(Crossposted from my blog)
I’m curious to see how feasible it is to build more ambitious point-and-click games that use a traditional parser-based game’s world model and rules. One issue is how to present every necessary hypertext command without telegraphing the solution to a puzzle. The Cloak of Darkness example resolves it by hiding a crucial command behind two interface layers: you have to check your inventory to see your cloak, and you have to examine the cloak before you can drop it. This could be sufficient for a lot of basic puzzles that involve object manipulation. For puzzles that require creativity or abstract thought, a link that explicitly describes the solution might take a lot of the fun out of it.
Of course, there’s a rich history of point-and-click adventures from which to draw inspiration. LucasArts, Sierra, Twine, and Choice of Games are just a small sample.
So here are some of the questions I’m pondering. How much value is there in building point-and-click interfaces for traditional text adventures? What are some interesting ways to present puzzles in hypertext? In a point-and-click game, does a traditional adventure’s interactive world model provide benefits, or would most people prefer CYOA-style branching narratives?