infovore + if   26

Inform: Past, Present, Future
"I mention Knuth because, of all the Old Masters of computer science, he is the one most interested in the relationship between computer programs and texts. Could we even suggest that a program is a text? It is, after all, a written expression of creativity. Certainly, when running, a computer game can be an artistic experience in the same way that a film, or a play can. But my concern here is not whether the program is art when it runs. I’m talking about whether its source code is a text. We could go down a bit of a rabbit-hole here about playful literary theories. Umberto Eco once reviewed a new Italian banknote as a work of art, describing it as a numbered, limited edition of engravings. But let’s concede that a functional document like a shopping list or a spreadsheet of student names is not a literary text. On the other hand, a recipe by a literary cook like Elizabeth David might be art, even though it also has function. Perhaps the relevant question is: can we experience a program as a text? Can we, in the fullest sense of the word, read it?

A cynical answer might be that if program source codes are texts, why can’t you buy them in a bookshop?" Graham Nelson on a potted history of Inform, and then its future. The second half may be less interesting to you, but the first half is a fantastic piece of writing on literate programming, source-code-as-art, and the nature of languages. I loved this.
design  infocom  inform  if  grahamnelson  programming  donaldknuth  literateprogramming 
june 2018 by infovore
inkle/inky: An editor for ink: inkle's narrative scripting language
Text editor / IDE for ink; really straightforward, and looks lovely.
inkle  ink  interactivefiction  if  games  writing  prose 
june 2016 by infovore
Love Stories for High-XP Characters | Emily Short's Interactive Storytelling
"There are so many good stories to tell about relationships with some history. The stakes are higher than the stakes of a first crush; there’s all that context to add meaning to the interactions. The characters are invested in each other. And relationships between older people typically have involve juggling other responsibilities and commitments — jobs, children from previous relationships." Excellent stuff from Emily Short on all the *other* shapes of relationships you can show. (It made make think of two very different films I've seen recently that showed deep, adult, *sibling* relationships, for starters).
emilyshort  if  games  writing  interaction  romance  relationships 
march 2016 by infovore
IF Comp 2013 Roundup | Emily Short's Interactive Storytelling
"...I feel like five or ten years ago we had a common critical vocabulary robust enough to talk about what is going on in low-agency, linear, or hypertext games, but that the community has shifted enough not to be using that vocabulary now that there are lots of such games to talk about." Emily Short's roundup of the 2013 IF Comp. Really good notes on the state of the modern competition; also good notes on the nature of interactivity. Worth your time.
emilyshort  interactivefiction  writing  games  if 
october 2013 by infovore
First Draft of the Revolution
Oh, lovely: using Inkle to write a historical adventure in epistolary form - or, rather, drafting and redrafting a letter to be sent. And: by Emily Short! I'm glad someone's got around to that format.
epistolary  interactivefiction  history  if  emilyshort  games 
september 2012 by infovore
Thoughts on Dear Esther | The Gameshelf
"So, given this [zero-button, move and look] interface, whence interactivity in Dear Esther? I say: from an understated but deadly-precise sense of attention design through spatial design.

