- At his Game Tycoon blog, David Edery has been mulling the possible evolution of the text parser, with particular reference to some recent stunt/experimental applications that use text input for interactive purposes.

Edery notes: "Those of you who played text-input adventure games back in the day (King’s Quest, Leisure Suit Larry, etc) will recall how fun it could be to test the limits of the game designer’s imagination by experimenting with language commands. It was thrilling when you tried something “unusual” or “outrageous” (in your mind) and yet the game responded appropriately."

He continues: "But text-input has returned in the form of viral marketing gimmicks like the Subservient Chicken campaign, and in IM bots like Spleak, which capture the imagination in part by encouraging users to test the limits of the designer’s vision and resources via text input", asking: "What does this teach us about how language processing can be reabsorbed back into the world of games?"

So - how about it? Is this the way back for text adventures, or an evolution of the genre? For one, Edery suggests: "Today, you can monitor user queries, capture the most common (unhandled) queries and create new content on the fly to address them." Where would we go from here?