This Video Was a Helpful Guide
I thought this introduction was helpful because I know I would have done many of the same things that Peter did when I began playing Deadline. For instance, I would have tended to use more complex commands instead of a simple “look” or “drop.” I also would have neglected objects throughout the room, or the specific descriptions around the room. However, now I see that every detail is so important because this is the only way that you can “see” your environment.
I think I also have some of the same frustrations about early interactive fiction. I am used to the “button mashing” games that Dr. Jerz and Peter talked about, not ones that require text-based movement and responses like Deadline, so having to type every little movement is a bit annoying. Even the games that I have played that do required a text-based response usually ask you to select from a limited number of possibilities. I guess that these two types of games are similar in that there is a limited amount of ways to say what you want to say, but you have more choices of what to say in the early interactive fiction games. Overall, though, I still have to say that I prefer the games with which I am more familiar, especially because I am more picture-oriented than text-oriented.