Skotos' adventure games run on most Internet browsers. They are
text-based with the exception of a small graphical window that
provides a map of your character's immediate surroundings. Since the
interface is based on textual descriptions of everything, the game's
success is based to a large degree on the words you choose to describe
your actions, not on the power of your video card.
Parsers and Imperatives
The parser is the part of the Skotos game that figures out what you
mean when you type in a command. It expects commands to be delivered
to it as imperatives (in real life, words like "Stop!" or "Wait!").
You're telling your character what to do. There's no need to include
a pronoun like "you" or "I" because the system automatically adds it:
> stop
You stop.
When you type something like this, all of the other players in the
game who are nearby will see a short sentence naming your character
and the action he or she performs:
Joe Skotos stops.
Commands should be simple, singular thoughts. A complex command
might involve a verb, an adverb, a preposition, an adjective, and a
noun (wave tiredly to a tall student), but not much more. The
Skotos parser system can understand simple commands like these:
> go north
> smile happily at girl
> slyly wink to third waiter
Hundreds of commands can be used to say things in a Skotos game.
For instance, you can state, question, mumble, or
shout. Use the command that best conveys your character's
emotions. After the verb, put what you want to say in quotation
marks:
> say "I think you'll like it here."
You say, "I think you'll like it here."
> whisper to pin "Give me a tattoo?"
You whisper to Pin Liou, "Give me a tattoo?"
Finally, you can attach spoken evocations to many gestures, like
frown, smile, or wink. This allows you to speak while engaged in
another activity:
> smile broadly, "Hello, my friend!"
You smile broadly, "Hello, my friend!"
For more complete online tutorials, type help when inside a Skotos game.
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