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Testing and Transcripts

Interactive fiction breaks in ways ordinary prose cannot. A sentence can be beautiful and the game can still collapse because the player typed PUT ALL IN BAG.

Test in layers

1. Author testing

Play every intended path. Then play the dumb path. Then the impatient path. Then the “what if I set fire to politeness” path.

2. Transcript testing

Ask testers to send transcripts. A transcript shows exactly what they tried, where they misunderstood, and which nouns attracted attention.

3. Fresh-player testing

Do not explain the game before they play. If they need your explanation, the game needs that explanation inside itself.

4. Regression testing

When you fix one bug, replay earlier solved sections. Parser games can develop trapdoors in rooms you thought were finished.

What to ask testers

  • Where did you first feel lost?
  • Which objects seemed important but did nothing?
  • Which puzzle felt unfair?
  • Did any response make you think the right solution was wrong?
  • Did you understand the goal at each stage?
  • Were any endings or failures confusing?

What to watch for in transcripts

  • Repeated failed commands with the same noun.
  • Players examining scenery you did not implement.
  • Synonyms you forgot.
  • Misleading room descriptions.
  • Puzzle solutions that work technically but feel unmotivated.

Testing is design

Testing is not a grim tax paid after the fun part. In IF, testing is where the world learns manners.