アンチperlな自然言語アプローチを取ったゲーム言語inform 7

アンチperl自然言語アプローチを取ったゲーム言語inform 7。

It's been ten years since Graham Nelson released Inform 6. Now he's released Inform 7, and the changes are dramatic. From basing the programming language itself on English to using rules to define the behavior of the game world, Inform 7 has a different approach to interactive fiction authorship than any other language.

In many respects, I7 is the anti-Perl. It's easy to write Perl code that you're unable to read two days later without a lot of thought. Contrariwise, you need know very little about I7 to read a game's source and understand large swaths of it, regardless of how familiar you are with the code to begin with. This can lull you into believing that your knowledge of I7 is much larger than it is, until you trip over syntax details when you try to write your own game. It's very much like playing IF in that respect: you have to learn the conventions of English that I7 uses. Because of this, the IF community may be far more receptive to I7's natural language approach than other communities would be of a similar language.

http://brasslantern.org/writers/howto/i7intro-d.html