A good text parser can work. Many popular adventure classics are a proof of that. Many companies that created those classics have also long since moved onto better and more intuitive systems.
Is it really worth it dragging such an outdated system into today's games?
The current PlaneShift text parser way:You walk into a magic shop and ask its owner for a quest by manually typing "give me a quest". His response is (just an example, not an actual quest):
Hmm, I do have a quest for you. Bring me 5 Iron Ores and I will reward you greatly! Will you do this?
Your options (to type manually)
If you don't feel like learning "Mining" at this point just to dig Iron Ore, you type "No", followed by multiple "give me a quest" and "No" until you get something suitable.
Simple enough, if "give me a quest" works but gets messy when a quest is triggered through a more complex dialog, where it becomes a "guess the exact phrase" game, even if you know the meaning and could convey it in a different way, if only the NPC wasn't a preprogrammed dummy.
The dialog tree way:Your options at the bottom of a quest dialog window
- Where can I find them?
- Yes.
- No.
- Do you have any other quests for me?
"Do you have any other quests for me?" cycles through different quests until you get something suitable.
"Where can I find them?" gives you a basic info on a general area you'd have to venture into (if an NPC hasn't already mentioned it), so that you can determine whether your character is powerful enough to go there, if you have to face some opposition. It gives you a chance to get a more detailed info before accepting a quest. Of course, an NPC may not always know where to find something they need or have only a vague idea, which is ok and can have a relevant response. Preferably, an NPC should mention it early enough anyway, if possible. Other quest related inquiry dialog options can be added as needed.
This does not mean that a quest is always given out by simply asking for it. Just as with the current system, you can initiate a regular dialog with an NPC and eventually arrive at a quest. But you will never have to guess or second-guess an exact phrase that a developer has implemented. There is also no chance of mistyping it!
Each NPC can also have a list of dialog options for general information that they are able to provide, such as "Magic" and every magic way as a sub-topic for a magic shop owner. This promotes a better familiarity with the settings.
Whenever you meet different characters such as the "Dark Wanderer", you can easily see what additional information they are able to provide after they mention various things during the introductions. For example, he mentions something about a "Sphere". Typing things like "tell me about sphere" or "about sphere" is always a shot in the dark on whether he has additional information or not.
You always second-guess whether you typed the phrase exactly as a developer preprogrammed it or not (assuming he didn't make any mistakes). You're never quite sure if you guessed the phrase (which could lead to a new quest) or if he doesn't really have any additional information. If he doesn't, you end up seeing the same annoying message of an NPC not understanding you. However, in a dialog tree approach, a "Sphere" option can suddenly appear as a choice as your conversation progresses. If it doesn't, you know that he isn't able to provide more information on the topic (or not yet). This is intuitive and saves time!
There are quests where you have to help someone write a letter. There is pretty much only a single response during each prompt. With the dialog tree system, you can have fun with it and have different choices ranging from ridiculous and funny to the ones that yield the best possible outcome. You may even set up different quest rewards depending on the choices made (perhaps with a note to a player before any critical choices are made and/or a way to backtrack before the final reward is given). Keep in mind that some quests are meant to be private and not a group affair!
A more complex scenario can include different combinations of words, actions and emotions. It can also be useful in negotiation tactics.
- Pretend to find his joke funny and ask to borrow the device.
- Attempt to tell your own joke in return.
- Ask to borrow the device.
- Offer to purchase the device.
No more guessing the exact sentence a developer had in mind, even though you already know the correct next step!
Add to that an ability to combine and/or manipulate inventory items and/or use them on the existing world items and you have a much more interesting system in place.
These examples show exactly why the current text parser system in PlaneShift is so unintuitive and limited by comparison. Keep the current system, if you like but don't complain or be surprised later when yet more players leave the game because of it. At least everyone can safely say that a better system has been suggested but has fallen onto deaf ears again.

Write to do right?

PS The actual dialog choices and their order are only rough examples. Things like "Yes" and "No" can be "Accept" and "Decline" etc.