infovore + interactivefiction   30

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
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
Seltani: An Introduction
"I thought: what if there were an all-text Myst MMO?" And then: Zarf built it. Or rather, is building it. A super-interesting experiment in what a MOO for the Tumblr and Twine generation might look like; I'd be fascinated to see the Twine community spin up a server or ten.
development  games  interactivefiction  multiplayer  mmo  myst  zarf  andrewplotkin 
august 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
inkle » In a garden of forking paths…
"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
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
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
"...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 
july 2011 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
Up, not North - A new way to interact with fiction
"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
"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
"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
"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
MS Paint Adventures
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
"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
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 - The Weblog - Freeware Game Pick: Chatroom (TheJBurger)
"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
"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 -
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
The 2007 IF competiton games, all ready for download.
games  if  textadventure  interactivefiction 
october 2007 by infovore

Copy this bookmark: