There's 2 dimensions to it: determinism and discoverability.
In the Adventure example, the ux is fully deterministic but not discoverable. Unless you know what the correct incantation is, there is no inherent way to discover it besides trial and error. Most cli's are like that (and imho phones with 'gestures' are even worse). That does not make a cli inefficient, unproductive or bad. I use cli all the time as I'm sure Anhil does, it just makes them more difficult to approach for the novice.
But the second aspect of Atlas is its non determinism. There is no 'command' that predictivly always 'works'. You can engineer towards phrasings that are more often successfull, but you can't reach fidelity.
This leeway is not without merrit. In theory the system is thus free to 'improve' over time without the user needing to. That is something you might find desirable or not.
There's 2 dimensions to it: determinism and discoverability.
In the Adventure example, the ux is fully deterministic but not discoverable. Unless you know what the correct incantation is, there is no inherent way to discover it besides trial and error. Most cli's are like that (and imho phones with 'gestures' are even worse). That does not make a cli inefficient, unproductive or bad. I use cli all the time as I'm sure Anhil does, it just makes them more difficult to approach for the novice.
But the second aspect of Atlas is its non determinism. There is no 'command' that predictivly always 'works'. You can engineer towards phrasings that are more often successfull, but you can't reach fidelity.
This leeway is not without merrit. In theory the system is thus free to 'improve' over time without the user needing to. That is something you might find desirable or not.