It's interesting reading some of the reviews on thick table tavern and other ifcomp entries really. It just makes it more evident how much we are playing the traditional choice of games/hosted games/twine choice-based format of interactive fiction and how little we are accostumed to the parser-based IFs or choice based ones that deviate from the traditional format.
To the seasoned choice-based twine/ink/choicescript player, the choices and how they impact the story (shown through flavor text for some of them) is more important which ofc is like it should be but some of them also fail to take into account how the other features of the game add up to whole story.
On another note this is just my opinion but it's funny reading the argument in some of the reviews of TTTT about the "coctail mixing too easy make it more challenging" when it's clearly stated that the game is intended to be a chill bartending simulator😂
I've been enjoying reading them too! There are a lot of IF Veterans on the Forum, many who have played hundreds or thousands of games over the years; for some dating back multiple decades! A lot of them have very interesting point of views and often give intricate and detailed reviews. It is really obvious how much they love IF and want to help other become better at their craft. [You can ask for feedback/help in the Forum outside of Comps (during too, but a lot of peeps are more focused on Comps then)]
The Forum is (in my opinion) a bit bias towards parsers, many having been introduced to IF through parsers (I think this was one of most popular form of IF when modern computers just started being a thing). On the other hand, the Tumblr/CoG crowd is much more into choice-based. I think newer generations (more year of introduction to IF, not age) of players tend to gravitate towards Choice-Base more, since it is easy/easier to get into. {Popularity of certain genres / Promotion of games / Platform where you can play the game / etc... will affect which game will get pushed to players.}
Personally, parsers give be a bit of a hive, because many feel inaccessible and overly complicated (though they used to be much worse decades back from what I understand). But I do understand how some would see it as more interactive than just clicking a list of choices (the puzzles yo!). I do admire the work behind parsers game, from the puzzles and the list of commands needed to add to the code (and include the almost correct commands), there is a lot to learn from them.
If my entry wasn't speaking for my love of interactivity, I don't know what is. I've always tried to add more than text variation as interactivity in my games: MtP may be considered a puzzle (if you want to reach the true end, could be borderline); CRWL has exploration, cyphers and locks (so far); EC is mainly just texboxes (the closest to parsers I'll ever go); LPM is a fetch-quest/puzzle; and TTATEH has exploration (and will have visual puzzles in the future chapter, not CH3). Only SPS IH is a bit the odd-one out.
Still, I think it is always good to get out of your comfort zone and try something new once in a while. If someone is looking into trying out a parser game I recommend Reclamation by @groggydog. It has very simple commands and some fun puzzles!
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Ooof I felt that too when I read the reviews... Felt a bit missing the point... But most people seemed to have enjoyed the chillness of the game tho!