Standard Verbs

I had a hoot writing my TALP Jam submission game and it got me thinking about my next project (and doing it ‘properly’ this time). One of the design decisions is the vocabulary the game will recognise, so I started a list of common verbs in text adventure games (which I’ll share below). My question to this learned crowd is, what have I overlooked? I know there will be theme-specific verbs (such as priests being able to PRAY, PREACH, and BLESS, for example), some problem-specific verbs (such as TURN, MIX, MAKE, POUR, etc.), and probably some item-specific verbs (e.g., WIELD, SHEATHE, FOLD, etc.). What should constitute a core list of common verbs that experienced players of parser-based games might expect to use in relevant situations?

The list with which I came up:

ACTIVATE
CLIMB
CLOSE
DEACTIVATE
DIG
DRINK
DROP
EAT
EMPTY
EXAMINE [ X ] [ EX ] [ EXAM ] [ SEARCH ] [ INSPECT ]
EXTINGUISH [ SNUFF ]
FILL
GO
HIT [ STRIKE ] [ KICK ] [ PUNCH ]
INSERT
INVENTORY [ I ]
LIFT
LIGHT
LOCK
MOVE
OPEN
PULL
PUSH [ SHOVE ]
PUT
READ
REMOVE
SIT
SLEEP
SWIM [ DIVE ]
SWITCH
TAKE [ T ] [ GET ] [ COLLECT ]
TALK [ GREET ] [ SPEAK ]
THROW
TIE [ KNOT ]
TURN (both as in turning a handle and as in turning things on and off/up and down)
UNLOCK
UNTIE
WAIT [ Z ]
WEAR

And some ‘meta’ commands:

CLUE [ HINT ]
CREDITS [ ABOUT ]
HELP
LOAD
QUIT
SAVE
SCORE
UNDO
VERBS [ V ] [ VERB ]

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The gold standard is probably the Inform standard library:

"[direction]" - going

"adjust", same as "set"
"answer [text] to [someone]" - answering it that  reversed
"ask [someone] for [something]" - asking it for 
"ask [someone] about [text]" - asking it about 
"attach", same as "tie"
"attack [something]" - attacking 
"awake", same as "wake"
"awaken", same as "wake"

"break", same as "attack"
"brief" - preferring sometimes abbreviated room descriptions 
"burn [something]" - burning 
"buy [something]" - buying 

"carry", same as "take"
"check", same as "examine"
"chop", same as "cut"
"clean", same as "rub"
"clear", same as "push"
"climb [something]" - climbing 
"climb up/over [something]" - climbing 
"close [something]" - closing 
"close up [something]" - closing 
"close off [something]" - switching off 
"consult [something] on/about [text]" - consulting it about 
"cover", same as "close"
"crack", same as "attack"
"cross", same as "enter"
"cut [something]" - cutting 

"describe", same as "examine"
"destroy", same as "attack"
"discard", same as "drop"
"display", same as "show"
"disrobe", same as "shed"
"doff", same as "shed"
"don", same as "wear"
"drag", same as "pull"
"drink [something]" - drinking 
"drop [things preferably held]" - dropping 
"drop [something preferably held] at/against [something]" - throwing it at 
"drop [other things] in/into/down [something]" - inserting it into 
"drop [other things] on/onto [something]" - putting it on 
"dust", same as "rub"

"eat [something preferably held]" - eating 
"embrace", same as "kiss"
"enter" - entering 
"enter [something]" - entering 
"examine [something]" - examining 
"exit" - exiting 

"fasten", same as "tie"
"feed", same as "give"
"feel", same as "touch"
"fight", same as "attack"

"get out/off/down/up" - exiting 
"get in/on" - entering 
"get [things]" - taking 
"get in/into/on/onto [something]" - entering 
"get off/down [something]" - getting off 
"get [things inside] from [something]" - removing it from 
"give [someone] [something preferably held]" - giving it to  reversed
"give [something preferably held] to [someone]" - giving it to 
"go" - going 
"go [direction]" - going 
"go [something]" - entering 
"go into/in/inside/through [something]" - entering 

"hear [something]" - listening to 
"hit", same as "attack"
"hold", same as "take"
"hop", same as "jump"
"hug", same as "kiss"

