Can we make a better parser tutorial?

Largely agreeing with zarf, but I think the basis of comparison would have to be something like “Does the game provide at least the level of help you’d get if you just plugged the extension into this particular game, with maybe a little more tweaking?” For example, in Terminator the extension would be pretty much useless. (Though this probably falls under “non-standard parser,” and of course I had to roll my own tutorial because the mechanics of the game would’ve been incomprehensible to everyone without one.) Or if you have a one-room game where inventory isn’t important, like Tea and Toast or Engima, Tutorial Mode only gets you look, examine, and the metacommands. And a game like Moonbase Indigo where the fun is mostly in the nonstandard commands won’t work that well in tutorial mode, though maybe it supplies its own tutorial…

…it’s not that I’m arguing against the general idea, that people should use the extension or come up with their own tutorial. Just that even if the extension is well known, it won’t be the case that everyone will have it or a similar tutorial unless they Just. Don’t. Care. On the other hand, testing has become a generally accepted norm, and that requires a fair amount of effort, so we might think that most authors should be willing to put in at least the fraction of effort that goes into testing into making the tutorial work.

For a cautionary tale, I tried putting Tutorial Mode into the one project of mine in which it might be expected to work (Faithful Companion–this is 6G60 so I had to use the old version). The first thing that happened was that it told me to LOOK and then told me I was done. I don’t usually Bracket Every Notable Thing in room descriptions, and apparently this meant Tutorial Mode didn’t detect that there were examinable things around. I hastily threw in a bracket and got this (emphasis added):

The old version of Tutorial Mode picked out a random visible thing for further examining… and this time it happened to grab a dummy (and privately-named) thing I’d put in there in case the player sees something on the bench and types “x something.” The new version replaces this with LOOK AT ME (and mentions that you might want to look at other visible things), which is much nicer.

And then:

Anyway, it seems as though you may need to hammer out some quirks when dropping this into your game. Which is something worth doing!