Input Systems
No Player Input
- Writing on the wall in L4D
- Training in World of Goo
- Ambiance
Player Selection
Often a player is able to choose an option and the system responds. These choices are prexisting and the player has little creativity involved. There are a few ways for the player to interface:
- A multiple choice
- A mini-game like oblivian’s bribe system
- In game actions with no conversation mode (Adom)
Direct Input
When it works, it gives the player a sense of creativity. The problem is that it often doesn’t parse correctly.
Templates
“You hit the X and Y wounded him”
This format of text is created by having the player select the x and y. The obvious advantage it that is gives more control to the player that a multiple choice interaction, but is much easier for the system to parse than direct text input.
Output Systems
Scripted
Completely predefined text that plays out like a cut-scene.
Templated
“You hit the X and Y wounded him”
Gives a fair amount of objects. Not good for multiple language support. Limited use.
Generated
Facade and the Postmodern text generator