I’m seeing a lot of interesting interrelated dichotomies in this discussion: text games vs. AAA (and non-text narrative indie games in between), scope vs. depth of implementation (and intentional implementation of boundaries in between), immersion vs. medium awareness. The idea that text is superior to graphics because it actually allows for a more complex simulation and provides a more intense immersive experience (“the best graphics card is your imagination!”) was an important part of Infocom’s marketing, and has been more or less present in IF discourse ever since, I guess most emblematically in the idea that mimesis is an important goal for IF games. A 1980s guide to creating text adventures I read recently put this as a battle between “playing against the machine”, i.e. being reminded one is operating a computer, which is considered undesirable, versus “playing against the game” - its puzzles, obstacles and enemies, not its technical components - through a supposedly seamless translation of the player’s ideas → parser input → action in the simulated world.
At the same time, I think the wider public still knows IF mostly as an early, incomplete attempt to implement perfect natural language human-computer interaction. In this narrative, error messages are nothing beyond a reminder of where this implementation falls short, due to, it is assumed, the limited technology of the time. Error messages force one to play against the machine, and take them away from the game. But IF’s development from its early days hasn’t resulted in an elimination of error messages but, as paul-donnelly pointed out, more in a sophistication of how error messages are used, as constitutive of how IF works.
I have also seen some recent LLM-based interactive fiction draw on this idea by saying LLMs are “finally” the full realisation of IF’s primordial ideal of complete player freedom. Obviously, this has been very much rejected by the people who actually play IF, suggesting, maybe, that the appeal for them isn’t being able to type anything and get a response. I think many would also argues the problem is just how bad most of these LLM games are, but I do think it’s fair to say there is a broad anti-AI sentiment in the IF community that does indicate that “being able to do anything I want” was never really the point.
Is the goal of games, or of narrative media in general, to immerse us in stories and make us forget the medium through which they are being told? Do books really still exist alongside movies because they are a more direct way of transmitting the contents of an author’s mind, or do they both exist because they are just different things? Sorry for the dumb comparison, but to me that sounds a bit like saying that we still have lasagna when burgers exists because lasagna is better at some things that burgers just can’t do. There isn’t some single goal of tastiness or nutrition that all food shares. They are just different. A good book, in my opinion, needs to be a good book. Good to read, good chapters, good paragraphs, good descriptions, good narration. A movie isn’t narrated. A good scene is not the movie equivalent of a good paragraph. The distinctions are central.
This thread started with the argument that text games are important because text still stands as the most efficient channel between reader/player and narrative. I want to say almost the opposite: text games are important not because they are better at things AAA games fail at, but because they continue to explore and extend certain specific ways of interacting with the computer. They thrive against a teleology in which text, graphics, 2D, 3D etc. are all deployed to bring us closer to the same goal of forgetting all mediation, and just being in the story world. Text is not “flawed” in relation to direct manipulation - but it is also not “actually better”. It is different, and it is interesting in itself, and playing text games reminds us that there are many ways a computer can be, and invites us to actively reflect on those ways, and imagine other possible ones. That is a very good awareness to have.