[Every day during GDC, Everybody Dies creator Jim Munroe is blogging for GameSetWatch discussing the creative process for the GDC-related text adventure he'll be building for us.

He says: 'This is the first of my daily dev diaries for the text game set at the GDC. Needless to say it is an honor and a privilege, and I hope I don't fuck it up too badly.']

At lunch today Erin Robinson (who made the excellent adventure game Nanobots) mentioned that she was stuck at a point in my last text game and she couldn't figure out the right verb.

While I would like to claim that "guess-the-verb" is a bonus minigame, I largely consider it a failing of my own when people get too frustrated to continue -- especially due to parser limitations, but even due to making the puzzles too difficult.

In Erin's game, one of the nanobots is a built in hint system, and unlike most hint systems, I used it.

For me, this is significant because as a teenager playing text games (including GDC speaker Steve Meretzky's Planetfall and Sorcerer) I prided myself on solving games without hints.

When I have taken hints, I've felt like I've cheated, and it's tainted my experience of the game somehow. Silly as it sounds. But when the game itself includes a system for unsticking you, and it's not a separate menu or walkthrough, then it feels like "in-world" and officially sanctioned.

So in regards to how I can see it working in this game set at GDC is: there's this guy you know. He's been to the GDC since the beginning -- he's a vet. He's able to give you all kinds of information about what you might like to try next, if it's been a certain number of turns without much forward movement.

He's also blaringly obnoxious and hard to ditch. I think I'll make it the default behaviour that he'll come and hint you, but also make there a way for you to dodge him if you want to be hardcore and pure about it.

And no, he is not based on anyone I know.