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Interactive fiction anyone?

 
 
w1rebaby
20:37 / 27.08.05
I've recently been learning how to write in a language called Inform. Using this, you can write text adventures which can be compiled into a similar format to the original Infocom games such as Zork, H2G2 and so on. (Uh, sort of - it's a complex relationship, but basically that's true. You end up with things that can be played in a similar way in any case.)

The "interactive fiction" label comes from the fact that people are writing these things less in the expectation that they will be hard games to solve - although there is an element of that - and more to create a work of fiction that has input from the reader. With pieces like Shrapnel, the emphasis is definitely more on overall experience than game structure.

This is something of a test post to see if anyone else is interested in the form. I'm happy to discuss any aspects of it as far as I can do so. The other question is of course does anyone want to beta-test any of my games? None of my current ones are complete, but it should happen eventually, and testers will be required.
 
 
Lord Morgue
04:24 / 28.08.05
Ever seen the Addventure? Players used to play until they reached a dead end, then take over the story themselves...
http://www.addventure.com/
 
 
netbanshee
16:24 / 17.02.07
I recently picked up Hotel Dusk: Room 215 for the Nintendo DS and it seems that an Interactive Fiction thread is the most appropriate place to discuss the game. It's not a text-based adventure, per se, but it shares a lot in common with them.

Hotel Dusk is a detective story that takes place in the late 1970's. You're, Kyle Hyde, a washed-up former member of the NYPD who is tracking down his former partner. Kyle ends up at a hotel outside of LA and begins to uncover some interesting things about patrons of the hotel and what his partner was involved in.



The game is played with the DS held in a book fashion (90 degrees) and the game is controlled primarily with the stylus. The game is broken down into chapters that coincide with periods of time. This keeps the focus on certain tasks at hand which builds towards a complete story. Beyond searching the premises for clues and items to use, Kyle interacts with characters along the way. Communicating with other characters is text-based endeavor, with tasty hand-done renderings of the participants coinciding with the dialogue. It's a pretty interesting and engaging approach to gameplay.

I'm probably a quarter to a third through the game at the moment and it's a pretty refreshing departure from the console games that I've been spending my time on. It has a somewhat similar approach to how one plays the Phoenix Wright series, so if you're into that series, I recommend you give this one a go too.

I'll come back with some more impressions as I move through the game and have more time to post on it.
 
 
semioticrobotic
02:52 / 18.02.07
I can recommend Book and Volume by Nick Montfort. I chucked it at the 'lith a while ago, but nothing ever bounced back.
 
 
miss wonderstarr
21:45 / 19.02.07
Thanks to this thread, I played Galatea and Glass yesterday ~ both conversation-based "games". I had my fair share of text and simple-graphic adventures back in the day ~ really basic (but not quite BASIC) science fiction Spectrum games, and bigger epics from Level 9 ~ but I probably wrote more than I bought, using the Quill, the Illustrator, the Patch, the PAW.

Anyway, those two experiments last night really immersed and enchanted me. Galatea in particular is really haunting.
 
 
w1rebaby
19:20 / 23.02.07
Wow, this one's popped up again... curiously enough not too long after I started again with Inform 6. I've already written a post about it which I won't reproduce here, but suffice to say that it's easier to handle and write in than 5 (particularly, I think, for non-programmers) but is also much more powerful. It's interesting to see a language created by people who are writers of both literature and software.

The problem I found that I had with writing actual pieces of work - as opposed to little vignettes, or rooms with one ridiculously detailed implementation of, say, smoking a cigarette - is that I'm rubbish at creating puzzles and putting in "game" elements. It just doesn't come naturally to me. I love creating environments and characters, I just don't really care that much for making them into challenges for players. This was always the problem that I had with writing scenarios for pencil-and-paper RPGs as well; maybe I should look back and see how I got round that. Even then, though, the games that I ran were always more notable for the background detail and my improvising around the actions of the PCs, rather than any really tricksy puzzles and situations set up beforehand, and it's pretty hard to improvise with a static text adventure.

I was thinking that maybe I could just work on finishing environments rather than producing actual games, so that people who enjoy the sort of things I do could explore them. This would tie into the "sandbox games" thread here I suppose.

nb: I saw some pieces about Hotel Dusk but I was rather put off by one review which had started off with very positive expectations but had huge criticisms of the interface and the actual process of play; it made the game sound like an endless procession of doorknob-rattling and trying to touch things for no good reason. I'd be interested to hear how you enjoy it as you go along.

Will take a look at Book and Volume as well. Personally I recommend anything by Emily Short (whose stuff I particularly like, and who was one of the developers of Inform 6 too)... pretty much anything ranked five stars on Baf's Guide is guaranteed to be good, though I'm struggling to remember the exact names. There's one really excellent sci-fi one where you play the part of... hell, I don't want to spoiler it... ah yes, Spider And Web. Almost perfect in its genre. Graham Nelson writes some terrific stuff, like Jigsaw, but I'm not embarrassed to say that I find that his puzzles are often too hard (or too inobvious) for me, and reduce the enjoyment I get from the story. I don't like using solutions.
 
 
w1rebaby
19:22 / 23.02.07
Link to post about new version of Inform

Er, replace all references to Inform 6 in the previous post with Inform 7, and similarly 5 goes to 6. I was a version behind. Fool.
 
 
MattShepherd: I WEDDED KALI!
19:54 / 23.02.07
Inform seems distressingly addictive.
 
 
w1rebaby
19:58 / 23.02.07
Yeah, it is a bit. You can spend hours and hours and hours tinkering with tiny little details of rooms and object behaviours, to the point where you need to take a step back and administer a virtual slap and concentrate on the broader picture of what you are actually trying to do, overall.
 
 
8===>Q: alyn
15:31 / 24.02.07
Hey, how do you play any of those sample games? I haven't downloaded them because I don't know what to open them with. I can't even figure out how to look at them with the Inform app (though I haven't tried that hard).
 
 
w1rebaby
15:30 / 25.02.07
If the game file has a .z5 or .z8 or similar .z extension, you want a Z-Machine interpreter such as Frotz (Windows version to save you the time of going through the page). They exist for almost every system imaginable. I have one on my phone.
 
  
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