One of many ways in which printed text (I use the term loosely, and include digital reading as well) differs from parser IF is the problem posed by nouns. In printed fiction, nouns enjoy with verbs a place of privilege in sentences. They contribute to a sense of completeness. There is something that separates the actual from the indefinite in a well-placed noun.
This Is Just to Say
William Carlos Williams
I have eaten
the plums
that were in
the icebox
and which
you were probably
saving
for breakfast
Forgive me
they were delicious
so sweet
and so cold
What else is there to say? The plums are delicious, sweet, and cold. Perhaps some readers have wanted more, over the years, but I imagine that most of us feel satisfied with the few-but-efficacious words from which Williams’s “This Is Just to Say” is constructed.
In a work of parser IF, on the other hand, there is a craft assumption that nouns be fully implemented. The plum ought to be edible. It should, I think, have a smell. A pit, perhaps. It might it bruise if thrown.
The icebox is the real bugbear. A player will naturally want to open it. Is it a refrigerator or an actual icebox? What else is in it? Should those things be edible, too? And so forth.
There are a number of ways that an author can avoid this trap. A common one is for a narrator to speak of out-of-play matters. A refrigerator’s manufacturer, for instance, or the game world’s political realities as they apply to agriculture. An author could keep the protagonist out of kitchens and other real-world environments altogether.
Things become awkward, though, if the player realizes that they have visited a world without things. A counter-option is to use nouns liberally, but shut down interaction with them (forgive my Inform 7 construction):
instead of doing anything to the driver's license:
say "Leave that thing alone. The picture is so bad it even embarrasses you." instead.
Will the player get frustrated after a while? Perhaps the author might, rather cynically, describe a window.
The description of the window is "Like every other house you've ever seen, this one has windows. If you open or even look in every window that you encounter, you are bound to wind up in jail.".
It seems to me that this description would violate an unspoken agreement with a parser IF player, because of course a player will attempt to open any discovered window.
Fellow players and authors, what are your thoughts on nouns in IF? It seems that the craft of printed text and the craft of IF are at odds. Authors, what tactics do you employ to avoid the multiplicative effects of nouns in descriptions? Players, what tactics seem to work for you?