It seems to me that the author never played a text based adventure game and is jut echoing whatever he heard
Indeed. And this makes his judgmental pettiness about people who like these games all the shittier for it. I don't know why extremely-online bloggers think unrequited snark is a glide path to being funny.> thought this comparison was incredibly apt and also found it very funny
I'm happy for you, but I didn't.
To "read something with nuance" is to be open to nuance that is already present in the writing. This writing is not nuanced!
Perhaps you're asking us to make an effort to be more tolerant of weak writing. That's a fair request when the writer is acting in good faith. But to mock nerds for liking text adventures when you clearly do not like them yourself is not acting in good faith.
Figuring it all out is part of the fun, but outside the context of a game it would be maddening.
As for Eliza, she mostly just repeats back the last thing you said as a question. “My dog has fleas.” “How does your dog having fleas make you feel?”
Which is why it's done that way. Other text-based games where the focus is not on puzzling out what to do next (like roleplaying MUDs) have a more strict and easily discoverable vocabulary.
This would be like saying using programming languages is terrible because Brainfuck is a terrible programming language.
You should actually try and play zork and report back.
(Who is clearly playfully poking fun at something he enjoyed playing but can recognize as being constrained by computers of the era and no longer a common format of games thanks to 3D rendering).
I mean, for some people they do, but those people never liked books to begin with; they just didn't have an alternative.
The part about Zork doesn't make sense to me. As I understand it text based adventure games are actually quite lenient with the input you can give, multiple options for the same action. Additionally certain keywords are "industry standard" in the same way that you walk using "wasd" in FPS games, so much that it became the title of the documentary "get lamp". Due to the players perceived knowledge of similar mechanics in other games you can even ague that providing these familiar commands is part of the game design.
It seems to me that the author never played a text based adventure game and is jut echoing whatever he heard. Projects like 1964's ELIZA prove that text based interfaces have been able to feel natural for a long time.
Text has a high information density, but natural language is a notoriously bad interface for certain things. Like giving commands, therefore we invented command lines with different syntax and programming languages for instructing computers what to do.