infovore + interactivefiction 25
inkle » In a garden of forking paths…
february 2012 by infovore
"We don’t want readers to “master” our inklebooks: we want readers to nurture them. The stories they contain are precious, fragile things, that like any good story might turn at any moment." Yeah, this - moving away from "what happens" to "how it happens" as a tenet for interactive fiction.
joningold
inkle
interactivefiction
choice
february 2012 by infovore
Meanwhile for iOS
october 2011 by infovore
IF legend Andrew "Zarf" Plotkin has adapted Jason Shiga's marvellous "Meanwhile" for the iPad. If you wanted someone to adapt your interactive fiction for another format - I can't think of a better person. Really looking forward to seeing how they've done this.
jasonshiga
zarf
andrewplotkin
interactivefiction
comics
october 2011 by infovore
House-sized stories for Kindle | Fiction is a Three-Edged Sword
october 2011 by infovore
Jon is smart, and one of the best writers of interactive fiction (in all its forms) that I know. So I am looking forward to this.
joningold
kindle
choice
narrative
interactivefiction
october 2011 by infovore
Adventures in Time and Space: linearity and variability in interactive narrative | Fiction is a Three-Edged Sword
july 2011 by infovore
"...the insight I had playing Indigo was that map-based games, while non-linear in gameplay, are inflexible in narrative. There’s nothing variable about the story that emerges in the player’s head: it’s authored, split up, and distributed across the game like pennies in a Christmas pudding. All that changes is the pace at which it appears. But in time-based games, everything the player does is story, and so that story is constant flux.
To put this another way:
Map-based games are ludicly non-linear but narratively inflexible.
Time-based games are ludicly linear but narratively flexible.
(Of course, these are spectrums: some games, like Rameses or Photopia are ludicly linear and narratively inflexible, and some, like Mass Effect, at least endeavour to be ludicly non-linear and narratively flexible.)
...
Do readers want to interact, toy and play with fiction, or alter, bend and shape it?" Jon Ingold is smart.
joningold
writing
fiction
interaction
interactivefiction
transmedia
To put this another way:
Map-based games are ludicly non-linear but narratively inflexible.
Time-based games are ludicly linear but narratively flexible.
(Of course, these are spectrums: some games, like Rameses or Photopia are ludicly linear and narratively inflexible, and some, like Mass Effect, at least endeavour to be ludicly non-linear and narratively flexible.)
...
Do readers want to interact, toy and play with fiction, or alter, bend and shape it?" Jon Ingold is smart.
july 2011 by infovore
The IF Theory Reader | The Gameshelf
march 2011 by infovore
"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
E-Book reader in 2011/2050, and the magic of interactive fiction
february 2011 by infovore
"More sea metaphors." This made me laugh a lot. (cartoon in Prospect).
prospectmagazine
interaction
interactivefiction
cartoon
february 2011 by infovore
Curveship: Interactive Fiction + Interactive Narrating
february 2011 by infovore
"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
Up, not North - A new way to interact with fiction
november 2010 by infovore
"I think the appeal lies in the keys moving “on their own,” and in the fact that it is in the guise of a familiar object." Nice little project - self-typing typewriter that plays Zork.
interactivefiction
zork
games
typewriter
november 2010 by infovore
Creating Interactive Fiction with Inform 7 - The Gameshelf
september 2010 by infovore
"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
july 2010 by infovore
"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
july 2010 by infovore
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
CYOA
november 2009 by infovore
"if the Choose Your Own Adventure books are just another Finite State Machine, it should be possible to use some of the same techniques to examine their structure." And so begins a lovely, lovely post on data visualisation, and what visualisation can tell us about the changing editorial strategy of CYOA books. Be sure to check out the "animations" at the top of the page. It's all very beautiful.
visualisation
nodebox
cyoa
books
interactivefiction
statemachines
analysis
trees
networks
november 2009 by infovore
Post Position » Interactive Fiction Suggestions, Fall 2009
september 2009 by infovore
"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
july 2009 by infovore
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
Alabaster
june 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
april 2009 by infovore
"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
february 2009 by infovore
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
february 2009 by infovore
"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
MS Paint Adventures
november 2008 by infovore
Weird; point-and-click adventures, but where each command requires the artist draw a new image. A lot of it seems pre-determined, but there's obviously slow evolution at work. The game is _released_ frame by frame, though, which is interesting.
comics
games
play
interactivefiction
noninteractive
crude
november 2008 by infovore
IF Competition: General Reflections and Favorites « Emily Short’s Interactive Fiction
october 2008 by infovore
"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
Frotz Review for iPhone | Touch Arcade
august 2008 by infovore
A Z-Code interpreter for the iPhone. Fantastic. If you have an iPhone: get this, and get Spider And Web. My work here is done.
software
ipod
iphone
infocom
zmachine
interactivefiction
games
narrative
august 2008 by infovore
IndieGames.com - The Weblog - Freeware Game Pick: Chatroom (TheJBurger)
august 2008 by infovore
"Chatroom is a short game designed to simulate an IRC chatroom... The story is set in the year 2097, where your character is holed in an underground military bunker with only a working computer to use as means of contact with the outside world."
games
irc
text
interactivefiction
messaging
august 2008 by infovore
GameSetWatch - Column: 'Homer in Silicon': Betraying the Protagonist
august 2008 by infovore
"if the player identifies with the protagonist and is motivated by the desire for the protagonist to "win" or "succeed", how can satisfying interactive tragedy exist? Won't the player always be trying to avoid actions that propel the story to an unhappy conclusion? What can an interactive tragedy offer to the player in place of traditional metrics of success?" Emily Short on making tragedy playable.
games
interactivefiction
narrative
story
storytelling
interaction
august 2008 by infovore
Milliways: Infocom's Unreleased Sequel to Hitchhiker's Guide to the Galaxy - Waxy.org
april 2008 by infovore
Linked a thousand times over, but some great stuff in the main body. Alas, a shame to see the intertards lay into a very fair Michael Bywater, who at least showed up to the comments.
infocom
douglasadams
hitchihikersguide
textadventure
interactivefiction
waxy
andybaio
scoop
april 2008 by infovore
Interactive Fiction Competition Games
october 2007 by infovore
The 2007 IF competiton games, all ready for download.
games
if
textadventure
interactivefiction
october 2007 by infovore
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