first cut at authors notes
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</verb>
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</verb>
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</word>
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</section>
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</section>
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<section name="notes">
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<nev name="start">
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<h2>Author's Notes</h2>
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<p>
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Hi there. That's all I've got for now. Thanks for trying my silly game.
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</p>
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<p>
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There are two UI ideas at play in this prototype. The first is that it might be interesting to see what
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happens when we get rid of the parser, and simply give the player the ability to know what she is capable of
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doing at any particular moment in the game. I don't believe that every game should follow this path, but
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I don't see any reason why we can't create rich and interesting worlds by doing so. What appeals to me about
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this idea is not just the simpler interaction from the user's perspective, but the ability to have greater
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control of what you have to model. If something is not important to your game, you simply don't present the
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option to the player, and she is not frustrated because she no longer has any way of trying it. Conversely,
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if an interaction is subtle or non-standard, you don't need to worry about the user not being able to guess
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the verb -- the verb is there; you just need to make it interesting.
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</p>
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<p>
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The second is that
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</p>
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<b><a href="javascript:location.reload()">Restart game</a></b>
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</nev>
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</section>
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</section>
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</story>
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</story>
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