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One major characteristic of an interactive fiction is its limited vocabulary bank. Emily Short has a manual on her website and these are some of the terms that can may be used in interactive fictions.

  • ask [someone] for [something]
  • search [something]
  • close [something]
  • cut [something]
  • dig [something]

The vocabulary used in "Glass" could include any of the ones from her file, however, because of its limited space (being in one room) a lot of the things won't work. The game will tell the player it does not understand. This will become a frequent message especially to first timers as it takes a while to get the hang of it. Luckily, Emily Short also has a possible solution guide on her website.

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