"i", same as "inventory"
"insert [other things] in/into [something]" - inserting it into 
"inv", same as "inventory"
"inventory" - taking inventory 

"jump" - jumping 

"kill", same as "attack"
"kiss [someone]" - kissing 

"l", same as "look"
"leave", same as "exit"
"light", same as "burn"
"listen" - listening to 
"listen to [something]" - listening to 
"lock [something] with [something preferably held]" - locking it with 
"long" - preferring unabbreviated room descriptions 
"look" - looking 
"look [something]" - examining 
"look at [something]" - examining 
"look inside/in/into/through [something]" - searching 
"look under [something]" - looking under 
"look up [text] in [something]" - consulting it about  reversed

"move", same as "push"
"murder", same as "attack"

"nap", same as "sleep"
"no" - saying no 
"normal" - preferring sometimes abbreviated room descriptions 
"notify" - switching score notification on 
"notify on" - switching score notification on 
"notify off" - switching score notification off 
"nouns" - requesting the pronoun meanings 

"offer", same as "give"
"open [something]" - opening 
"open [something] with [something preferably held]" - unlocking it with 
"out", same as "exit"

"pay", same as "give"
"pick up [things]" - taking 
"pick [things] up" - taking 
"polish", same as "rub"
"present", same as "show"
"press", same as "push"
"pronouns" - requesting the pronoun meanings 
"prune", same as "cut"
"pull [something]" - pulling 
"punch", same as "attack"
"purchase", same as "buy"
"push [something]" - pushing 
"push [something] [direction]" - pushing it to 
"push [something] to [direction]" - pushing it to 
"put on [something preferably held]" - wearing 
"put [something preferably held] on" - wearing 
"put down [things preferably held]" - dropping 
"put [things preferably held] down" - dropping 
"put [other things] in/inside/into [something]" - inserting it into 
"put [other things] on/onto [something]" - putting it on 

"q" - quitting the game 
"quit" - quitting the game 

"read [something]" - examining 
"read about [text] in [something]" - consulting it about  reversed
"read [text] in [something]" - consulting it about  reversed
"remove [something preferably held]" - taking off 
"remove [things inside] from [something]" - removing it from 
"restart" - restarting the game 
"restore" - restoring the game 
"rotate", same as "turn"
"rub [something]" - rubbing 
"run", same as "go"

"save" - saving the game 
"say", same as "answer"
"scale", same as "climb"
"score" - requesting the score 
"screw", same as "turn"
"script" - switching the story transcript on 
"script on" - switching the story transcript on 
"script off" - switching the story transcript off 
"scrub", same as "rub"
"search [something]" - searching 
"set [something] to [text]" - setting it to 
"shed [something preferably held]" - taking off 
"shift", same as "push"
"shine", same as "rub"
"short" - preferring abbreviated room descriptions 
"shout", same as "answer"
"show [someone] [something preferably held]" - showing it to  reversed
"show [something preferably held] to [someone]" - showing it to 
"shut", same as "close"
"sip", same as "drink"
"sit on/in/inside [something]" - entering 
"sit on top of [something]" - entering 
"skip", same as "jump"
"sleep" - sleeping 
"slice", same as "cut"
"smash", same as "attack"
"smell" - smelling 
"smell [something]" - smelling 
"sniff", same as "smell"
"sorry" - saying sorry 
"speak", same as "answer"
"squash", same as "squeeze"
"squeeze [something]" - squeezing 
"stand" - exiting 
"stand up" - exiting 
"stand on [something]" - entering 
"superbrief" - preferring abbreviated room descriptions 
"swallow", same as "drink"
"sweep", same as "rub"
"swing [something]" - swinging 
"swing on [something]" - swinging 
"switch [something switched on]" - switching off 
"switch [something]" - switching on 
"switch on [something]" - switching on 
"switch [something] on" - switching on 
"switch [something] off" - switching off 
"switch off [something]" - switching off 

