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Input is usually provided by the player in the form of simple sentences such as "get key" or "go east", which are interpreted by a text parser.Parsers may vary in sophistication; the first text adventure parsers could only handle two-word sentences in the form of verb-noun pairs.Later parsers, such as those built on Infocom's ZIL (Zork Implementation Language), could understand complete sentences.Later parsers could handle increasing levels of complexity parsing sentences such as "open the red box with the green key then go north".The term can also be used to refer to digital versions of literary works that are not read in a linear fashion, known as gamebooks, where the reader is instead given choices at different points in the text; these decisions determine the flow and outcome of the story.The most famous example of this form of printed fiction is the Choose Your Own Adventure book series, and the collaborative "addventure" format has also been described as a form of interactive fiction.
Here it is portrayed running on Gargoyle, a modern interpreter.
Text adventures are one of the oldest types of computer games and form a subset of the adventure genre.
The player uses text input to control the game, and the game state is relayed to the player via text output.
Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment.
Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations.