Sounds like an interesting parser. Does it have a dynamic structure, capable of building a larger framework if you give it more "facts" to process? It sounds a bit like some of the tools that are being developed by Chris Crawford with his Interactive Storytelling engine.
Text conversations in gaming have always been very simplified. A complex conversation engine isn't impossible, especially with today's technology. The problem is that it's not necessarily fun either.
Consider if you had an engine where the NPC (non-player character) could actually form opinions of the player and refuse to answer questions. This could create a blocking scenario if that particular NPC has information that you must have to continue the game. Dynamic engines like this with non-predictable results also tend to be very bug-prone.
Sounds like an interesting parser. Does it have a dynamic structure, capable of building a larger framework if you give it more "facts" to process? It sounds a bit like some of the tools that are being developed by Chris Crawford with his Interactive Storytelling engine.
Text conversations in gaming have always been very simplified. A complex conversation engine isn't impossible, especially with today's technology. The problem is that it's not necessarily fun either.
Consider if you had an engine where the NPC (non-player character) could actually form opinions of the player and refuse to answer questions. This could create a blocking scenario if that particular NPC has information that you must have to continue the game. Dynamic engines like this with non-predictable results also tend to be very bug-prone.