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FWIW, I recently found a succinct description of the strengths of parser-based and choice-based IF tucked away as an aside in an article by Jimmy Maher on a different subject [1]:

> a hypertext narrative built out of discrete hard branches is much more limiting in some ways than a parser-driven text adventure with its multitudinous options available at every turn — but, importantly, the opposite is also true. A parser-driven game that’s forever fussing over what room the player is standing in and what she’s carrying with her at any given instant is ill-suited to convey large sweeps of time and plot. Each approach, in other words, is best suited for a different kind of experience. A hypertext narrative can become a wide-angle exploration of life-changing choices and their consequences, while the zoomed-in perspective of the text adventure is better suited to puzzle-solving and geographical exploration — that is, to the exploration of a physical space rather than a story space.

[1]: https://www.filfre.net/2017/10/a-full-motion-video-consultin...




Jimmy Maher's blog on the history of computer gaming, which emphasizes interactive fiction, has been going for years and is a comprehensive (and highly readable) source information of how companies like Infocom and other "adventure game" designers in the 70s and 80s led to computer gaming as we know it today.




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