You walk along the beach; a path goes up the bluff, another along the strand. You go one way or the other. There are no game-mechanics associated with the choice, and a plot-diagram analysis would call them "the same place" -- you can try either, back up, and go the other way. But this misses the point. Precisely because the game lacks keys, switches, stars, and 1ups, it has no implicit mandate to explore every inch of territory. Instead, you want to move forward. Backtracking is dull. Worse: given the game's sedate walking pace, it's slightly frustrating. (They left out the run button for a reason, see?) Moving into new territory is always the best-rewarded move, and therefore your choice of path is a choice. You will not (unless you thrash hard against the game's intentions) see everything in your first run-through." Cracking writing about immersive, environmental storytelling in Dear Esther, and why it's clearly a game.
jmac  games  dearesther  if  interactivefiction  exploration  immersion  design 
may 2012 by infovore
Introducing Playfic -
"My hope is that Playfic opens up the world of interactive fiction to a much wider audience — young writers, fanfic authors, and culture remixers of all ages." Which is always the audience Inform 7 felt like it was really branching out towards. Sometimes the way to make things accessible is to lower the cost of entry - and in that case, it means a webservice, rather than a downloadable app. Will be interested to see how Playfic develops.
games  interactive  fiction  if  waxy  andybaio 
february 2012 by infovore
The IF Theory Reader | The Gameshelf
"So is it worth reading dusty IF history? Well, I haven't read it yet. But I can say that the book really represents a tour through the past ten years of the IF community's thinking. Some of the essays are from 2001; some have been revised for this edition; some are brand-new. Many have been published in other forms, so if you've been devouring our blog posts and essays for the past few years, you will see few surprises. But if your awareness of IF dates from the last century -- or if you've been following us only casually -- I think this book has something to offer."
if  interactivefiction  games  writing  criticism  reader 
march 2011 by infovore
Curveship: Interactive Fiction + Interactive Narrating
"Curveship is an interactive fiction system that provides a world model (of characters, objects, locations, and things that happen) while also modeling the narrative discourse, so that the narration and description of the simulated world can change. Curveship can tell events out of order, using flashback and other techniques, and can tell the story from the standpoint of particular characters and their perceptions and understandings." This looks both bonkers and brilliant.
if  interactivefiction  narrative  stories  python  games  writing 
february 2011 by infovore
Creating Interactive Fiction with Inform 7 - The Gameshelf
"More important: the game, Sand-dancer, is a good game. It is not the sort of example that exists to have one of everything in the manual. It is the sort of game that exists to make IF better. Aaron puts it together on your workbench. You can see the parts going in, and I don't mean rules and action constructs now; I mean character, background, voice, theme, and narrative drive. He explains what he's doing, and what each game element is for. He talks about story structure and shape of interactivity. He discusses what you have to do to get the player involved and what you have to do to put the player in control." This sounds great. Add-to-cart.
if  inform7  interactivefiction  books 
september 2010 by infovore
>TILT AT WINDMILLS: Creating Interactive Fiction with Inform 7: Coming August 2010
"The book assumes no prior knowledge of programming, but also doesn't treat I7 like a regular programming language: loops, for instance, are barely mentioned. In fact, Thinking in Inform 7 might have been a good title." This sounds great.
if  interactivefiction  books  programming  inform7 
july 2010 by infovore
Episode #8 - Modern Interactive Fiction - The Gameshelf
A short film by Jeremy McIntosh about IF; covers some nice ground, and at ten minutes, is about the right length.
if  interactivefiction  games  video 
july 2010 by infovore
How to Build an Impossible Staircase
A short story by Jon Ingold. When I first read this, in a Cambridge May Anthology, I thought "this chap must write Interactive Fiction". It turns out he does, and writes very good IF. He's also a maths teacher now, I believe - but he also wrote this several years ago, and it's a lovely little short story about all the things you can only do in writing.
shortstory  impossible  joningold  if 
june 2010 by infovore
Post Position » Interactive Fiction Suggestions, Fall 2009
"These are my suggestions for eager first-time IF players, organized by year of release:" A few ones here that are still new to me, and some reminders of thigns I need to get around to.
games  if  interactivefiction  textadventure 
september 2009 by infovore
Rule-Based Programming in Interactive Fiction
Andrew Plotkin on some of the design of Inform 7, and rule-based programming as it applies to IF. Long story short: everything is exceptional, and designing systems to support the kind of stories IF authors want to tell is hard.
programming  games  design  language  parsing  rules  if  interactivefiction  inform  inform7  parser 
july 2009 by infovore
"The Queen has told you to return with her heart in a box. Snow White has made you promise to make other arrangements. Now that you're alone in the forest, it's hard to know which of the two women to trust. The Queen is certainly a witch — but her stepdaughter may be something even more horrible..." An interesting take on conversational IF, even if some of the most interesting endings - and best writing - his relatively cryptic to access...
games  if  interactivefiction  textadventure  writing  narrative 
june 2009 by infovore
Ludus Novus » The Bryant Collection
"The Bryant Collection is an interactive anthology: a collection of ’story worlds’ by Laura Bryant. They were found at a yard sale in an old strongbox. Five pieces of interactive fiction written by someone who never used a computer. It is interactive fiction, which means that the player types commands in text, and the game responds with text descriptions." This may or may not be true, but the games are very much real.
gregoryweir  games  if  interactivefiction 
april 2009 by infovore
Blue Lacuna: An Interactive Novel by Aaron A. Reed
This looks very, very interesting. Yes, it's IF, but it looks like it's pushing that genre quite far.
games  storytelling  narrative  story  interactivefiction  if 
february 2009 by infovore
GameSetWatch - Column: 'Homer In Silicon': Blue Lacuna
"There are no cut scenes, no uninteractive passages, no portions where the characters are essentially "switched off" and indifferent to what the player does. Everything counts. Everything is part of the story." Excellent Emily Short piece on Blue Lacuna
games  writing  storytelling  narrative  interactivefiction  if  bluelacuna 
february 2009 by infovore
IF Competition: General Reflections and Favorites « Emily Short’s Interactive Fiction
"This year, I have no apologies about any of my top five. Here’s my list of the cream of the crop..." Emily Short on this year's IF competition entrants.
games  writing  interactivefiction  if  textadventure 
october 2008 by infovore
The Monk's Brew: Embracing My Inner Nerd
"I thought it was a parking ticket, and was annoyed. But up close, I saw it was just an empty envelope someone put there..." I'll let you click through for the punchline. Delightful, nontheless.
xyzzy  geek  humour  if  textadventure  infocom  licenceplate  joke 
august 2008 by infovore
49-6-dev - Taking Over The World
"Finally Taking Over The World is interactive fiction programmed in brainfuck. It is completely written by hand without the use of any compiler or the like." IF written in brainfuck. Blimey.
if  gaming  textadventure  programming  development  brainfuck 
august 2008 by infovore
Interactive Fiction Competition Games
The 2007 IF competiton games, all ready for download.
games  if  textadventure  interactivefiction 
october 2007 by infovore
Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original "Adventure" in Code and in Kentucky
Wonderful paper about the creation and development of Crowther's "Adventure", and also the real Colossal Cave in Mammoth, which almost certainly inspired the geography of the game-cave.
games  adventure  history  if  crowther  paper  textadventure 
august 2007 by infovore
N. B. Horvath's Blog: Inform 7 Code Poem Challenge
Just beautiful. The sonnet and haiku are my favourites so far. (Inform 7 is a natural-language programming language for writing text adventures).
poetry  if  code  inform7 
july 2007 by infovore
Interactive Fiction: First-Timer Foibles
A nice look at some common stumbling blocks in IF
if  interactive  fiction  writing  game  design 
july 2006 by infovore

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