Parser games switching to choice
Some parser games switch to choice-based play for certain sequences, then back to parser. The choices are usually presented as a numbered menu, and the player makes their choice by entering a number at the command prompt. This is commonly used for menu-based conversation, which has largely replaced the previously ubiquitous ask-tell-based conversation in the 2010s. When this kind of choice sequence is used only for conversation in an otherwise parser-driven work, it is generally not considered a hybrid game.
Some works, however, use the numbered menu system to represent not just dialogue, but the player characters's actions during certain sequences. For example:
- Brain Guzzlers from Beyond! opens with the player character filling out a questionnaire in a magazine, the result of which determines the player's starting inventory, among other things. The game then switches to parser, and several times later goes back to menu-based input for fast-moving scenes that transition between sections of the game (as well as using menu-based conversation throughout.)
- Taco Fiction has menu-based conversation with options that include consequential non-verbal actions such as pointing a gun at people.
Choice games with parser-like world models
Some games made with traditional choice systems, like Twine and Ink, implement a geographical world model with connected rooms as more usually found in parser games. The player moves between adjacent rooms by clicking choices, which may show the names of the connected rooms or (more parserishly) compass directions. Some take the world model further and implement portable objects which can be carried in the player's inventory. Examples:
- Cactus Blue Motel takes place in a motel that the player moves around by clicking links with the names of adjacent rooms and corridors; many of Astrid Dalmady's other games implement similar world models.
- 16 Ways to Kill a Vampire at McDonalds models the layout of a burger restaurant and its surroundings, as the setting of a puzzle-heavy game with many available inventory items and uses for them.
- Inkle's Overboard!, created with Ink and Unity, takes place aboard a steam liner with rooms and cabins that the player moves between using a graphical point-and-click interface between conversational scenes. NPCs also wander from room to room. The bulk of the gameplay is choice-based conversation displayed as speechbubbles, although sometimes the choices include physical actions affecting inventory and other state.
Reduced parser games
Reduced parser games use a parser interface, but with a severely reduced set of commands, effectively giving the player a choice-like, finite set of options at every turn. Many of Arthur DiBianca's games fall into this category, notably Inside the Facility, which accepts only the four cardinal compass directions, LOOK, WAIT and STATUS.
"Parserless parser" games
Some games and development systems implement a full parser-like world model, but eschew the parser interface in favour of choice-style buttons or links. Examples:
- Gruescript is a development system that creates games with the same world model and interface. The Party Line was rewritten in Gruescript as its example full-length game.
- Adventure Prompt is an engine for creating web-based games with point-and-click gameplay in a simulated space.
- Hybrid interfaces: Texture; Contrition (Porpentine); Spondre (Jay Nabonne) by Emily Short. December 16, 2014.
- Narrow Parsers by Sam Kabo Ashwell. May 18, 2016.
- Not All Choice Interfaces Are Alike by Emily Short. May 25, 2016.
- IF Only: Text Adventures For People Who Hate Guessing The Verb by Emily Short at Rock Paper Shotgun. June 15, 2016.
- Guybrush’s Heirs by Mike Russo in The Rosebush. August 21, 2023.