Verb coins and accessibility

What would return to Zork’s ui be classified as?

I would call it a verb coin, definitely. I also prefer that it works by single-clicking instead of click-and-holding.

It’s, importantly, a dynamic verb coin, with different verbs based on context. It’s closer to Larry 7 (also a verb coin) than Full Throttle (or hey, Normality, just to pepper the conversation with a less-used example), which always uses the same set of verbs.

…on reflection, isn’t it funny how we use the term “verb coin”? Does it make sense for ANY game outside of “Curse of Monkey Island”? Which wasn’t even the first game to use it?

How would 100% parser driven invoke the coin? Is “COIN” a verb that acts on objects and then you just “COIN OBJECT”? I sort of want to play around with a project where I define the verb COIN and have it emit different text menus for various actions, then do the action. I think it will help me find some weak spots in the architecture. If an object didn’t have a COIN handler then it would just fall back and display the image of the mummy in Scooby-Doo that growls “Cooooooiiiiiin”

I’m a bit confused, because my answer to that is my example transcript which uses something you already coded. So I guess I’m not understanding the question?

To clarify, the concept of verb coin is “select object, then select verb from menu that appears.” I think. I myself spoke about The Scoop and Legend Entertainment, but they’re bit different as they are verb lists. Kinda like Monkey Island. So maybe those aren’t really verb coins.

These comments have been very helpful. My current project has a TUI interface. I’m wondering if I can have the executable run with a --sr switch to produce content for screen readers. The text windows (with lines and borders) would be omitted.

Just the current menu, as text. Numbered options allow the user to select their choice in a single key.

For arrow key control I really like Hal’s idea of audio feedback.

Effectively, we’re talking about a text rendered verb coin with no visual information (ASCII line window borders) to trip up the screen reader.

Apologies, I didn’t read the transcript.

I tried to get the control I wanted with a screen reader, but I ultimately gave up on it and resorted to TTS calls (removing webpage element focus strategies altogether). It was actually quite freeing and the audio feedback became much easier and enjoyable to manage.

Let us know your final strategy because blind accessibility has become a bit of a passion of mine.

Full Disclosure: I’m not actually a real audio interface design professional. I only play one in online discussion forums. :wink:

This is my initial approach. We’re doing text directly (as unadorned as possible) to the stdout. It’s very simple visually but I suspect some users will prefer the streamlined look:

➜  debug git:(main) ✗ ./crabbypants-console -a ../../the-martian-bazaar.crab

Loading game package from: "../../the-martian-bazaar.crab"

Press q to exit at any time.

[Talking to the Martian]

"Welcome, welcome! Best goods at the bazaar! What catches

  your eye?"

1. "Well, hello there!" ✓

2. "That keycard looks mighty interesting. 3 credits?"

3. "So, a scanner for 6 credit, eh?"

4. "What's the latest gossip around these parts?"

5. "So... How about those famous Martian storms?"

6. "You know, these prices seem a bit steep."

7. "Pleasure trading with you, friend."

>

P. Player

M. Main Menu


I know the question’s been answered, but I’m kicking myself for not remembering A/The Colder Light. You click the noun; at the bottom of the screen, a verb list updates to reflect the possible interactions. That’s pretty much a verb coin, functionally. It doesn’t seem wonderfully accessible for a screen-reader, but I’m quite vexed that, in this Interactive Fiction forum, I’ve been talking about Curse of Monkey Island and Full Throttle and Normality; and I overlooked an actual IF game. :stuck_out_tongue:

Some years ago, I tried (and failed) to make A Colder Light playable using VoiceOver (the built-in macOS screen reader.)

One problem was that it seems to rely on some non-standard interpreter behaviour. At least the version I tried did. Perhaps the Glk spec was changed, or clarified, after its release.

Another was that the player can keep adding hyperlinks to the buffer window scrollback by, say, repeatedly clicking on LOOK. This may result in hundreds (or thousands) of active hyperlinks that the user has to navigate using the screen reader.