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Rule-Based Programming in Interactive Fiction
Download the slides for this talk (PDF, 325k). As I write this, Inform 7 is approaching its third birthday.
To be fair, I also like talking about the rule-based programming model because I contributed some of its ideas, back when I7 was first taking shape. Or we could make Treasure(MingVase) be a more complex computation, derived from other game state, rather than a constant true or false. Really, the characteristic Frustrating Moment of building a text adventure is looking at some part of the library -- a string value, a behavior, a command -- and saying "How do I change that?"
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