So with the new rule, would a game with the following two transcripts be allowed?
…
You are in a purple room. There is a brass key here. An exit leads to the north.
> GET KEY
You pick up the brass key.
> N
You are in a taupe room. There is a chest here. An exit leads to the south.
> UNLOCK CHEST
(with the brass key)
You hear a *click* and the chest’s lid pops open, inside is a Fabergé egg!
> GET EGG
You take the Fabergé egg from the chest
…
…
You are in a purple room. There is a brass key here. An exit leads to the north.
> PICK UP THE BRASS KEY
[By the way, you only need to use VERB NOUN commands in this game!]
You pick up the brass key.
> WALK TO THE NORTH
[No really, two word commands suffice to win this game.]
You are in a taupe room. There is a chest here. An exit leads to the south.
> UNLOCK THE CHEST WITH THE KEY
[Note: No commands in this game require explicit indirect objects]
You hear a *click* and the chest’s lid pops open, inside is a Fabergé egg!
> GET EGG FROM CHEST
You take the Fabergé egg from the chest
…
I don’t mind adding messages letting the player know that two word commands are enough, but I’d find writing code to make my parser less user friendly rather distasteful.
Another question, from the additional guidance section:
All nouns should have a custom response to an EXAMINE noun (action or custom text).
By noun can we understand objects you can interact with or do you really mean every noun that appears in the game? If it’s the latter we’ll have to be very careful with our descriptions lest every game turn into Lime Ergot.