Interactive fiction
From Mudpedia
Interactive fiction, often abbreviated IF, is a genre of single-user computer games where the virtual world is described entirely in text. Players interact with the world by typing commands that resemble a natural language and can read descriptions of rooms, objects, non-player characters, and actions performed in the virtual world. Works in this form often use a narrative style.[1] Another common term for interactive fiction is text adventures.[2]
As a commercial product, interactive fiction reached its peak in popularity from 1979-1986[3], as a dominant software product marketed for home computers. Because their text-only nature sidestepped the problem of writing for the widely divergent graphics architectures of the day, interactive fiction games were easily ported across all the multitude of platforms that existed back then. Today, interactive fiction is no longer commercially viable, but a steady stream of new works is produced by an online interactive fiction community, using freely available development systems. Most of these games can be downloaded for free from the Interactive Fiction Archive.
The term is also used to refer to literary works that are not read in a linear fashion, but rather the reader is given choices at different points in the text; the reader's choice determines the flow and outcome of the story. The most famous example of this form of interactive fiction is the Choose Your Own Adventure book series.
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[edit] History
[edit] Adventure
Around 1975, Will Crowther wrote the first text adventure game, Colossal Cave Adventure (originally called ADVENT because a filename could only be six characters long in its operating system, and later named Colossal Cave).[4] It was programmed in Fortran for the PDP-10. Stanford University graduate student Don Woods discovered Adventure while working at the Stanford Artificial Intelligence Laboratory, and in 1977 obtained and expanded Crowther's source code. Crowther's original version was an accurate simulation of the real Colossal Cave, but also included fantasy elements (such as axe-wielding dwarves and a magic bridge); Woods's changes were reminiscent of the writings of J.R.R. Tolkien, and included a troll, elves, and a volcano some claim is based on Mount Doom, but Woods says was not.[5]
In early 1977, Adventure spread across ARPAnet, [6] and has survived on the Internet to this day. The game has since been ported to many other operating systems, and was included with the floppy-disk distribution of Microsoft's MS-DOS 5.0 OS.
The popularity of Adventure led to the wide success of interactive fiction during the late 1970s and the 1980s, when home computers had little, if any, graphics capability. Many elements of the original game have survived into the present, such as the command 'xyzzy', which is now included as an Easter Egg in games such as Minesweeper.
Adventure was also directly responsible for the founding of Sierra Online; Ken and Roberta Williams played the game when it first appeared, and when unable to find any other games of similar quality, decided to design one of their own.[4]
[edit] Commercial era
[edit] Adventure International
In 1978, Adams wrote Adventureland, which was loosely patterned after the original Advent. He took out a small ad in a computer magazine in order to promote and sell Adventureland, thus creating the first commercial adventure game. In 1979 he founded Adventure International, the first commercial publisher of interactive fiction. The company went bankrupt in 1985.
[edit] Infocom
The largest company producing works of interactive fiction was Infocom,[7] which created the Zork series and many other titles, among them Trinity, The Hitchhiker's Guide to the Galaxy and A Mind Forever Voyaging.
In June 1977, Marc Blank, Bruce K. Daniels, Tim Anderson, and Dave Lebling began writing the mainframe version of Zork (also known as Dungeon), at the MIT Laboratory for Computer Science. The game was programmed in a computer language called MDL, a variant of LISP. In early 1979, the game was completed. Ten members of the MIT Dynamics Modelling Group went on to join Infocom when it was incorporated later that year.
In order to make its games as portable as possible, Infocom developed the Z-machine, a custom virtual machine which could be implemented on a large number of platforms, and which took standardized "story files" as input.
The Infocom parser was widely regarded as the best of its era. It accepted complex, complete sentence commands like "put the blue book on the writing desk" at a time when most of its competitors parsers were restricted to simple two word verb-noun combinations such as "put book". The parser was actively upgraded with new features like undo and error correction, and later games would 'understand' multiple sentence input: 'pick up the gem and put it in my bag' or 'take the newspaper clipping out of my bag then burn it with the book of matches'.
In a non-technical sense, Infocom was responsible for developing the interactive style that would be emulated by many later interpreters. The company was bought by Activision in 1986 after the failure of Cornerstone, its database software program, and stopped producing text adventures a few years later.
In 1991 and 1992, Activision released volumes one and two of The Lost Treasures of Infocom, a collection containing most of Infocom's games, followed in 1996 by Classic Text Adventure Masterpieces of Infocom.
[edit] Modern era
After the demise of the commercial interactive fiction market in the 1990s, an online community eventually formed around the medium. In 1987, the Usenet newsgroup rec.arts.int-fiction was created, and was soon followed by rec.games.int-fiction. By custom, the topic of rec.arts.int-fiction is interactive fiction authorship and programming, while rec.games.int-fiction encompasses topics related to playing interactive fiction games, such as hint requests and game reviews.
One of the most important early developments was the reverse-engineering of Infocom's Z-Code format and Z-Machine virtual machine in 1987 by a group of enthusiasts called the InfoTaskForce and the subsequent development of an interpreter for Z-Code story files. As a result, it became possible to play Infocom's work on modern computers.
For years amateurs formed a small community producing interactive fiction works of relatively limited scope using the Adventure Game Toolkit and similar tools. The breakthrough that allowed the interactive fiction community to truly prosper, however, was the creation and distribution of two sophisticated development systems. In 1987, Michael J. Roberts released TADS, a programming language designed to produce works of interactive fiction. In 1993, Graham Nelson released Inform, a programming language and set of libraries which compiled to a Z-Code story file. Each of these systems allowed anyone with sufficient time and dedication to create a game, and caused a growth boom in the online interactive fiction community.
Despite the lack of commercial support, the availability of high quality tools allowed enthusiasts of the genre to develop new high quality games. Competitions such as the annual Interactive Fiction Competition for short works, the newer Spring Thing for longer works, and the XYZZY Awards, further helped to improve the quality and complexity of the games. Modern games go much further than the original "Adventure" style, improving upon Infocom games, which relied extensively on puzzle solving, and to a lesser extent on communication with non player characters, to include experimentation with writing and story-telling techniques.
[edit] References
- ↑ Montfort, Nick & Urbano, Paulo (Tr.). A quarta Era da Ficção Interactiva. Nada, Volume 8. October 2006.
- ↑ Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html.
- ↑ "Interactive fiction, from birth through precocious adolescence: a conversation with Jimmy Maher". Adventure Classic Gaming (2009-07-16). Retrieved on 2009-08-23.
- ↑ 4.0 4.1 Jerz, Dennis G. (2004-02-17). "Colossal Cave Adventure (c. 1975)". Dennis G. Jerz, Seton Hill University. Retrieved on 2006-10-20.
- ↑ "Even the description of the volcano, which some writers have claimed was modeled after Mount Doom, was written with no particular vision in mind." "Interactive Fiction? I prefer Adventure". L’avventura è l’avventura (06 2001). Retrieved on 2007-05-22.
- ↑ "In early 1977, Adventure swept the ARPAnet." Anderson, Tim (December 1985). "The History of Zork -- First in a Series".
- ↑ Graham Nelson (July 2001). "A short history of interactive fiction". The Inform Designer's Manual. Retrieved on 2006-11-01.
