Game Designers create games to entertain an audience (the player). Interfaces that are not intuitive slow the game play down. This removes the player from the fantasy that a game provides, making the game less engaging and enjoyable for the player.
Look at what Skizzik said; ?players will just ask Bob the baker \'problem?\' or \'lost?\' instead of making a whole sentence...?
Look at what Peeeevs said; ?yeah i know..that danm bob daosant understand anything?
This is exactly the problem when using text as an interface for interacting with NPCs; Bob dose not understand $#!%. This NPC text-talking interface is very un-intuitive for the player. As humans we rarely speak using complete sentences or proper English. Most of our conversations consist of phrases, fragments, run-ons, slang, and/or single words. Therefore, if the player can not type to the NPC using their fragmented bad English and get a reasonable response for which they are looking, then they are going to be drawn out of the fantasy that the game has created, and the game fails to deliver on the fun. Especially, when all the player is going to receive for all their time spent verb hunting, is an answer (Answer A, Answer B, or Answer C) from a list of responses/options that the NPC can give. Dose not the current Planeshift NPC communication interface, use to a certain extent, some form of keywords? Which in turn gives a predefined response? At this stage it?s basically a list of options. Instead of providing the list from which to select a question the player has to type it.
Typing text, as an interface with which to speak to NPCs, at its current stage, is a rather unforgiving tool of interaction, which alienates a large portion of the total possible audience, as well as, removes a chunk of fun from the game. I look forward to the day, when typed fragmented bad English, can be used to interact with NPCs. On that day I will be more than happy to type away with an NPC. Until that day however, I do not see why we have to interact with NPCs, in the same fashion as we did 20 years ago.
All I am trying to say is that their must be another way to do an NPC talking interface which can be very intuitive for the average or new player.