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From: buzzard@TheWorld.com (Sean T Barrett)
Subject: Re: parser/compiler/library importance.
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Mark W <developer@mailandnews.com> wrote:
>Out of curiosity, I was wondering how important each element - parser,
>compiler, and library are to the creation of an IF game. I know Inform
>compiles to z-machine language, TADS to .exe, but if we were to create
>a new game creation system based around your vanilla c compiler, how
>difficult would it be?

http://groups.google.com/groups?selm=GsB7wq.7E%40world.std.com

The authors of Tads and Hugo both followed this up to comment that
their systems followed the progression from in-code structures to
separate database to database-with-scripting language--which doesn't
prove that the truth of my reasoning for *why* this is the case (in
summary: constructing only exceptional, unique objects is not what
traditional languages are geared towards), but it is suggestive.

  http://groups.google.com/groups?selm=C9Rf8.83349%24JZ.10542439%40news20.bellglobal.com
  http://groups.google.com/groups?selm=Msbg8.659%24701.726697002%40newssvr14.news.prodigy.com

To answer your question flat out:

IMO, the first barrier is the library, but I think the choice of
language matters enough that if you want to succeed with a large
game you will evolve your own language if you're not already using
an IF language. (Unless you're happy with a large "fill-in-the-blanks"
sort of game, whether that be AGT or Westfront PC.)

SeanB
