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Creating Interactive Fiction With Inform 7 by Aaron A. Reed

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Chapter 6. Understanding the Player

An IF story can’t just speak clearly; it should listen clearly, too. We’ve focused till now on the structure of a story world and the way it’s described to the reader, but we’ll now turn to the words the story gets back—the commands typed by the player. Though the parser and the Standard Rules do the heavy lifting to turn a player’s words into actions our story can understand, we can help by making our own language more precise, by teaching a story more ways of referring to its actions and objects, and by helping players whose words are unclear or ambiguous to be better understood.

Players may also want to perform actions that aren’t normally recognized by the story world, and authors may wish the built-in actions ...

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