interactive fiction
An adventure game that has been created or modified for the computer. It has multiple story lines, environments and endings, all of which are determined by choices the player makes at various times.
|
Results for interactive fiction
|
On this page:
|
An adventure game that has been created or modified for the computer. It has multiple story lines, environments and endings, all of which are determined by choices the player makes at various times.
Interactive fiction, often abbreviated IF, describes software
simulating environments in which players use text commands to control
characters and influence the environment. Works in this form can be understood as
literary
As a commercial product, interactive fiction reached its peak in popularity in the 1980s, as a dominant software product marketed for home computers. Today, interactive fiction no longer appears to be commercially viable, but a constant stream of new works is produced by an online interactive fiction community, using freely available development systems. Most of these games can be downloaded for free from the Interactive Fiction Archive (see external links).
The term "interactive fiction" is also occasionally used to refer to hypertext fiction, collaborative fiction, or even a participatory novel, according to the New York Times. It is also used to refer to literary works that are not read in a linear fashion, but rather the reader is given choices at different points in the text; the reader's choice determines the flow and outcome of the story. The most famous example of this form of interactive fiction is the Choose Your Own Adventure book series. For others, see gamebooks.
Text adventures are one of the oldest types of computer games and form a subset of the adventure genre. The player uses text input to control the game, and the game state is relayed to the player via text output.
Input is usually provided by the player in the form of simple sentences such as "get key" or "go east", which are interpreted by a parser. Parsers may vary in sophistication; the first text adventure parsers could only handle two-word sentences in the form of verb-noun pairs. Later parsers could handle increasing levels of complexity from sentences such as "open the red box with the green key then go north". This level of complexity is the standard for works of interactive fiction today.
Works of interactive fiction function like single-player Multi-User Dungeons or 'MUDs', and the original MUD was actually a multi-player generalization of Zork (one version of which was called Dungeon). MUDs, which became popular in the mid-1980s, rely on a textual exchange and accept similar commands from players as do works of IF, but the social aspects and the communities of players who participate are often the most important features of MUDs.
Interactive fiction usually relies on reading from a screen and on typing input, although speech synthesis allows blind and visually impaired users to play interactive fiction.
Interactive fiction features two distinct modes of writing: the player input and the game output.
As described above, player input is expected to be in simple command form (imperative sentences). A typical command may be:
pull lever
The responses from the game are usually written from a second person point of view, in present tense. This is because, unlike in most works of fiction, the main character is closely associated with the player, and the events are seen to be happening as the player plays. While older text adventures often identified the protagonist with the player directly, newer games tend to have specific, well-defined protagonists with separate identities from the player. The classic essay "Crimes Against Mimesis"[1] discusses, among other IF issues, the nature of "You" in interactive fiction.
A typical response might look something like this, the response to "look in teachest" at the start of Curses:
That was the first place you tried, hours and hours ago now, and there's nothing there but that boring old book. You pick it up anyway, bored as you are.[2]
Many text adventures, particularly those designed for humour (such as Zork, The Hitchhiker's Guide to the Galaxy, and Leather Goddesses of Phobos), address the player with an informal tone, sometimes including sarcastic remarks (see the transcript from Curses, below, for an example).
Around 1975, Will Crowther wrote the first text adventure game, Adventure (originally called ADVENT because a filename could only be six characters long in its operating system, and later Colossal Cave).[3] It was programmed in Fortran for the PDP-10. Stanford Unviversity graduate student Don Woods discovered Adventure while working at the Stanford Artificial Intelligence Laboratory, and in 1977 obtained and expanded Crowther's source code (with Crowther's permission). Crowther's original version was an accurate simulation of the real Colossal Cave, but also included fantasy elements (such as axe-wielding dwarves and a magic bridge); Woods's changes were reminiscent of the writings of J.R.R. Tolkien, and included a troll, elves, and a volcano some claim is based on Mount Doom, but Woods says was not.[4]
In early 1977, Adventure spread across
The popularity of Adventure led to the wide success of interactive fiction during the late 1970s and the 1980s, when home computers had little, if any, graphics capability.
