How to Play Interactive Fiction

Common Commands and Phrases for Text Adventure Games

© Andre Phillips

Knowing the standard commands and conventions of text adventures greatly helps players to play within the bounds of the interaction available in the game.

Despite the prevalence of graphics-intensive, flashy eye candy games these days, there still exists a small community of gamers who enjoy interacting with a world simulated entirely by text. These interactive fiction (IF) games are programmed to pretend to understand and respond to textual commands that the user gives. The success of the interaction hinges on how well the game responds to the commands that the player thinks to enter.

Most games involve playing out a story written in second-person present tense by typing commands to carry out actions. Most of these commands are in a very abbreviated verb-noun form that makes it easier for the parser to understand what the player wants. Older games often are very focused on the simulation or manipulation aspects of the environment in order to provide puzzles for the player, but many modern games have an detailed plot that can be unveiled by taking various actions within the game. The community's focus has shifted over the years to put more emphasis on the "fiction" part of interactive fiction to produce works that are more like short stories. There are plenty of excellent puzzle-heavy games in the community's library of games, however.

Movement

Gathering Information

Item Manipulation

Character Interaction

Miscellaneous

These are certainly not all of the possible commands. Many games will also have commands specifically designed for the game's intended interactions. For instance, some fantasy-based games have commands to allow spells to be memorized or cast. Other games might have commands for flying a ship, fixing a radio, cooking a meal, or any number of other scenarios. Often the player must figure out what actions might be reasonable in a given situation and try them to see what happens. Many times actions that are not "correct" or "successful" still yield an interesting or amusing response. The strength of the game lies in the way it can respond to anything the player attempts to input. The more the player believes he can enter any reasonable command and be understood, the better the game is at simulating its environment and providing an immersive and engaging experience. To try playing a game, check out Baf's archive or look for some of the top games of the 2006 IF Competition.


The copyright of the article How to Play Interactive Fiction in Other Video Games is owned by Andre Phillips. Permission to republish How to Play Interactive Fiction must be granted by the author in writing.




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