Icons Versus Words Siboot used an artificial language that was represented with icons rather than text. This has led to some confusion on the part of those evaluating the inverse parser. Some people look at Siboot and see an icon-based interface. There is no reason why an inverse parser must use icons. It can use either plain text or icons.
Most people now believe that text is dead as a medium of expression in computer games.
I suggest that the death of text has been greatly exagerrated. After all, even games like Wing Commander and Monkey Island used plenty of text. It is ironic, though, that most of the interaction in both games was spatial, and the designers couldn't come up with an effective way to interact with the game through the use of text. That is, the text was used in a low-interactive fashion. This is understandable.