> Text adventures typically take a simulationist approach to narration. This means the author has not specified what happens in any given situation. Instead, what happens next is determined mechanistically by the player’s actions given the current world state.
Well... not really. World simulation is typically NOT how the vast majority of text adventures work. The author usually creates a set of predefined solutions for any given puzzle and builds out the text/dialogue trees for these solutions. Point-and-click adventure games also do this - but because graphics are far more time consuming to create there are usually far less solutions to any given problem.
> Text adventures typically take a simulationist approach to narration. This means the author has not specified what happens in any given situation. Instead, what happens next is determined mechanistically by the player’s actions given the current world state.
Well... not really. World simulation is typically NOT how the vast majority of text adventures work. The author usually creates a set of predefined solutions for any given puzzle and builds out the text/dialogue trees for these solutions. Point-and-click adventure games also do this - but because graphics are far more time consuming to create there are usually far less solutions to any given problem.
Author might be thinking of D&D.