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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

“if yr cmptr cn rd this,” from the August, 1985 issue of Computer Entertainment, the latest addition to my reference library. This is a neat time capsule piece about how interactive fiction game developers were in an arms race to develop the most user-friendly text parser.

PDF version here.

It hadn’t even occurred to me that there were “parser wars” in the mid-80s, but it makes sense in retrospect. The traditional video game market was all but dead in the United States, and any surviving software companies jumped ship for computers, where the commonly held belief was that game players were after more sophisticated experiences than the arcade-inspired games on the consoles.

I can’t help but wonder if trying to make text interaction even more complicated actually resulted in better game design. With hindsight it almost feels like an overcompensation for the simplistic games that flooded store shelves and created the crash in the first place.