Adventure International was founded by Scott Adams (not to be confused with the creator of Dilbert).
In 1978, Adams wrote Adventureland, which was loosely patterned after the original Advent. He took out a small ad in a computer magazine in order to promote and sell Adventureland, thus creating the first commercial adventure game. In 1979 he founded Adventure International, the first commercial publisher of interactive fiction. The company went bankrupt in 1985.
The largest company producing works of interactive fiction was Infocom,[6] which created the Zork series and many other titles; among them Trinity, The Hitchhiker's Guide to the Galaxy and A Mind Forever Voyaging.
In June of 1977, Marc Blank, Bruce K. Daniels,
Tim Anderson, and Dave Lebling began writing
the mainframe version of Zork (also known as Dungeon), at the
In order to make its games as portable as possible, Infocom developed the Z-machine, a custom virtual machine which could be implemented on a large number of platforms, and which took standardized "story files" as input.
The company was bought by Activision in 1986 after the failure of Cornerstone, its database software program, and stopped producing text adventures a few years later.
In 1991 and 1992, Activision released volumes one and two of The Lost Treasures of Infocom, a collection containing most of Infocom's games, followed in 1996 by Classic Text Adventure Masterpieces of Infocom.
Legend Entertainment was founded by Bob Bates and Mike Verdu in 1989. It started out from the ashes of Infocom.
The text adventures produced by Legend used (high-resolution) graphics as well as sound. Some of their titles include Eric the Unready, the Spellcasting series and Gateway (based on Frederik Pohl's novels).
The last text adventure created by Legend was Gateway II, while the last game ever was Unreal 2 (the well-known first person shooter action game). Legend was acquired in 2004 by Atari.
Probably the first commercial work of interactive fiction produced outside the U.S. was the dungeon crawl game of Acheton, produced in Cambridge, England, and first commercially released by Acornsoft (later expanded and reissued by Topologika). Other leading companies in the U.K. were Magnetic Scrolls and Level 9 Computing. Also worthy of mention are Delta 4, Melbourne House, and the homebrew company Zenobi.
In Japan, companies such as Data West developed limited interactive fiction games, such as the seven-volume murder mystery series Misty.[7] Later, interactive fiction became more popular in Japan in the form of visual novels.
After the demise of the commercial interactive fiction market in the 1990s, an online community eventually formed around the medium. In 1987, the Usenet newsgroup rec.arts.int-fiction was created (focusing on creating interactive fiction), and was soon followed by rec.games.int-fiction (which focuses on playing interactive fiction games).
One of the most important early developments was the reverse-engineering of Infocom's Z-Code format and Z-Machine virtual machine by the InfoTaskForce, a group of enthusiasts, in 1987, and the subsequent development of an interpreter for Z-Code story files. As a result, it became possible to play Infocom's work on modern computers.
For years amateurs formed a small community producing interactive fiction works of relatively limited scope using the Adventure Game Toolkit and similar tools. The breakthrough that allowed the interactive fiction community to truly prosper, however, was the creation and distribution of two sophisticated development systems. In 1987, Michael J. Roberts released TADS, a programming language designed to produce works of interactive fiction. In 1993, Graham Nelson released Inform, a programming language and set of libraries which compiled to a Z-Code story file. Each of these systems allowed anyone with sufficient time and dedication to create a game, and caused a growth boom in the online interactive fiction community.
Despite the lack of commercial support, the availability of high quality tools allowed enthusiasts of the genre to develop new high quality games. Competitions such as the annual Interactive Fiction Competition for short works, the newer Spring Thing for longer works, and the XYZZY Awards, further helped to improve the quality and complexity of the games. Modern games go much further than the original "Adventure" style, improving upon Infocom games - which relied extensively on puzzle solving, and to a lesser extent on communication with non player characters - to include experimentation with writing and story-telling techniques.
