Guess-the-verb: Difference between revisions
No edit summary |
DavidFisher (talk | contribs) m (Added Solution section (feel free to rename, somebody)) |
||
Line 4: | Line 4: | ||
''Guess the Verb!'' ([[Leonard Richardson]], 2002, ) uses the phrase as the instruction in a surreal carnival game. | ''Guess the Verb!'' ([[Leonard Richardson]], 2002, ) uses the phrase as the instruction in a surreal carnival game. | ||
==Solution== | |||
* Plenty of [[Beta-testing]]. | |||
* A good [[http://thesaurus.reference.com thesaurus] can also come in handy. | |||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 08:35, 30 October 2005
"Guess-the-verb" is the name of a particular fault in game design where although the player has correctly guessed what he is meant to do, the game's parser does not understand unless he uses a particular and possibly non-obvious way to phrase the command. For example, if there is a crate to be opened with a crowbar and the only way to open it is to "pry crate with crowbar", other actions like "open crate with crowbar" give a misleading response.
Some games, such as The Edifice (Lucian Smith, 1997, Z-code) and Ad Verbum (Nick Montfort, 2002, Z-code) inentionally include guess-the-verb puzzles to good effect, but in contexts where the puzzles are explicitly about language.
Guess the Verb! (Leonard Richardson, 2002, ) uses the phrase as the instruction in a surreal carnival game.
Solution
- Plenty of Beta-testing.
- A good [thesaurus can also come in handy.