"take inventory" - taking inventory 
"take [things]" - taking 
"take off [something]" - taking off 
"take [something] off" - taking off 
"take [things inside] from [something]" - removing it from 
"take [things inside] off [something]" - removing it from 
"taste [something]" - tasting 
"tell [someone] about [text]" - telling it about 
"think" - thinking 
"throw", same as "drop"
"thump", same as "attack"
"tie [something] to [something]" - tying it to 
"torture", same as "attack"
"touch [something]" - touching 
"transcript" - switching the story transcript on 
"transcript on" - switching the story transcript on 
"transcript off" - switching the story transcript off 
"turn [something]" - turning 
"turn [something] on" - switching on 
"turn on [something]" - switching on 
"turn [something] off" - switching off 
"turn off [something]" - switching off 
"twist", same as "turn"

"uncover", same as "open"
"unlock [something] with [something preferably held]" - unlocking it with 
"unscrew", same as "turn"
"unwrap", same as "open"

"verbose" - preferring unabbreviated room descriptions 
"verify" - verifying the story file 
"version" - requesting the story file version 

"wait" - waiting 
"wake" - waking up 
"wake up" - waking up 
"wake [someone]" - waking 
"wake [someone] up" - waking 
"wake up [someone]" - waking 
"walk", same as "go"
"watch", same as "examine"
"wave" - waving hands 
"wave [something]" - waving 
"wear [something preferably held]" - wearing 
"wipe", same as "rub"
"wreck", same as "attack"

"x", same as "examine"

"y", same as "yes"
"yes" - saying yes 

"z", same as "wait"
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Thanks for that list (it’s definitely given me inspiration for some additional synonyms to include), but it looks like a list of commands that tries to cover everything (for example, how typical are games in which the verbs ‘TORTURE’ or ‘HOP’ are used?) rather than a core list of commands that experienced text adventure gamers would expect to see in most games. Of those commands in the Inform list, and excluding the ones I have already listed in my original post, which commands would you think would let down a game if it didn’t include them?

For example, if you met an NPC in a ‘typical’ game and you got a default ‘verb not recognised’ response when trying to TORTURE them, would this be a jarring source of disappointment that the game had not included TORTURE as a verb, or would you feel that the omission of TORTURE as a recognised verb would be reasonable in a typical game?

I had no idea that TORTURE is included by default in all inform games, that’s crazy.
Speaking only for myself, I’d have no problem with a fair amount of pruning of that list.

For a shorter list of common verbs there’s also the IF postcard.

At the end of the day, your verb set will depend on your particular game and the best way to finalize your verb set is to get a bunch of beta testers and read their transcripts.

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I thought about these:
USE
COMBINE
VERBOSE
HINTS ON/OFF

But I think that IF postcard is even more than enough (for example no need for SING).

I second that.

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It’s probably true that most people playing a game won’t be playing their first parser game. That being so, an author might want to start with the context that a text adventure game rises out of. Players will likely do what they have done previously, and expect what they have already experienced.

TORTURE is a silly synonym (I’m very curious about the backstory there), but ATTACK is an old ZIL chestnut. I would find it jarring for an Inform 7 game to have no response to it. If I were to write something in I7, I would want to write responses to every action in the Standard Rules, even if many are just catch-all rejection messages. I think utility is important, but expected features of parser gameplay matter, too.

(I believe TADS libraries have their own “standard” verbs, too? I have no experience there)

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Don’t forget more complicated constructions like

LOOK AT
PUT OUT (torch)
TURN OFF (light)

Etc.

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The postcard is helpful, thank you (and I have noticed that I’ve mostly got that covered - I didn’t think sniffing and feeling things was that common, but I can add them to the list, if nothing else as a synonym for EXAMINE).

I’m sure the verb list will expand as I implement the puzzles, nouns, and NPCs in my game that will drive custom interactions, and from testers’ feedback. My question is more around what are the verbs common to a lot of text adventure games that would be reasonable things an experienced gamer would try. I suspect the list is somewhere between what’s on the postcard and what’s in the Inform library. I’m at the design stage rather than design stage, so I’m thinking about what custom responses I should build around my nouns - even the ones that don’t directly progress the adventure/story/puzzles but an experienced gamer might typically try.

I’ve added ATTACK as a synonym for HIT, thank you. And what are the ‘Standard Rules’ to which you refer?

The “Standard Rules” are Inform 7’s standard library/behaviors: I think they’re online here?

