jw2pfd wrote:I hope my rambling answered your question in some capacity.
I, indeed, enjoyed the game this way. I wrote sentences knowing that I was "playing" like an actor (or like in life-role-playing).
@TrickWithAKnife: I can imagine a game in which the responses of the player affect, for example, stats. But the "complexity of language" (as jw2pfd points out) makes it very difficult. Maybe it could be done with hints to the user (words that he/she knows that affect one stat or another).
Of course, especially with a language like English, but there are things that are possible to increase the chances of the input being understood. Even better, if the code is freely available to use and build upon, it should gradually become more effective.
One thing is for certain: users are going to write weird things that you'll never expect.
Game: "Would you like to go to a park, beach or mountain?"
Expected response: "I want to go to a mountain."
Actually response: "I'd like to go somewhere cold."
If the three keywords contained key information it might be possible. Beach could contain [sand, ocean, sea, hot], park could contain [trees, grass, hill, green], mountain could contain [white, cold, snow, ice, skiing].
"We must teach them through the tools with which they are comfortable."
The #renpy IRC channel is a great place to chat with other devs. Due to the nature of IRC and timezone differences, people probably won't reply right away.
If you'd like to view or use any code from my VN PM me. All code is freely available without restriction, but also without warranty or (much) support.