I think a properly-implemented text parser could result in a more immersive experience than the typical point-and-click interface. But my vision of this is basically a complete melding of an IF game with a graphical adventure game (AG) - you type everything in with the keyboard like in IF, and watch the events play out on the screen like in an AG.
In my limited experienced with adventure games using text parsers, I've noticed the following shortcomings:
1. Most parsers are fairly limited. Take a look at some IF games made with Inform. You can pretty much type anything in and the game understands what you mean.
2. Moving around is extremely clunkly. Switching between the keyboard and mouse isn't really a "true" text parser experience and is a nuisance for the player. But I also have issues with using the arrow keys. It still takes your hand out of the typing position, and as a result I find it just about as bad as using the mouse.
Of course the problem stems from the fact that there's no clear "north, south, east, west" in an AG. Some way needs to be found to label the exits so you can simply type something like "exit <exit 1>" or "go to <exit 1>" or even just "<exit 1>".
3. For similar reasons as #2, interacting with objects in the room also becomes quite clunky and tedious. Normally you have to move the character into "position" or move the character's gaze around to "focus" on the object you're trying to interact with. Also, there's the potential problem of actually identifying what it is you want to interact with. In IF it's literally spelled out for you, but in an AG it may not be so obvious unless you're somehow able to bring up hotspots.
Of course, in IF there really isn't any notion of movement within one room. By reading the room description, you identify an object of interest and can immediately start acting on it. Consider how easy the following actions unfold in IF, and how much work is required in a typical AG with a text parser to do the same thing. Maybe I'm being too fussy, but it'd be nice to somehow make the experience be similar.
"You're in a room with a desk."
> l at desk
"There's a sheet of paper on the desk."
> l at paper
"The paper appears to have something written on it."
> read paper
(picking up the paper first)
"The paper says 'See how easy this was?'"
> n
In my limited experienced with adventure games using text parsers, I've noticed the following shortcomings:
1. Most parsers are fairly limited. Take a look at some IF games made with Inform. You can pretty much type anything in and the game understands what you mean.
2. Moving around is extremely clunkly. Switching between the keyboard and mouse isn't really a "true" text parser experience and is a nuisance for the player. But I also have issues with using the arrow keys. It still takes your hand out of the typing position, and as a result I find it just about as bad as using the mouse.
Of course the problem stems from the fact that there's no clear "north, south, east, west" in an AG. Some way needs to be found to label the exits so you can simply type something like "exit <exit 1>" or "go to <exit 1>" or even just "<exit 1>".
3. For similar reasons as #2, interacting with objects in the room also becomes quite clunky and tedious. Normally you have to move the character into "position" or move the character's gaze around to "focus" on the object you're trying to interact with. Also, there's the potential problem of actually identifying what it is you want to interact with. In IF it's literally spelled out for you, but in an AG it may not be so obvious unless you're somehow able to bring up hotspots.
Of course, in IF there really isn't any notion of movement within one room. By reading the room description, you identify an object of interest and can immediately start acting on it. Consider how easy the following actions unfold in IF, and how much work is required in a typical AG with a text parser to do the same thing. Maybe I'm being too fussy, but it'd be nice to somehow make the experience be similar.
"You're in a room with a desk."
> l at desk
"There's a sheet of paper on the desk."
> l at paper
"The paper appears to have something written on it."
> read paper
(picking up the paper first)
"The paper says 'See how easy this was?'"
> n