Negative command (to NPC) in parser games

This idea/question was prompted by a single line of code in the ongoing Iron ChIF Pilot Episode

(dont scan $thingy)

Do you recall any parser game where you can/should/must give a “negative order” as a command ?

I know there are many example “negative action” (like switching off a light or closing a door etc.) but I would be more interested in a sort of “Don’t” meta-command. Something like saying “Don’t scream” to someone who is about to be surprised, or saying “Don’t scan this” to the Stranger lest it triggers unwanted shenanigans.

Also interested in hearing potential ideas/puzzle we could come up with such a mechanic if you have some !

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For the mechanic part of the question, I could see that in a game where NPCs automatically do things and you have to prevent some of them from doing it so that it’s done in the correct order, like in Nonverbal Communication by @Ally, where machines do their action in alphabetical order and you need to find ways to block some of them.

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This seems like it would be technically possible in Inform 7, so I’ll be watching this thread for a Bubbling Beaker Award candidate.

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Of course, this runs into the problem of how to clue things in terms of how the player should know to do this before it happens (if it’s not an action that can be expected, like screaming, and the author wants to avoid learning-by-failure) and how to avoid guess-the-keyword.

I suppose one way to solve the latter problem would be just to handle it as >NPC, DON’T as stopping whatever script the NPC is currently carrying out—say, screaming—but this doesn’t work for the DON’T SCAN case.

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I imagine one could develop an entire game out of telling the player what not to do, in which case, one could easily train the player to type appropriate negative commands early.

but as a one time puzzle mid game? I think that would be hard to design.

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One early thing you learn when having children is not to tell them “don’t X” unless you want them to actually try doing X (if they did not think of doing it first), so it could be a reversal of the mechanic.

> l
In the living room

The child is nearing the flower pot.

> tell child don't touch flower pot
The child looks at you maliciously.
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So by the same token, saying “do X” ought to stop them :thinking:

Ooh, making it a conversation topic avoids having to create a dummy DON’T verb, at the very least. I feel like I should’ve spotted that…

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I can’t think of any games that have used negative commands, but I do recall a Speed-IF game that used “negative” objects, which I thought was very clever. The game was A Monkey Stole Your Toast by Admiral Jota (yes, he of Lost Pig fame), where you had to GET NO TOAST and GIVE NO TOAST TO MONKEY to get your toast back.

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There wa

I recall a similar mechanic (tea/no tea) in the original Hitchhikers Guide to the Galaxy game.

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