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Yes, that’s what I mean! The most readable online format for actions is Zed’s default index actions:

https://zedlopez.github.io/i7doc/Actions.html

IMO, of course

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Perhaps most relevant to this thread: Actions / Commands

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Thanks for that link. I’ve scanned through the actions (it’s quite a lengthy thing!) and extracted:

INVENTORY, TALK, REMOVE, DROP, PUT, INSERT, EAT, GO, ENTER, LEAVE, LOOK, EXAMINE, SEARCH, CONSULT, LOCK, UNLOCK, SWITCH, OPEN, CLOSE, WEAR, REMOVE, GIVE, SHOW, WAKE, THROW, ATTACK, KISS, ANSWER, TELL, ASK, WAIT, TOUCH, WAVE, PULL, PUSH, TURN, SQUEEZE, BURN, THINK, SMELL, LISTEN, TASTE, CUT, JUMP, TIE, DRINK, SWING, APOLOGISE, RUB, BUY, CLIMB, and SLEEP.

I’m dubious about verbs like KISS, SQUEEZE, and RUB being the expected baseline in games (but am happy to be contradicted - the point of this thread is for other people’s experience to inform my design work). My acid test is whether an experienced player would feel a game falls short if there wasn’t a custom response to an attempt to KISS an NPC, for example, or whether it is reasonable for the game to respond with a default ‘I don’t recognise KISS as an action you can perform’ kind of message.

Same with RUB - it might be appropriate in an Aladdin-themed adventure in which there was an old brass lamp, but would players consider RUB part of a baseline set of commands they would expect to see in the majority of adventure game?

That’s an interesting design philosophy question. Some of my testers have tried to kiss things. Ultimately, I think such responses are a way some players evaluate the thoroughness/attention to detail of the implementation. I just accepted such practices as a convention I should accommodate.

Doing so also provided opportunities for developing the narrative voice. In my game, an out-of-world, cold response would have seemed inconsistent. In other games, I don’t think that would matter at all. So, philosophy.

I think RUB is an odd case, in that I almost always use one of its synonyms as a player: CLEAN. Rub, I never really try. As an author, I just did a one size fits all response.

There is a separate response for rubbing people, but that’s it for rubbing things in my game. I didn’t make unique responses for various objects. Just a rejection that’s more customized then a generic “That’s not a verb I recognize.”

Is that right for your game? I don’t know. I already had a feeling, reading conversations here, that it made sense for me. Perhaps testing will give you a clearer picture. I think people have different expectations for different systems, too, which might come into play. I don’t review a lot of contemporary IF, but maybe more knowledgeable players will speak up.

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And worth mentioning: AGAIN.

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They do. Here’s a list of them, with synonyms and abbreviations, from the adv3Lite docs.

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In a fairytale-themed game with a frog, KISS makes sense. And I wonder if there isn’t a cultural dimension to it - in some cultures, it is common to greet people with a kiss, for example, so players from those cultures might expect to greet NPCs by kissing them.

The steer I seem to be getting from this conversation is that games should recognise, even if they don’t act upon, common verbs - instead of a “I don’t recognise that verb” response, the game should steer a player more helpfully away from using the verb again - something like, “There is nothing to kiss in this game.”

As part of my research, I did find lots of “100 most common verbs in English” lists, such as 100 Common English Verbs - Espresso English, which I’ll also use for inspiration.

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I remember playing PoliceQuest II and absolutely being enthralled that I figured out to “CALM” Marie when she was tied to the chair. I like it when you have to be deliberate about your intentions in parser games. If it’s a critical plot point, I would encourage a special verb.

“KISS” would have so much more meaning given the right context. It doesn’t mean you have to give feedback for kissing everything. I would encourage more subtle deflection of unwanted interaction… or you could go full Leisure Suite Larry and demean the user, like “You kiss the table. It was everything you had hoped for and much, much less.”

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a little joke:

why there’s no AIF in Italian or French ?

The vocabulary and synonyms leave no space for everything else !

Best regards from Italy,
dott. Piergiorgio

If you’re looking for what experienced players will expect, that’s going to be shaped by the built-in verb lists of Inform, TADS, Dialog, etc. But are these verbs going to be useful or relevant to your game?

What I’ve started doing instead is implementing verbs based on testing more than anything else. What do people actually want to try in your game?

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