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Archive for the ‘Interactive Fiction’ Category

Interactive Fiction: An Acquired Taste

It’s true that Interactive Fiction is somewhat of an acquired taste. There is a level of engagement that is not overly intuitive to many people–learning how to communicate with the IF game parser can be a challenge, and it can take some practice getting your precise meaning across to the program so that it responds in a meaningful way.

But once a person has mastered three basic skills (how to move through the environment, how to manipulate objects within the environment, and how to interact with characters in the environment), the playability of the games really open up, and the player can start to have a lot of fun. Well-written IF games not only deal with actions that the player should make, but they also deal with actions that might make absolutely no sense from the standpoint of the situational logic within the game–yet are quite entertaining to the player nonetheless. (Seasoned IF players love to try different actions and commands just to see how the game will respond, even if those actions or commands do nothing to advance the actual game story.)

Below is a website that provides links to several IF games that you can play online. I recommend that you give them a try, especially if you’ve never played before. The IF experience is quite unlike the modern graphic computer games. If you enjoy reading, solving mental puzzles, and feeling like you have control over a game’s narrative experience, Interactive Fiction may just be your cup of tea.

5 Great Interactive Fiction Games You Can Play Online Right Now

Setting the Stretch Goal

Even though the Historical Williamsburg Living Narrative has reached its funding goal, there are 16 days left in the funding period, and we want to put that time to good use. To that end, we are setting a stretch goal of an additional $500 in funding (for a total of $2000 altogether). These additional funds would go toward increased research resources and even some money to market the finished product to the target audience (educators, historians, and IF gamers).

Unlike the initial funding goal, the stretch goal does not have to be hit for us to make use of the additional funds. So at this point, every backer contribution helps us move the needle. Please spread the word and help us to continue to raise funds for the project.

To go to the Kickstarter project page, click here.

Research Assistance for the Historical Williamsburg Living Narrative

Today I had a very pleasant conversation with a representative of Mfa, Ltd., a firm out of NYC that handles the marketing for Colonial Williamsburg. My Kickstarter project came up on their radar, and they were very interested to learn more about it, what the inspiration was, and so on. It was a very nice surprise to learn that the Colonial Williamsburg Foundation encourages these types of projects and activities. (By the way, “Colonial Williamsburg” is a registered trademark–which is why I’m not using that phrase–but they were the ones that suggested I use “Historical Williamsburg” for the project.)

One of the outcomes of my conversation today was an offer from Mfa, Ltd., to put me in touch with some of the Colonial Williamsburg Foundation researchers to help me gather information for the project. This is a very exciting development, and while it’s not an “official” approval of the work, it will certainly help things move along!

For Novices: The Top 5 Interactive Fiction Games

Getting into Interactive Fiction isn’t the easiest thing to do, as far as playing a “new” computer game genre goes. In the early 1980s when IF was popular–and the distractions of graphic computer games was non-existent–people spent significant time in the games, reading the stories and situations, thinking about how to respond, and considering the possible (or probable) action choices to take. In the days of playing Colossal Cave and Scott Adams text adventure games, the simplicity of the parser forced people to think in terms of two-word commands. That had the effect of narrowing action choices to some degree, which was probably a good thing as the genre gained its following. As Infocom released its games with more sophisticated language parsing capabilities, the potential for action and conversation was greatly multiplied. But most Infocom players likely had an introduction to the genre that helped to educate them in the conventions of IF communications.

Today, learning IF games can be difficult for several reasons. Finding a local IF community can be difficult (okay, impossible in most cases), which means that players need to rely on online resources–if they can successfully find those. The computer gaming paradigm has shifted greatly over the past few decades, and as a result, people’s expectations for game experiences is quite different.

Fortunately, there are freely available resources that help ease a new IF gamer into the genre. Instructions, primers, and how-to guides can be found by searching the Internet. And there are many good games suitable for novice IF gamers. This article on the gamer site 1up has listed what could be considered the top 5 games for Interactive Fiction beginners to try first. Try your hand!

While the Historical Williamsburg Living Narrative isn’t being developed strictly with novices in mind, if it will be used in the teaching and learning environment it will need to be something that students can easily pick up on. To find out more about the Kickstarter project, please click here.