While the majority of modern interactive fiction developed is distributed for free, there are some commercial endeavors, including Peter Nepstad's 1893: A World's Fair Mystery, several games by Howard Sherman published as Malinche Entertainment, and The General Coffee Company's Future Boy!. Emily Short was commissioned to develop the game City of Secrets but the project fell through and she ended up releasing it herself.[8] Some authors offer optional commercial "feelies" (physical props associated with a game) through feelies.org or similar services.
This is a brief transcript from one of many possible ways to not win the game Curses, by Graham Nelson. The player has entered instructions on the lines beginning with '>' (shown here in italic); the rest of the text is printed by the computer. The computer begins with a printed introduction giving a little context to the game (much more would become apparent as the game progressed):
It's become a matter of pride now not to give up. That tourist map of Paris must be up here somewhere in all this clutter, even if it has been five years since your last trip. And it's your own fault. It looks as if your great-grandfather was the last person to tidy up these lofts...
CURSES
An Interactive Diversion
Copyright (c) 1993 by Graham Nelson. New players should type "help".
Release 8 / Serial number 930603 (Compiled by Inform v634)
Attic
The attics, full of low beams and awkward angles, begin here in a relatively tidy area which extends north, south and east. The wooden floorboards seem fairly sound, just as well considering how heavy all these teachests are. But the old wiring went years ago, and there's no electric light.
A hinged trapdoor in the floor stands open, and light streams in from below.
>inventory
You are carrying:a chocolate biscuit
an electric torch (providing light and closed)
a crumpled piece of paper
>read paperThings to do:
1. Find map
2. Phone airport to check parking
3. Health forms...and so on. Let's face it, 1. is more enticing than the rest put together.
>enter trapdoor
Yes, probably just as well to give up looking, and heaven knows there's enough packing to do, what with the rest of the family in uproar. Oh well.*** You have missed the point entirely ***
In that game you scored 0 out of a possible 550, in 3 turns, giving you the rank of hapless Tourist.
Would you like to RESTART, RESTORE a saved game, give the FULL score for that game or QUIT?
>[2]
A number of systems are available today to write interactive fiction. Among them are ADRIFT, the Alan programming language, Inform, Hugo, Quest, TADS, T.A.G., InformATE, and Superglús. The majority of current IF development is implemented in Inform, TADS, or ADRIFT. In the 2006 IFComp, the lions' share of the games were written for Inform, with a strong minority of games for TADS and ADRIFT, followed by a smattering of games for other systems.[16]
While familiarity with a programming language leads many new authors to attempt to produce their own complete IF application, most established IF authors recommend use of a specialised IF language, arguing that such systems allow authors to avoid the technicalities of producing a full featured parser, while allowing broad community support. The choice of authoring system usually depends on the author's desired balance of ease of use versus power, and the portability of the final product.[17]
Older development Systems
Giner-Sorolla, Roger (2006-04-11). Crimes Against Mimesis, Part 1 (English). Retrieved on 2006-12-17. Giner-Sorolla, Roger (2006-04-18). Crimes Against Mimesis, Part 2 (English). Retrieved on 2006-12-17. Giner-Sorolla, Roger (2006-04-25). Crimes Against Mimesis, Part 3 (English). Retrieved on 2006-12-17. Giner-Sorolla, Roger (2006-04-29). Crimes Against Mimesis, Part 4 (English). Retrieved on 2006-12-17.
This entry is from Wikipedia, the leading user-contributed encyclopedia. It may not have been reviewed by professional editors (see full disclaimer)
Join the WikiAnswers Q&A community. Post a question or answer questions about "interactive fiction" at WikiAnswers.
Copyrights:
![]() | Computer Desktop Encyclopedia. THIS COPYRIGHTED DEFINITION IS FOR PERSONAL USE ONLY. All other reproduction is strictly prohibited without permission from the publisher. © 1981-2008 Computer Language Company Inc. All rights reserved. Read more | |
![]() | Wikipedia. This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "Interactive fiction". Read more |
Mentioned In: