You mean as in the example given here?
There still is a whole bit of theory to be developed around dealing with the knowledge gaps. The above example would work great in linear fiction, but in IF, since the player steers Richard, how can be established that Richard is not going to act on the player’s knowledge?
Generally, between player and PC, one can:
- Have no gap: amnesia, the apprentice approach (Suveh Nux), the Shade approach, …
- Remove the gap: background story text, a ‘remember’ command, a look-up device, …
- Use the negative gap in the game: learning on replay, Spider&Web approach, …
- Use the positive gap in the game. (How? The above example show the problems.)
- Ignore the gap (as many games do)