(interactive fiction)



I discovered Interactive Fiction for the second time in July 2001, while trawling the Web for information on the late, great Infocom, purveyor of quality "text adventures" in the 1980s. These were the games I grew up with as a child (along with Scott Adams's Pirate Adventure for my Texas Instruments 994/A; talk about ancient history!). These games were, for the most part, adventures in the strictest sense of the word. Puzzle solving was the name of the game.

I am not very good at solving puzzles. But what drew me into these text adventures was the mimetic quality of the written language--and the ability to have a deep, crucial impact on the direction of the story. The computer gave second person descriptions, and at the prompt...anything could happen. I take that back--the ILLUSION of anything-could-happen was the kicker. I could interact with a landscape, objects around me, and people, and it was satisfying, many times, in those olden games, to simply wander around.

Fast forward 15 years, through college, grad school, an MFA, Clarion, the whole nine yards. In looking around to see who, if anyone, was still interested in Infocom, I was surprised to find a smallish but lively community of people who were still writing interactive fiction. But something strange was going on, in a good way. Far from merely rehashing tired old tropes, an incredible diversity of styles and ideas had welled up, particularly within the last five years. People were writing interactive fiction that had no puzzles at all, or played with the Idea of the Puzzle. People were experimenting with voice, methods of storytelling, multimedia. But what struck the bell most for me was that people were writing "games" that had real emotive content, that tried to make connections with readers/players by creating new types of relationships between author and player.

It was a startling revelation for me; all of the hypertexty po-mo that people talked about in le academe, IF'ers were actually doing, with a minimum level of fuss and a maximum level of vividness and grace.

Anyhow, I hope you enjoy this modest page of mine dedicated to Interactive Fiction. Feel free to download my own debut effort at IF, The Isolato Incident, at your leisure. I'm at work on a new game that will be released in a late spring IF competition.


Isolato Incident

Once upon a time...

Wait, we must stop. Already the story is all wrong. To be honest, we don't want the story to begin, not at all. We like to watch it stay the same. We like to meander to the roof of our cottage, pretending it's a quest. We disdain consumption of food. We like to coif our hair into shape, exactly like each other. We watch our bees, smear their history on our arms and legs. This is our kingdom.

We don't want the story to begin but it begins when there is a scratching outside the door...

So begins The Isolato Incident a work of interactive fiction in first person plural. I wrote it in August-September of 2001 using the ALAN (funny, isn't it?) IF-creation system. I loved using ALAN since it had a very short learning curve, and I was able to do nearly all of what I wanted to do with it.

Like characters on Seventh Heaven, the game has some mild "issues," but they're not crippling ones. But if you're stuck you can consult the handy-dandy walkthrough.

Reviews were middling to quite positive; you can read most of them on the USENET group rec.games.int-fiction.

How To Play Isolato Incident
1. First choose an ALAN interpreter that can play the game, depending on your operating system. (To use an analogy, consider the interpreter a virtual VCR; the game file itself is the tape. Therefore, to play other games written with ALAN, you don't have to buy a whole new VCR for each game!) There are other interpreters for these OS'es, but these are my recommendations.

If you can't find what you need, please go to the official ALAN download page.

2. Download the game files. ALAN games come in two parts.

For your downloading pleasure, make sure that it's downloaded as data, and not te/t (or html), or else you'll get a te/t file of code.

3. Doubleclick on the interpreter. For Winarun (Windows), it will ask you to supply the gamefile name; type isolato. For ALAN Glk, from the FILE menu, drag down "import game file," and then open the .acd file.

4. That's it, you're ready to go! Consult INFO and HELP within the game itself, especially if you've never played Interactive Fiction before. If you get stuck, the walkthrough (linked above) might be a good thing to try out. Otherwise--or if you want to give me comments about the game--feel free to e-mail me. You can also post questions/comments about IF games on rec.games.int-fiction, and they will usually be responded to by at least some portion of the IF community at large. (By the way, if you ever want discussion about the writing and implementation of interactive fiction, hop on over to rec.arts.int-fiction.)

General Resources on Interactive Fiction

Interactive fiction has a wide variety of proponents, and a community of programmers, writers, gamers, reviewers, and, well, IF'ers, that are not only ensuring "survival" of the medium, but are cultivating a new rennaisance.

Here are some resources that I recommend if you're interested in playing or writing interactive fiction, geared mostly towards people new to the medium.

IF Archive
The repository of everything needed for IF; pretty much every modern piece of IF is, well, archived here. It can be a bit unwieldy to navigate at first; I highly recommend Baf's Guide to the IF Archive, which not only has an easy to use interface--searchable by game or author, as well as in directory format to find IF by subject/genre--but also has reviews and ratings.
Brass Lantern
A superb site run by Stephen Granade chock full of the latest IF news, tutorials, articles, weather and traffic. (Scratch the last two of these, actually). Seriously, the essays are valuable for both writing and programming IF (and figuring out how the two intersect).
Emily Short's Recommended Games
It's a fact that if you put 100 IF players in a locked room, they'll come out with 100 different lists of "must play" games. But Emily Short's list stakes claim to as much of a central canon as anything, and you can't go wrong investigating it.
Reviews from the Trotting Krips
Somewhat smartass reviews and features, but their instincts are pretty dead-on in regards to IF.

(More content and links coming soon...)


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