As I mentioned last week, I’ve been spending some time thinking about text adventure games. Or Interactive Fiction (IF), which is what most of the people actively writing and playing these things call it.
It’s interesting, as someone who hasn’t paid more than casual attention to this area of games since childhood, to see where it’s ended up. There’s a very lively online community of people working in text games, but it’s primarily amateur, unlike most other areas of game creation [1]. It also seems pretty insular, in the same way that leads Elizabeth Bear to describe science fiction short story writing as a club scene [2].
One of the general things that caught my attention is that there’s a ton of informed, well-considered discussion within this community about storytelling in games, and about game structure and technique in general, but the scope of games in practice seems much narrower. If, like me, you’re not likely to touch anything involving medieval fantasy, fairy tales, or steampunk, that can really limit your options. I’m finding that the text nature of the game means I’m much more likely to judge the game on whether I find the story compelling, not just whether I find the gameplay enjoyable.
Most of the things that normally combine to make play compelling are absent here, as well. There’s rarely a timing or physical performance issue [3], moves can be made at any speed the player desires, and while many games do award points for solving puzzles, that seems to have more of an effect on the sense of pacing (if you have 4 out of 6 tokens, you’re about that close to finishing).
Anyhow, enough general babble. Here’s what I’ve been playing and what I’m using to play it.
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