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
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
How to Build an Impossible Staircase
june 2010 by infovore
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
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