The Historical Williamsburg IF Project: an Interview with Emily Short

I was quite pleased when I was contacted by Emily Short about the Historical Williamsburg Living Narrative. For those of us engaged in authoring Interactive Fiction, attracting the attention of Emily is a very gratifying experience. Emily has won multiple IF competition awards for many of her games including Galatea, Savoir-Faire, and Floatpoint (just to name a few). As it turns out, Emily was interested in the concept of my Williamsburg project, and she offered me an opportunity for an interview which she would publish on her blog, Emily Short’s Interactive Storytelling.

You can go directly to the interview by clicking on this link. I think the interview turned out well, but I’m biased regarding the topic. So be sure to read it yourself.

And don’t forget, we’re still in the funding stage for the Kickstarter project and can use all the support we can get. Please feel free to click here and go directly to the Kickstarter project page. Every bit helps!

Getting from Here to There: A Matter of Scale

April 22, 2012 1 comment

One of the great joys of playing Interactive Fiction games is in the discovery and exploration of the physical space or actual play environment of the game. Years ago when I played the Colossal Cave Adventure for the first time (on the Data General Eclipse computer at the office after hours), I delighted in drawing maps for all the locations and paths that were available. When I got to the maze area, where room exits looped back into the same room, the value of the mapping process became very clear. Those skills were well utilized as I grew into the Scott Adams adventure games, and later the collection of games from Infocom. Sketching out the location boxes with their associated path connections became second nature as a necessary Interactive Fiction player skill. (I am often surprised when I teach Interactive Fiction to college game design students, how few of them already know or readily develop the map-making skill set.)

Developing maps for IF is a slightly different process, though, that requires more than drawing boxes with interconnecting lines. There is the idea of location scale and relative size in IF games, and the developer needs to make some important decisions before committing to computer code. Locations are not all uniform in size (when we imagine our settings), and logical layout is not the same as physical layout. When dealing with fictional settings, there is some latitude for interpretation (though the good designers have a very clear picture of their environment before starting to code). However, there is no room for creative interpretation when attempting to recreate historical settings with absolute fidelity to the historical reality.

That’s our situation with the Historical Williamsburg Living Narrative. A large part of the questions could be framed around geographic granularity: as we build the maps, what is the smallest unit of measurement we should be using? (A square yard seems reasonable, actually.) There will be the typical Interactive Fiction flex in the maps; for example, walking down one side of a street may result in more “stops” along the way than walking up the other side. That would have much to do with the buildings or other pathways located on each side. But the point is, we need to make consideration of the space or area that needs to be “reserved” for game locations in which action may (or may not) take place.

I’m making my sketches now, and that will be one of the first pieces of the game that will be ready for review (we may even put that up on Playfic for people to try out). Do you have any suggestions regarding map making? Is that something you enjoy doing? If you’d like to contribute in some way on this (or any other) piece of the project, please drop me a line.

And don’t forget to check out the Historical Williamsburg Living Narrative Kickstarter project.

PlayFic: Implenting Inform 7 on the Web

April 22, 2012 Leave a comment

We’ve come across the PlayFic website, and it looks to be a very good tool for building Interactive Fiction through Inform 7 to place on the web. We’ve already built a few test programs, and the implementation works quite well. While we haven’t decided whether or not we’ll place “in progress” versions (perhaps the navigation component) of the Historical Williamsburg Living Narrative online through PlayFic, we definitely will be implementing a version of the program there.

Interested in Inform 7 Development? Read On…

April 21, 2012 Leave a comment

Are you skilled in Inform 7? Would you be interested in developing parts of the Historical Williamsburg Living Narrative? We are looking for Interactive Fiction developers with experience in Inform 7, especially in the area of NPC dialog. Contact us for more information if you are interested!

The Historical Williamsburg Living Narrative is also seeking backers through Kickstarter. We are off to a very good start. Click here if you would like to learn more about backing the project.

Live on Kickstarter: The Historical Williamsburg Living Narrative

April 19, 2012 Leave a comment

We are up and running on Kickstarter with our 45-day window to raise $1500 to fund the Historical Williamsburg Living Narrative. Check it out at the Kickstarter site!

More info to follow, but in the meantime, please spread the word!

We Have Kickstarter Approval!

April 19, 2012 Leave a comment

All systems are go, and Kickstarter has approved the Historical Williamsburg Living Narrative project! We are currently aligning our launch sequence, and we anticipate the official launch of our 45-day funding window to occur before the end of April 20, 2012.