A Short Defense of Type-Parsers

Adventure gamers love point-and-click, but I do not.

I know it’s a minority opinion, but when command-typing was phased out of the adventure game genre, I fell off with them. With the type-parser, I felt like I had infinite possibilities always at my fingertips, whereas point-and-click felt more streamlined and controlled, like I was on rails. If point-and-click was a fun amusement park ride, the type-parser felt like I was let loose in the whole park itself.

Handed-down versus Discovered

I admit the truth, however, type-parsers are not infinite, not even close. Oftentimes, they don’t even allow as many options as point-and-click! Point-and-click allows you to touch, talk to, look at, and use any item on any hotspot! And yet, it still feels like it was something handed to you, not something you discovered.

Nothing illustrates this lack of discovery as well as character-to-character dialogue. In point-and-click games, dialogue is almost always clicking down the branches of a dialogue tree. Everything is predetermined, packaged up nicely and neatly for you. Here’s all your hints, story, and exposition gift-wrapped for you, you’re very welcome!

The type parser, on the other hand, puts the player in an active role. They must determine which rabbit holes in the dialog to chase down. They get to play a bit of a detective game just discovering which topics to ask about. Speaking for myself, this small game-within-a-game keeps my attention so much more than clicking down the topics. This also allows the developer to drop extra little nuggets for intrepid players to discover that would otherwise bog down a dialogue tree with needless extras. The parser allows it, because the only ones who will find it, are those who are looking for it.

The Problem with Text-Parsers

That’s all well and good, you might say, but what about the big problem with type parsers that you’re clearly tiptoeing around?

Yes, I know, it is frustrating to type four or five different renditions of the same command only to get, “You can’t do that.” With point-and-click, you just grab the item and click it on the hotspot and, boom, puzzle solved! With the parser you type, “use item,” only to get, “how would you like to use that,” and a litany of reasonable commands that for no good reason don’t work at all.

We’ve all been there, myself no exception, and yes, it is frustrating to have to track down that exact right verb and noun combination. I grant that that is a proper problem with the type parser system. But I do not grant that it is inherent to the type parser and that playtesting and correct design can do a lot to fix that issue.

Oops, I Solved It!

I would also argue that point-and-click’s take item and press it on hotspot can also really streamline a puzzle in a way that removes the player’s delight in discovering a solution. How many times have you clicked an item on a hotspot only for the ensuing animation to solve the puzzle in a way you hadn’t even imagined yet. There is no “how would you like to use that” prompt possible. Clearly, there is no perfect system.

Superiority of Point-and-Click

At this point you’re likely to find yourself disagreeing with me and mounting multiple potential arguments in favor of the point-and-click formula. Don’t worry, you are almost certainly in the right, or at least in the majority. I am only describing why I personally lost a lot of interest in adventure games in the leap from the type-parser to the point-and-click era, and era that persists to this very day! There clearly must be a good reason for it, I sadly can only say, that it just doesn’t resonate with me.

In my final analysis it comes down to the feeling of discovery, which I feel the type parser achieves better than point-and-click.

I’d love to know your thoughts on this issue. Let me know what you think below!

Confession – I’m Bad at Adventure Games…

…And I kind of don’t even like them!

Or at least, there’s a part of them I love and a part of them I’m really bad at and gets in the way sometimes.

The part I love is the exploration. Adventure games do exploration really well. Whether it’s the immediately open world of Quest for Glory 1 or the more confined but very interesting places you find in Space Quest 3, I really like milling about and interacting with things.

The part I don’t like? Mostly, the puzzles, honestly. I’m very bad at adventure games and I get stuck ALL THE TIME. I was recently playing Thimbleweed Park and I have to say I really had fun with the first two chapters. I loved exploring Thimbleweed and talking to the locals and the mystery. It had magic to it. I even got stuck on a few puzzles, but it wasn’t too bad. In fact, I loved the game and was excited for the next chapter.

Chapter 3, however, blew up with playable characters, complexity, and locales so much that I started to feel a bit bewildered. At the same time, the puzzles start to feel a bit…forced.

  • With one character, a page unrealistically flies away and out a window for no better reason than “gotta have puzzles.”
  • I have to do some truly convoluted stuff to get printer ink, and I really don’t want to or care to.
  • For some reason I have to feed popcorn to some animal, but I can’t use the *empty* swear jar as a vessel to hold the popcorn?

I get it; I’m bad at adventure game puzzles. But they frustrate me when they seem like unnecessary roadblocks just for the sake of having roadblocks. Maybe these puzzles are very intricately woven into the story that’s being told, but when I’m tackling them, I don’t feel like they add anything of value. Of course, I’m still stuck at Chapter 3…so, I could be just an ignorant dumb-dumb head, not knowing the final outcomes.

But it has gotten me wondering:

  1. Will I finish Thimbleweed Park? My enthusiasm substantially dipped after Chapter 2.
  2. Which is more important in adventure games: exploration or puzzles?

For people who love Thimbleweed, don’t worry, you are correct. The game is basically universally praised and highly rated anywhere there are reviews. I’m the odd man out with the bad opinion! Or, more likely, I am just the type of player who values exploration more than puzzles and got frustrated when the exploration ended and the puzzles ramped up.

That’s probably why when designing Betrayed Alliance, I wanted to have a more open feeling, similar to Quest for Glory 1 or the King’s Quest games. Here’s a puzzle box world, now go explore and have fun! Are there puzzles? Of course! Are some of them convoluted and contrived? Probably, but I’ll leave that to you to decide this May, when Book 1 is released as DOS freeware for the world to enjoy.

What’s most important to you in adventure games? Let me know!