I am thinking about it, and I’d like to share my opinion, which is only my opinion and has exclusively to do with what I look for in games.
I think that you’re trying to make God’s piano.
This is a direct reference to a film called The Legend of 1900 (the one with Tim Roth about a pianist born on a ship). I’d provide a direct quote, but I think the film is worth watching, and I wouldn’t want to spoil it. If you don’t want to watch the film, the quote is easily found on IMDB. The point of the quote is, a pianist can make infinite music within 88 keys; that’s his piano to make music on. But give him a piano with infinite keys, and there is no possible way he can make music. That’s not his piano, that’s God’s piano.
So: this is going to be contentious. There will be arguments along the line of “sure he can”, and “ it just seems like he can’t because he’s formatted to think that way”. I accept these. I wish well to people to explore these options. I, however, agree with Tim Roth’s character.
The search for this type of unlimited parser input is not new, as we all know. Galatea is what comes first to mind, and as I understand it Emily Short has delved on this possibility for a while. Some parser systems, commercial I believe, tried to achieve this illusion by pretending to understand more than they actually do (a failure, I believe).
I try to envision playing a game like what you quote, and I go, “nope. I’m out.” That’s way past overwhelming. This is a personal reaction, and I imagine that people who like open worlds, emergent gameplay and stories, and that type of thing, will be all over it. To have no limits like that leaves me floundering and drowning; if I can do and say anything at all, and it all has a weight on how it plays out later… how do I play that? How to I visualise the path to winning the game successfully?
Of course, maybe it’s not about playing or winning. It’s about the experience. A whole new concept. A whole new paradigm. Make a game so rich that no two people will have the same experience. Possibly even that one person, playing twice, will also not have the same experience.
I just wonder… how much of a good thing is that, really? Once you get past the hype. For one thing, how do I replay that to relive something that I really enjoyed? Also, how much do all those things actually change the experience? And if I find an ending which I find conclusive, why would I go back to find any other endings? The most recent game I played which seemed to go wild with the choices (apparently; I didn’t replay) was the sequel to Dreamfall (don’t remember the name; Longest Journey 3). It kept telling me all the time that it was remembering choices, and it gave me the impression that I could have radically different experiences by choosing something else.
Now, I certainly don’t represent every gamer when I say this, but neither do I think I’m alone when I say that I make the choices that I do because I am the person that I am; and with a few exceptions, I’m not all that likely to make different choices on subsequent playthroughs. And if I do, I’ll start feeling uncomfortable, because I’m going ahead with choices I don’t believe in just to see different paths. When the game then puts the responsibility on me for making those choices, if it’s the first playthrough, I can own that responsibility; but after that, it’s increasingly uncomfortable.
I may be getting too far off-track, let me get back a little bit.
A game like the transcript you provide is something I would run away from. But I’m sure there are many who would embrace it thoroughly. So it’s worth pursuing, in the knowledge that it’ll be a hard pass for a certain number of people. Then again, many things are; you can’t please everyone.
The games I personally love, and the ones that touch me, and the ones that give me the greatest fun and joy and which move me, and which remain in my memory and my heart, are all, every single one of them, pianos with 88 keys. None of them have, or pretend to have, infinite keys. I can play music in them; that includes knowing the highest and lowest pitch, and the highest and softest dynamic, I can reach in them.
In game terms, this means knowing the limits of the game; the verbs it accepts and doesn’t; the type of syntax it understands.
You know something? Conversation in games is amazing, because so often those PCs are saying stuff I would never think to say. But of course they are; they know the context so much better than me. And they have a personality of their own, which may make them say stuff I wouldn’t dream of. Galatea’s attempt to work with this has the player be “you” with blank-slate knowledge, and even then I have a hard time making any sort of natural conversation that doesn’t end the same way every time (because when I try to deviate from that, it doesn’t feel like a natural conversation any more, because this is the way I talk and this is the way I pursue a conversation).
I think it’s time to do a TL:DR, or a couple of them.
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It’s worth trying, but I suspect it will be polarizing.
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The more options you give me, as a player, the more likely it is I’ll never see them (this may or may not be true for others; I often don’t see reviewers mention this, but I can’t imagine I’m alone).
EDIT - I can see such an exchange being possible using a dialog tree. And I rather prefer it like that. That’s just me, though.