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In text adventures, or interactive fiction, guess-the-verb is a problem sometimes encountered in games which have a strict or lacking command set. Usually a game has two or more verbs for an action involving a special object to allow the player to easily go or get ahead. One may, for example, enter lift cushion, open cushion, or get cushion to get the same effect. If the game does not have enough command aliases or object aliases (as for a "guess-the-noun" problem), especially for a critical step, the game may appear unwinnable and the player would be stuck until the right target is guessed or one is supplied by a walkthrough. TADS games supply a fair list of verbs commonly used in their documentation; if the game designer uses new actions not covered in this list, and which cannot easily be inferred by the purpose and context of the object, the player will find the problem likely. interactive fiction
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