I’ve spoken before about matching interactive stories to narrative platforms, and briefly mentioned experiments with limited parsers. That talk was about how to use a system’s built-in strengths to make your narrative stronger: Twine’s sense of containment, Texture’s high-ask tactile affordances, Inform’s exploration via cardinal directions and world modeling. But limited parser pieces do the opposite: they press against the constraints of parser games, and by doing so, allow creators to tell stories about the frustrations of agency.
Continue reading “Constraint, Coherence, and the Limited Parser”