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How does this relate to established models of interactive fiction? In particular: Multi-user Dungeons (freestyle, text-based interaction, e.g. DikuMUD and sim
by sqrt17 16y ago
How does this relate to established models of interactive fiction?
In particular:
Multi-user Dungeons (freestyle, text-based interaction, e.g. DikuMUD and similar)
Visual novels (heavily guided, text+image, with some interactivity, e.g. NScripter)
Adventure Games (freestye, graphical interaction, e.g. SCUMM and later)
Looking from the sparse documentation, it looks like a cross-over of MUD scripting and 70s style story grammar/plot-point based narration. Is that the idea?
- angrycoder 16y agoAll those things aren't interactive fiction, they are separate genres. When you see interactive fiction, think Zork, Colossal Cave, Adventure, etc. http://www.ifarchive.org/ http://www.ifarchive.org/ http://ifdb.tads.org/ http://ifdb.tads.org/
- sqrt17 16y agoFWIW, some people don't understand _interactive fiction_ as being narrowly limited to text adventures: http://brasslantern.org/beginners/introif.html http://brasslantern.org/beginners/introif.html Text adventures and other subgenres of interactive fiction do share a lot of common subproblems - creating basic immersion (by storytelling and/or imagery), interaction with the non-living environment, interaction with non-player characters. Different subgenres find their own solutions to each subprobem, often trivializing some parts to improve the treatment of others, but a novel approach to any of these problems can potentially be interesting for multiple or all sub-genres.