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game design
The Protagonist, the Player, and the Game Designer
How do a game's designer, player, and protagonist interact? Mike Rubin takes a look at how three parts of a gaming experience interact — especially in terms of interactive fiction games, where many designers plan for responses that don't correlate with how the protagonist should act, but how players make them act. The fact that designers do figure out responses to problems that aren't necessarily part of their 'vision' is a double edged sword: More » -
game design
"Imagining a Next-Revolution Eliza"
Nick Montfort and Andrew Stern have published the text of their very interesting speech given at the Electronic Literature Organization "Visionary Landscapes" conference; the subject is ELIZA, the 1966 parody of a Rogerian therapist — more correctly, it's where the next ELIZA-like program (in terms of influence) is going to come from and what it may look like. It's an interesting piece, coming from the perspective of "bigger and flashier is not always better": More » -
interactive fiction
Interactive Fiction for the Hard-Casual Crowd
Emily Short has a thought provoking post over on her blog regarding interactive fiction for the "hard-casual" crowd. Can the modern crop of interactive fiction appeal to that segment of the market that isn't the traditional IF crowd, nor the "match three" type of casual player, nor the hardcore audience? Sounds sort of like a contradiction of terms, since IF is pretty niche to begin with, but she lays out her reasoning really well. On why the hard casual market: More » -
infocom
The 'Infocom Drive': Milliways, the Hitchhiker's Guide Sequel
Working weekends here at Kotaku means that we can't lay claim to articles when we find them — and I'm constantly amazed as to what interesting articles I've come across have (and haven't) been posted by the time I stumble in on Saturday mornings. This week, it was the 'Infocom Drive,' a complete backup of Infocom's shared network drive from 1989 — including a whole lot of discussion and documentation about the unreleased sequel to The Hitchhiker's Guide to the Galaxy, Milliways: The Restaurant at the End of the Universe. It's an interesting look at the internal workings of Infocom and a look at a game that never was: More » -
interactive fiction
A History of Interactive Fiction
This is an oldie (appearing in 2006) but goodie if you're interested in interactive fiction — Jimmy Maher wrote a lengthy, well-written and comprehensive history of interactive fiction, from Eliza to the era of Infocom to the state of IF today. It's a fascinating wrap up, even if you're not one of the handful of active IF players; but IF's fall from commercial grace hasn't stopped IF creators from trundling on to creating bigger and better things: More » -
portal
Portal's Power: A Narrative Critique
Emily Short, the interactive fiction designer/author, has an interesting look at Portal's story from the perspective of someone who does IF. I always like reading critiques from people who are engaged in the 'gaming' world, though perhaps not in the way we're expecting. It's a thoughtful look at what went right, what went wrong, and maybe why people were so excited about it: More » -
interactive fiction
Arcade Interactive Fiction
A short time ago, Pac-Txt made the rounds, billing itself as a text adventure adaptation of the famous arcade game. The problem is, Pac-Txt is lousy. It's a conceptual piece that takes advantage of none of the features of interactive fiction (IF), like good writing and interesting puzzles. More » -
grand text auto
Grand Text Auto Exhibit Opens
Just in case you blinked and missed it, the Grand Text Auto exhibit at UC Irvine's Beall Center for Art and Technology opened on Thursday, with opening symposiums and performances on Friday. Even if you missed the opening events, the exhibit will be open until 14 December. More information on the exhibit after the jump: More » -
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nice idea but
Textfyre - the Comeback of the Text Adventure?
Interactive fiction is a hot hot hot subject these days (at least in some circles), and plenty of independent takes have cropped up relatively recently. But David Cornelson, CEO of Textfyre, Inc., is setting out to see that interactive fiction gets a commercial resurgence, and has goals like getting a license for Harry Potter IF game (hey, it would probably be better than the Wii version of the last game). Targeting reading-aged kids with an episodic format, Cornelson says to Gamasutra: More » -
grand text auto
The Grand Text Auto People Get Their Own Exhibit
The University of California - Irvine's Beall Center for Art + Technology will be hosting an installation called (astonishingly enough) Grand Text Auto, featuring work by the gang of six that make up the Grand Text Auto blog: Noah Wardrip-Fruin, Mary Flanagan, Michael Mateas, Andrew Stern, Nick Montfort, and Scott Rettberg. This is pretty neat since it's apparently the first time a blog has made the jump from blog to physical exhibit (and a very interactive one, to boot). There are a lot of sections planned: More » -
timewaster of the day
Weird Timewaster of the Day: Hotel
Hotel isn't exactly a game, per se, described as a 'multiple narrative work' and 'e-lit,' but with more and more people discussing the overlap between interactive fiction and games in a more traditional sense, it's close enough. At the very least, it's a surreal way to spend an hour or two. More » -
interactive fiction
Inform7 Brings Natural Language To Interactive Fiction Programming
If you're a writer, you've probably thought from time to time of trying your hand at a piece of interactive fiction, but soon been discouraged by the right-brain orientation of your mind that makes it practically impossible for you to grok the code necessary to make your story come alive. The latest iteration of the Inform platform, Inform 7, is trying to change all that with it's supposed "natural language" programming code. More »
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