I’ve given more thought to what you’ve described, Hanon, and it really helped me envision a slightly different method.
I like the idea of incorporating a Maniac Mansion command construction. Screen real estate is always a problem though, so it might be best served by icons instead of words (like how point and click adventures evolved into that state). Verbs on the bottom half and nouns are in the upper story prose. I can see this working fairly well for a Twine-based game.
Here’s an idea to keep the space required much smaller for a full word verb menu on the bottom. Like, instead of OPEN and CLOSE being two separate buttons, make it OPEN with a little symbol in the corner of the button denoting that there is a toggle option. Tap it again, without tapping on anything else, and it will switch to CLOSE. Above the verbs, the command being created is shown. So OPEN… changes to CLOSE… and tap on the noun in the prose and you see CLOSE DOOR appear as the final command and it can be executed. Nouns in the prose could look like targets for commands somehow, if it improves the experience. Maniac mansion had PUSH and PULL, OPEN and CLOSE as separate buttons, but I could imagine you could extend this toggle idea to other similar verbs groups, such as:
LOOK / EXAMINE / READ
(eyeball stuff),
PICK UP / DROP / PLACE ON
,
TASTE / SMELL / LISTEN / FEEL
(senses),
USE / USE WITH
(use with = good for combination actions with inventory and/or scenery items that require 2 nouns to work)
and even LICK / UNLICK
, if your game required it.
I don’t know who would make such a silly game like that, but to each their own.
The grid of verb options might change depending what you are doing too. Like if you are operating a vehicle or robot, the choices change, but you essentially are still building parser commands. The nice thing about this approach though is you are never playing find the verb or find the synonym. It would also be way easier to author, I believe. In fact, I think this would work very well in a non-coding authoring interface, like how I mentioned ifSpace in the previous post.
I might make a prototype of this in Twine or iffinity one day. It seems quite straight forward, to be honest. I think it has merit.
Oh, boy… TALP Adventuron game or Verb/Noun clickable Twine parser interface. I need to clone myself. That’s it!