To be clear, I’m assuming i can i have a bunch of rooms with exits and things in them that can be looked at, examined etc (but not got). And this all counts as one action (because i can’t actually do anything).
Then I can have one special room where you can do things. There can be many things to do, but the player can only choose to do one of them?
if there are people in the rooms does a conversation count as a choice/doing something or is it learning something (like examine)?
You can have as many rooms as you want in the entry, but only one can allow the player to do more than one action (which the player can only choose one of those). Any other room you have, the player is given only one possible action.
Aside from WALKTHROUGH/HELP, all other verb (or verb+noun combo) count as an action. So Look/Examine/etc… is an action. So are directional ones (NSEW).
Yup. You can Talk to the person, but that’s your action for the room.
The Multi Action Room doesn’t have to lead to an ending, just the player can’t have more choice in actions after that. The other rooms can’t have more than one possible action to do. So like:
Room 1: -> can only go north
Room 2: -> can only talk to someone (pushing the player to a different room)
Room 3: -> player has the choice to interact with an object, or talk to someone, or move somewhere else...
You can have as many rooms as you want in the entry
Except for one, all rooms can only have one set action the player can do.
In that one other room, you give the player more than one possible action to choose from before the game ends (à-la-Aisle) or the player is moved to another single-action room.
NSWE+, Look/Examine, Take… all these verbs count as one action.
If the player is in a One-Action Room, and the preset action is not a directional one (NSWE), the prompted text after the action can tell the player they moved to another room after the action ended (like they talked to someone and at the end of the conversation, that someone threw them out of the room).
Does that make more sense?
It’s easier to explain for choice-based entries…
I think what confused me was from a design standpoint.
Most parserheads I know of wouldn’t actually implement the room in this case. It exists simply by reference in the text.
Like, the outside of the grocery store in Aisle doesn’t actually exist. No one implemented that as a room.
Technically, you wouldn’t even need to implement exits from your main room, as the game ends as soon as you “pass through” that exit, but this only occurs in descriptive text and doesn’t require a world model to exist after that point.
Like, even a room with dozens of rooms heading off in every direction like a spoke, would only have one room under the hood, so to speak, even if dozens are described.
I’m imagining a parser game that’s like a museum tour or something, where pressing ENTER takes you to the next room, or you can type a command…but once you’ve done that one time, you can only press ENTER from then on. So you have a lot of possible rooms and a lot of possible objects and such, but you can only ever take one action, and after that you’re back on rails.
Okay, @Draconis immediately finds an exception to the point I made above. Although, I would counter that this could still be designed, behind the scenes, as a single room that is simply prompting new “decription” text at you until you choose an action other than ENTER.
I really enjoyed the game Gallery Gal from a few years back. You’re a superhero who’s only power is that exactly once in your life you can turn into an art museum, permanently and irrevocably:
Every option in the game is “continue” or “become an art gallery”.
It sounds like you might be able to make something like this for the comp if the game was timed to automatically display passages one at a time, with the player being able to hit the “art gallery” button whenever they wanted.
I personally absolutely hate timed text and can think of maybe 2 or 3 games where it is even a slightly positive feature. But I only suggest here to shoehorn something into the comp that otherwise wouldn’t work.
As I interpret it, option 1 seems to be what we’re talking about here. The length of “on-the-rails” content both before and after the choice seems up to the author, as long as the game ends after the choice and before another opportunity for player input is offered.