One of my best favs from the past #ECTOCOMP2020 was Toadstools, by @bitterkarella
I loved the game, the atmosphere, but I liked the most the building of a world for me to visit, get lost, and be intoxicated. But while I was traversing that nightmare, I found that the Twine interface was a little “in the middle” of the experience. I found it a bit complicated and taxing to traverse the interface in order to interact with the game and the world.
This is not a post about why parser games are better than Twines, or worst… or how parser games are the real THING, and such. I love all systems. For someone who is middle age, and have touched most main IF systems, I love each one for what work needs the better.
Anyway, about this rambling… so yeah, this is just a thought, and I want to know what you think.
Do you think complex Twine games with deep worlds or systems, and interactions, would benefit better of the immediacy of a parser system? You know. In Toadstools, the player must traverse several nodes to get to where he wants, for example, consultation of the guide, or regarding the inventory, or be taken back to the work to continue the exploration. On the contrary, parser games have a “one distance” immediacy with every system, just an action away.
Also, when this though assault me, I remembered that Karella is an experienced author in parser games, so, that added to the weirdness, in my head, of the doubt.
Do you think games like Toadstools, or How to kill Vampires at a McDonalds would fit better in parser? or benefit from it?
TLDR; this is not a flamewar question. I love all IF systems, but I think it is interesting to ponder on if complex systemic twine games would benefit of being a parser game.