But anyway, I opted for making my new system with hyper links instead of a parser because it delivers a different kind of experience. It fits somewhere in between CYOA stuff like what Choice of Games offers with its purely narrative driven text/dialogue, and parser based world interaction that moves at its own pace with an immersive world. Like, if you check out the two games I showed, I really like how the world interaction and forward-moving branching dialogue blend so seamlessly. You never really know where the game ends and the dialogue begins. In contrast, dialogue systems or narration dumps in parser games are very immersion breaking. You’re either in them or not and it’s very obvious when it’s happening.
One other reason is that interactive fiction is supposed to offer the illusion of choice without actually giving you full control, but with parser games it starts to lean a bit too hard towards giving the player a bit too much control. Every time you add a verb to the game, the player expects to be able to get a reaction out of using that verb with every object in the game. And if you add something as powerful as fire or water that can change objects by burning them or getting them wet, that makes things so complicated. Complication for the sake of completeness, not because it adds any narrative value to the game whatsoever. In this way, I feel like taking control out of the player’s hands can actually enhance the game, as long as the intention is to tell a good story instead of attempting to provide an immersive world.
Anyway, that’s my two cents on the topic (which is probably more like fifty cents at this point). There are multiple ways to deliver IF and they all come with their own pros and cons.