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by logfromblammo 3065 days ago
That seems sort of like a bad idea. I'm imagining trying to solve the coin-weighing puzzle of Spellbreaker or the endgame of Spider and Web while driving, and even with a voice assistant, it ends up like this:

  Lake (sitting inside the car)
     You are floating on the surface of a beautiful lake.
  Someone has foolishly driven an automobile into it.

  > CAR, CALL 911
  The voice assistant cheerfully burbles, "You shout
  '911', but the interrogator is unimpressed by your
  outburst."  The floor upholstery is becoming
  distressingly damp.

  > CAR, QUIT GAME
  The voice assistant cheerfully burbles, "Autosaving...
  Exiting GrueFrotz..."  Cold water has risen to your
  ankles.

  > CAR, CALL 911
  The voice assistant cheerfully burbles, "Contacting
  Emergency Services!"  Lake water creeps up to your
  calves.
2 comments

I'm not trying to imply that any given game as it currently exists would be a suitable candidate for the format. In-game puzzles would obviously benefit greatly from consideration by the authors of the input method and player environment. Dense text descriptions and really tricky minigames ordinarily expected to be presented visually don't make a perfectly smooth transition for casual, voice-enabled play, the same way that traditional WIMP desktop apps don't make for good use on mobile touch devices.
1. What does this have to do with Spellbreaker or Spider and Web?

2. This could very easily be handled with overrides at the OS level for specific commands.

3. If this person perished while sitting in a sinking car, trying to arrange a rescue over the phone, they deserve a Darwin award.

1. They have some intricate puzzles that could be distracting to someone who is driving.

2. Yes, it could, but this hypothetical car manufacturer didn't think of that. They probably don't have a "drive it into a lake" test case, either.

3. I wrote another "transcript" that ended up with the person escaping, but seemed like too much text and not enough delivering the point.