Choice, parsers, and open world designs in text adventure games: https://threeedgedsword.wordpress.com/2013/12/05/parser-as-prototype-why-choice-based-games-are-more-interesting/
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An ad hoc, informally-specified, bug-ridden, slow implementation of half of a text adventure game -- or as I like to call it, a compiler.
It's odd that games often show the hours played, but I've not seen this in other apps.
"You've spent 20 hours talking to this person." Would this be a usage deterrent? If so, why do many games offer it by default?
I have a bunch of open tasks on my GH repos, so I tried asking ChatGPT and Claude to write a card-based web UI that showed some random open issues.
ChatGPT gave me something that worked, but the Claude mock-ups look better (and render inline!).