[MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa
Michael.Willey at abnamro.com
Michael.Willey at abnamro.com
Wed Jul 8 12:20:17 CEST 1998
____________________Reply Separator____________________
Subject: [MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa...
Author: mud-dev at kanga.nu (Richard Bartle
<76703.3042 at compuserve.com>)
Date: 7/8/98 3:13 PM
>Chris Gray <cg at ami-cg.GraySage.Edmonton.AB.CA> wrote:
>>What are the choices here:
>> - drop all of them
>> - complain about ambiguity
>> - drop some "random" rock
>> - allow the user to choose
> Of these, the second and fourth get in the way of the game.
>The real choice is between the first and the third. I chose the
>first because it fell naturally from the way I was processing
>adjectives and so on as operators applied to sets of candidate
>objects. Once players got used to it, switching to another version
>was not an attractive option.
I would disagree with that - As a player, I'd rather have the game
abort a command than perform an unwanted command. I'd rather it
do nothing than do the wrong thing. For me the dividing line
between choosing method 2 or 4, then, would depend on how cleanly
#4 could be implemented.
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