I'd have to check the manual to know for sure. I *think* that anything printed with the "print" statement is functionally the same as just doing text. In other words:
print "This is a test."
and
"This is a test."
will both store "This is a test." as a dictionary entry. In fact, if you used that exact quoted string 50 times elsewhere in the program, it's still only going to take up one spot in the dictionary. Everywhere you print it, it'll just "print" the value of that dictionary entry.
The thing is, if "This is a test." is part of a larger print statement (in other words, what's in quotes isn't *exactly* that), then it's going to count as another dictionary entry. If you look hard enough in the Hugo library, you can even see where Kent will break apart long strings just so that the "bits" of it hit on phrases already used.
In other words, if you have already used "This is" and "a test." in other places (alone, so as to be self-contained as dictionary entries), then the following bit would be more efficient space-wise:
print "This is"; " "; "a test."
Remember that *everything* enclosed in quotes ends up as a dictionary entry. At compile-time, I *think* multi-line text such as this...
"This is
a test of
something."
...ends up as a single dictionary entry, formatted with a space between the lines. Kent could probably say for sure.
As for why I use a PrintMessage() routine in my games, it's not really to save memory. Well, I do re-use some messages, but if I just cut and pasted the exact same thing in multiple spots, it's still just going to use one dictionary entry (as long as they're identical). I do it more so that I only need to change the text in one place and all routines that "print" the message will then use the updated version. It's also so I can skim through the text all at once, in one place (eventually I export it out to spell-check, but this helps until then). In my current WIP, I'm putting practially *all* text in PrintMessage() blocks, even if it's simple.
Argument values, parameters, same thing. I'm starting to get a little better at this, in my current WIP. I'm using objects as parameters (well, the object "number" is the parameter), so that I can have one single "long_desc" handler that just checks to see what object we're describing. That type of thing. Well, I don't do that in all cases, but since I've started putting little headers on each one, it's easier for me to figure out later what each of the messages was intended for.

I'm also figuring out things I did in Distress, and *especially* in Trading Punches, that could have been done much easier. Like, making custom properties/attributes where needed, calling more routines that are already in the library instead of re-inventing them, etc.
