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Interactive fiction

arts Maturity 9-11 Next article →

Interactive fiction is a special way to experience a story through software.

Zork I screenshot video game Gargoyle interpreter on Ubuntu Linux
Zork I screenshot video game Gargoyle interpreter on Ubuntu Linux

Instead of just reading, players use text commands to control characters. These players can also influence the world around them. Some people call these works literary narratives or interactive narrations. They can also be seen as video games, like adventure or role-playing games. Some people use the term to mean puzzle-free stories. Others use it to describe text adventures that focus on puzzles. This type of storytelling can even happen in printed books. These are called gamebooks, like the Choose Your Own Adventure series. In these books, your choices decide how the story flows.

Playing these games involves a specific way of working.

Zork I screenshot video game Gargoyle interpreter on Ubuntu Linux
Zork I screenshot video game Gargoyle interpreter on Ubuntu Linux

You read descriptions on a screen and then type instructions. You might type simple sentences like "get key" or "go east." A computer program called a parser reads your words. Early parsers could only handle two-word pairs like verb and noun. Later, better parsers could understand much longer, complex sentences. These newer systems can handle commands like "open the red box with the green key." Even without graphics, players move through a physical space of rooms. Sometimes, these spaces are illogical and create tricky mazes. Players often have to draw their own maps to stay on track.

This kind of digital storytelling has a long history.

Zork I screenshot video game Gargoyle interpreter on Ubuntu Linux
Zork I screenshot video game Gargoyle interpreter on Ubuntu Linux

In the 1960s, programs like ELIZA and SHRDLU used language to talk to users. These were early examples of natural language processing. Around 1975, a programmer named Will Crowther wrote the first text adventure. He called it Adventure, or ADVENT for short. He wrote it to connect with his two young children. The game was based on the real Mammoth Cave. Later, a student named Don Woods expanded the game. He added fantasy elements like trolls, elves, and a volcano.

Many famous companies helped make interactive fiction popular.

Zork I screenshot video game Gargoyle interpreter on Ubuntu Linux
Zork I screenshot video game Gargoyle interpreter on Ubuntu Linux

Scott Adams founded Adventure International in 1979. He wrote Adventureland and became the first commercial publisher. Another huge company was Infocom. They created the famous Zork series. A group at MIT called the Implementers actually started writing Zork in 1977. They used a language called MDL to build the game. Infocom even made the Z-machine to help their stories run on many different computers. This made their games very easy to play on many platforms.

Interactive fiction is unique because of how it is written.

Zork I screenshot video game Gargoyle interpreter on Ubuntu Linux
Zork I screenshot video game Gargoyle interpreter on Ubuntu Linux

There are two main modes: the player's input and the game's output. The game usually writes in the second-person point of view. This means the story uses the word "you" to talk to the player. It uses the present tense to make events feel like they are happening now. Some games use an informal or even sarcastic tone to be funny. Other experimental games might let you play as an inanimate object. This challenges how we think about being a character in a story.

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