Pedro Quaresma wrote:
> 
> Clever and engaging storylines, agreed (up to a certain period), but awful
> interface? I admit the first version of the SCUMM system (Zak Mcracken,
> Maniac Mansion) was poor, but the one used on the Monkeys and DoTT is, IMHO,
> in the very least pretty decent. And so was the icon-based one they used
> later starting on, I believe Sam & Max.

You're crossing genres.  DoTT and Monkeys is IF+G, Sam & Max was completely
icon-based so it doesn't qualify as IF+G.
 
> Sure, a parser is more precise when interpreting your ideas into the game,
> but an icon-based one can often be more rewarding.

I agree, but that's not what's being debated.  The discussion is on the proper
classification and taxonomy of IF and IF+G.
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