JoeyJones wrote:
Can adverbs as a part of the player's command be used successfully in a medium-long interactive fiction? (eg. dance perkily, whisper lustfully, go slowly east)
One way I envision, is for the player to earn adverbs as they proceed, which then allow them to solve puzzles by doing the same actions as before but in a different way (carefully or hastily, for example). This way, it foregrounds which of the thousands of possible adverbs are salient to the story.
I guess my first question is, how are you going to go about educating your players that this type of input is useful? Because nobody is going to do it unless you nudge them in the right direction -- they're just going to blunder on, wondering why they're failing to find the right commands.
If you think about it, (verb + adverb) is a more refined or specific form of (verb), so we're back at guess-the-verb, only with complications. The player won't know whether 'pat the bunny' is sufficient by itself, or whether 'pat the bunny gently' is necessary in this particular situation.
My second question is, how will such a scheme enhance the game? I could see that some puzzle or other might be more realistic ('pick up the nitroglycerine carefully' or 'pull the chain hard'), but I can't see that requiring the player to figure this out actually enhances gameplay. I would think that if the response to the ordinary command 'pick up nitroglycerine' is "Moving with exquisite gentleness and caution, you lift the nitroglycerine off of the table," the same dramatic effect is achieved, and without annoying the player.
But that's just me. I'm an old-school type of guy. YMMV.