My Two Cents on Interactive Fiction

English 496: Interactive Fiction // Fall 2004

Wednesday, December 15

Drum roll please

I had to rewrite a lot of my code, but I finally (!!!) got my files to transfer to an old forgotten space I had with an ISP. Below you will find a link to the hypertext narrative I've been working on. It doesn't make much sense and as much as I'd like to blame the (hypertext) format for this, I know that the "creative" part of this project is responsible for the story's confusion (translation: it's just me).



The story goes from not being very cohesive to being almost too repetitive (and oddly, some parts are just too linear. Go figure.). It also doesn't help that I haven't added the graphics yet. Anyway, enough with the chit-chat; you can read what I have down so far but remember--you've been warned.



In the Sp a c e Provided


Monday, November 8

Defining IF

In response to Michael Berlyn and Marc Blank's "Interactive Fiction and the Future of the Novel," I think the two authors' definition of IF is (for the most part) similar to my own. IF is more than just a game that can be played. Like a short story or novel, IF is comprised of some kind of story line represented through prose. However, what makes the IF different from "traditional" writing formats is that "you don't watch or read about someone doing something" (par. 6); you create a story as you go. The article also points out that IF goes one step further than adventure games with its use of "a time stream and autonomous characters" (16).

To define IF solely as gaming I think is a little narrow-minded. Yes--certain games can be considered IF, but not all games are interactive fiction. Some video games incorporate role-playing, but others lack characters and a progression of time that effects those characters (eg. Some car racing games only require a player to go around a track. There is a sense of time, as in "timed trials," but it is static. One timed trial does not effect another trial if the player decides to repeat a driving course). Though both types are forms of gaming, only the former could possibly pass for IF.
I believe that because IF ultimately requires a computer to be fully understood/enjoyed/read/played, its definition will probably change when technology does. The article makes reference to "decision novels," which during its heyday, could have been considered interactive fiction (and should still be, however "primitive"). With mystic talk of future virtual reality spaces, IF could be brought to yet another level. From page-turning commands to parser controls to hyperlinks, this kind of literature is engaged by simply reading, giving inputs and outputs and long-stream clicking. By bringing a VR environment to the format, perhaps now a "reader" can fully interact with a work of fiction by "physically" being it.

Thursday, October 21

A Quickie with Quake

Needless to say, my first attempt at Quake III was short-lived. Not a minute into the game and I’m dead—with an unlit cigar tragically hanging from my lips.

Aside from my on-again/off-again affair with online Scrabble, I haven’t really played games via computer since dying of consumption on the Oregon Trail. Manipulating a keyboard AND a mouse (all while sitting in a chair no less!) did take some getting use to. Yet I’d like to think that with a “little” extra time and practice, I could fulfill that life long dream of being a decent rocket-launching mercenary with a sense of direction.

I must say I’m constantly amazed at how intricate and highly stylized graphics are becoming in video games. Shooting games are now so sophisticated (just look at the plethora of accessories you can choose to use). Nostalgia beckons for the days of Duck Hunt.