can skip around in a non-linear fashion. You have independent objects that exist in non-linear time, and can move independently of each other, and meet in different ways, depending on how they are placed in the game world at any given moment.
For example, if you have a patroller moving through a space, and your character moves in a different way, or spends time drilling down through descriptions, then that patroller might do something different – open a different door, move closer, move away if he hasn’t heard the player, etc. This object can have its own mind. I’m not sure how you’d replicate a random movement in CYOA. Does Final Girl do this? I haven’t played it.
Anyway, I’m sure I’m going to be proven wrong, since people are always pushing the envelope. Personally, though, I enjoy parser based more because it feels that I have an ‘avatar’ that can interact with the environment. Bad implementation breaks immersion, but good implementation draws me in more than selecting between limited choices. I feel like I can try things that I would try in a 3d environment – jump on things, break things, toss things, push things, smell things, taste things, etc. I like this freedom of interaction.
However – I think CYOA is way easier to use. I checked the ‘Bigger Than You Think’ link, and as I was playing it, I was thinking that it would be great if the system allowed for both kinds of interactions. Clicking on a location to move, or going that way. Instead of the ‘Pepsi or Coke’ argument, I’d say take the best of both mediums to have the immersion of parser IF, and the modern hyperlink way of interacting. Certain elements would have to be used with the parser, but quick links could prevent against not seeing available exits and guess the verb problems.