Re:What is ZIL anyway?
by willvarfar on Friday April 19, 2019 @11:16AM
(#19700266)
I recall a Ludum Dare entrant which was an android app that pretended to be a walkie-talkie to control some security operatives you were telling to search a building to investigate some noises. Very spooky. And a very good use of some basic voice parsing and NLP.
Re:What is ZIL anyway?
by reificator on Friday April 19, 2019 @12:03PM
(#19700621)
Link please?
That is an incredibly ambitious concept for a game jam, but it sounds like they pulled it off?
Re:What is ZIL anyway?
by willvarfar on Friday April 19, 2019 @12:31PM
(#19700847)
Googling found it http://ludumdare.com/compo/ludum-dare-25/?action=preview&uid...
The gameplay video is awesome.
But perhaps not so much NLP... this was 2012! Was it really that long ago? And my memory was fuzzy.
But just imagine what could be possible!
Game jams are literally the best time to try risky concepts. If it fails, you’ve spent only a small amount of time, and there’s a good chance that people will play your game and give you feedback. I can’t think of a better time to take a risk.
(Note: Parent comment edited risky -> ambitious.)
Re:What is ZIL anyway?
by reificator on Friday April 19, 2019 @12:21PM
(#19700762)
I didn't mean it was a risk in any negative sense. I was just looking for the word "ambitious" and couldn't find it in my sleep deprived state...
Seriously, I'm so tired I looked up "ballsy thesaurus" and clicked related words for probably five minutes before I gave up looking and just typed 'risky' hoping it'd be good enough.
The most memorable IF I’ve played through was one[1] in which you were a captured spy being interrogated in semi-linear fashion. The game was a retelling of your capture, where every wrong choice amounted to ‘It could not have happened that way, go back and tell me what you really did.’
The only way to win was to slip one lie into the retelling, and then when the game catches up to the present moment...
[1]Spider and Web
Written by Andrew "Zarf" Plotkin, the person whose blog post about ZIL this is all a discussion of.
Inform 7 lets you write games in a language that reads like English even if it doesn't write like English.
Struggling with the limitations of the parser was one of the recurring frustrations with Infocom games. "GET LAMP" is fine, but anything more complex quickly becomes challenging. I remember getting stuck in "The Lurking Horror" because I couldn't figure out how to climb down off a ledge, despite having a ladder. Use ladder? Climb ladder? Climb down? Climb down with ladder? Climb ledge with ladder?
NLP etc. has great potential to improve the parsing capabilities, to be sure, but it's not obvious to me that that will dramatically improve the experience. Is `pick up the shiny brass thing` really better than `GET LAMP`? IMO, it might make IF more accessible to non-techy, non-text parser gamers, but that's about it.
I think the next leap for IF games will involve non-linear stories that are better suited to the medium. The success of games like "Papers, Please" in particular has sparked my imagination in this area.