nemorathwald: (Default)
As a postscript to my last entry: I realize some of you will be curious to try out interactive fiction right away. I recommend you start with Andrew Plotkin's Dreamhold, both because it's designed as an entry point for people who played too many bad pieces of IF in the eighties and gave up, and because you don't have to download Frotz to play it. It's playable as a web browser applet.
nemorathwald: (hacker)
I've been making a miniature toy Penguicon. You can run around in it and interact with artificially-intelligent miniature versions of people you might recognize. It's a shame Randy Milholland of "Something Positive" isn't returning this year--- had I made one for last year's Penguicon, it would have included something like this:
> GIVE FANFIC TO RANDY

You hand the crumpled sheaf to Randy Milholland. His eyes, as they traverse the lines, lose their light by progressive stages. Finally he slumps into the sofa. "I've lost my will to live," he says.

Rippy the Razor Blade walks into the Consuite.

> EXAMINE RANDY'S WILL TO LIVE

It's no longer here, it's lost. Maybe you can find it.
The sort of game you can play using an interpreter program like WinPlotz used to be called a "text adventure". Occasionally the word "storygame" tries to get traction and fails. The term of art has come to be "interactive fiction". The difficulty in naming results from so many simultaneous categories: programmers call it a simulator parser or a conversational interface, authors call it narrative prose, and gamers call it a puzzle game. Just as in the blind descriptions of Rudyard Kipling's elephant, they are all correct.

This project is experiencing feature creep like mad. I'm using it for a learning experience, and the more I discover the InForm system can do, the more I build in. It now simulates the player's mental and physical condition along several dimensions. I'm actually toying with the idea of having the game ask you for your LJ username, and building a programming track from your interests list, so you can plan out how to maximize your "fun" points score as the weekend goes by. I'm also realizing how many games Andy Looney has designed which you could play against him in the game room.

But no, this thing has to get out the door some time. I'm not going to program in every flower planter in the lobby. Building the hotel convention center and its contents is mostly finished, but the markup has run to the thousands of words. This is to say nothing of the pseudocode that scripts the behaviors, events, and puzzle mechanisms.

This is so fun, I think I need to find an organization for Interactive Fiction and see if I can get on the Board of Directors or something. Yeah, I'm that excited about it.

Let me tell you a bit about user interfaces as it relates to Interactive Fiction. An interesting thing happens when people get really good at writing text adventures. They're trying to manage the state of your knowledge: not too much too soon, not too little too late, see? Because it's a puzzle. Also they're trying to motivate you, carefully adjust to your expectations, respond to your constant errors, and put you at precisely the right frustration level, see? Because it's a game. They're also trying to predict and manage how you feel about it, see? Because it's a literary drama with a plot, setting, and characters.

All of those things involve them modeling the human, not modeling the computer system.

And what happens -- aha! -- when such people are also programmers? Not just any programmers, but programmers in the area of natural language interface. What happens when the best of them get together and program a development environment and framework, and then design the user interface for it, and then write debugging error messages and step-by-step documentation for it?

You get software that seems to read your mind, that's what. InForm 7 (available free for Windows, Mac and Linux) has the most kickass debugging error messages and step-by-step documentation I've ever seen.
nemorathwald: (Default)
I've been playing Interactive Fiction ever since I got my first handheld computer. Decades previously, I played Infocom games and their contemporaries during their commercial availability in the 80s. But the rise and fall of text-prompt adventure game publishing was neither the birth nor the death of the art form, which flourished free-of-charge before and since. It is no more obsolete because of graphics cards than novels are obsolete because of movies, and for most of the same reasons.

IF has grown tremendously in dramatic depth since the days when such works were little more than puzzle games. In the past ten to fifteen years, Emily Short and Andrew Plotkin have become the masters of the mature field. They have proved equal to multiple simultaneous creative challenges: puzzles, beautiful prose, interesting dramatic problems, and the emotions and knowledge of a player who possesses far more control than does the reader of linear fiction.

There are unique opportunities in interactivity for messing with the reader's head. The boundaries between the reader and the story's viewpoint character become permeable. Some of the best IFs, such as L.A.S.H. or Rameses, take innovative approaches to the relationship of the player to the player character. Some games invent an explanation for the fact that at the beginning of the game, the main character (the player) has no idea of his or her own history. Others use expository infodumps; others make it unnecessary. There is a conversation going on between a player who types commands at the prompt, and a narrator who responds with text. Who is that narrator, anyway? There are many interesting potential answers.

This is what reminded me of IF in the opening to "Steve Fever". Would the player be Lincoln, and the narrator constantly urge him to go to Atlanta? In search of challenge and lacking a motivation to live Lincoln's workaday life, the player would surely comply. Or would the narrator be Lincoln, stubborn and resisting, while the player's commands are that of the stevelets? The stevelets are individually dumb expert systems, and smart only in aggregate. That would explain the player's sense, at the opening of any new game, of "who am I and what is my situation?"

More on this later.

July 2025

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