That's good news, and makes it sound pretty straightforward to implement by an FM-maker (or someone releasing a generic script later on FM makers can build off of) without any extra work on you guys' part in development. That's a really great thing and I hope something that FM makers start using ... it was definately part of DX's magic. I still wish that I could get a functioning text-prompt in-game... (This is now my own, out-of-play meta-comment ) I've long had this dream that fps's and IF could be somehow integrated. And if you think about it, there are really just two main missing links (that I can think of), since most kinds of movement and most kinds of basic object manipulation are already in FPSs ... 1) is open NPC interaction. 2) is maybe non-standard (open) object manipulation, using objects in non-intuitive, novel ways. Frobbing an object, or an object to another object, is a pretty blunt instrument, but then again a good designer can do a lot with just that, as I've seen in many a creative T2 FM. And adding much more complexity only marginally opens up the kinds of interactions you can have for the trouble. 3) Edit, maybe three. Also, there's non-standard (open) player movements like lying down, sitting down, dancing ... again, interesting, but only marginally so for most games, esp given the trouble it'd probably cause. But NPC interactions, and in particular *open* NPC interactions, seems almost fundamental to getting really immersive / interactive (IF-level) story-telling & puzzle-solving off the ground. So really #1 is the main missing link that could make a difference. The difference between menu-based and open/text-based dialogue/interaction is maybe how much you want to lean towards the console side vs. the IF side of NPC interaction ... You can tell where my sympathies are. Anyway, TDM just rekindled my ideas and made me wonder if it's possible and what would have to be done to get there. Thanks for replying, all. ------------------------------------------------------------------ Edit. On reflection, it occurs to me that most (even seemingly open) NPC interactions could be taken care of with a menu that comes up when frobbing an NPC. Along with a list of pre-provided phrases for various AI, there could be also a more open menu system that could allow the player to "ask" the AI about a particular listed topic/object/person/place (not all of them with answers, of course; Q: can you modify a menu list so that new objects you discover can be added?), or "command" an NPC to do a listed action (create a distraction), or even a nice list of "stock-phrases" ("What the hell are you looking at?", "shhh....", "evening") ... open enough that there's lots of room for experimenting and creativity, but closed enough to make it functionally manageable ... just a lot of links to take care of, time-consuming at worst. The more I think about it, the more it seems there's something to this idea. For my own gratification I'll think about it some more, look at how different Adv games use dialogue menus in different ways, and see what I come up with.