My Photo Name:  David Edery

Location:  Kirkland

Bio: Manager and Principal of Fuzbi, a consulting firm focused on the business and design of online video games, and research affiliate of the MIT Comparative Media Studies Program.

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My book, "Changing the Game"

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July 6, 2007

Language Processing

Category: Design / Production — David J Edery @ 10:05 am

Those of you who played text-input adventure games back in the day (King’s Quest, Leisure Suit Larry, etc) will recall how fun it could be to test the limits of the game designer’s imagination by experimenting with language commands. It was thrilling when you tried something “unusual” or “outrageous” (in your mind) and yet the game responded appropriately. Of course, it was also frustrating when you tried to accomplish something serious and the game didn’t understand you. (For an exercise in said frustration, give the much-hyped Facade a try if you haven’t already. It’s a glimpse into what made these games fun, and everything that made them less-than-fun.)

At any rate, most of that “joy of experimentation” disappeared when adventure games migrated to mouse-only. Perhaps not coincidentally, adventures games themselves began to disappear soon afterwards. But text-input has returned in the form of viral marketing gimmicks like the Subservient Chicken campaign, and in IM bots like Spleak, which capture the imagination in part by encouraging users to test the limits of the designer’s vision and resources via text input. Both the Subservient Chicken campaign and Spleak have proven quite successful within a limited but significant audience.

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