>What do the readers of rec.arts.int-fiction think about this issue? My
>own feeling is that it's sufficiently difficult to produce clear, sharp,
>crisp, accurate, terse, lively prose for all the functional text in an
>advanture game that it's not worth trying to write beautiful descriptive
>passage that the player is likely either to skip and hurry on towards
>the next puzzle, or else scour for clues and then discard when none are
>found.
I'd like an interface in which keywords are either listed separately,
like "Obvious items: table, cupboard", or are highlighted in the
descriptive text. Oh, and you can click on them to do an "examine".
Phil goetz@cs.buffalo.edu