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Interactive fiction



 
 
Interactive fiction, often abbreviated IF, describes software
Computer software

Computer software, or just software is a general term used to describe a collection of computer programs, Algorithm and Software documentation that perform some tasks on a computer system....
 simulating environments in which players use text commands
Command (computing)

In computing, a command is a directive to a computer program acting as an interpreter of some kind, in order to perform a specific task. Most commonly a command is a directive to some kind of command line interface, such as a shell ....
 to control characters
Player character

A player character or playable character is a fictional character in a video game or role playing game who is controlled or controllable by a player , and is typically a protagonist of the story told in the course of the game....
 and influence the environment. Works in this form can be understood as literary narratives and as video games. In common usage, the word refers to text adventures, a type of adventure game
Adventure game

An adventure game is a video game in which the player assumes the role of protagonist in an interactive story that is driven by exploration and puzzle instead of physical challenges such as combat....
 where the entire interface is text only. The term is sometimes used to encompass the entirety of the medium, but is also sometimes used to distinguish games produced by the interactive fiction community from those created by games companies.






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Encyclopedia


Interactive fiction, often abbreviated IF, describes software
Computer software

Computer software, or just software is a general term used to describe a collection of computer programs, Algorithm and Software documentation that perform some tasks on a computer system....
 simulating environments in which players use text commands
Command (computing)

In computing, a command is a directive to a computer program acting as an interpreter of some kind, in order to perform a specific task. Most commonly a command is a directive to some kind of command line interface, such as a shell ....
 to control characters
Player character

A player character or playable character is a fictional character in a video game or role playing game who is controlled or controllable by a player , and is typically a protagonist of the story told in the course of the game....
 and influence the environment. Works in this form can be understood as literary narratives and as video games. In common usage, the word refers to text adventures, a type of adventure game
Adventure game

An adventure game is a video game in which the player assumes the role of protagonist in an interactive story that is driven by exploration and puzzle instead of physical challenges such as combat....
 where the entire interface is text only. The term is sometimes used to encompass the entirety of the medium, but is also sometimes used to distinguish games produced by the interactive fiction community from those created by games companies. It can also be used to distinguish the more modern style of such works, focusing on narrative and not necessarily falling into the adventure game genre
Computer and video game genres

Video game genres are used to categorize video games based on their gameplay interaction rather than Computer graphics or narrative differences....
 at all, from the more traditional focus on puzzle
Puzzle

A puzzle is a problem or enigma that tests the ingenuity of the solver. In a basic puzzle one is intended to piece together objects in a logical way in order to come up with the desired shape, picture or solution....
s. More expansive definitions of interactive fiction may refer to all adventure games, including wholly graphical adventures such as Myst
Myst

Myst is a graphic adventure game video game designed and directed by the brothers Robyn Miller and Rand Miller. It was developed by Cyan Worlds, a Spokane, Washington-based studio, and video game publisher and distributed by Br?derbund....
.

As a commercial product, interactive fiction reached its peak in popularity in the 1980s, as a dominant software product marketed for home computer
Home computer

A home computer was a class of personal computer entering the market in 1977 and becoming common during the 1980s. They were marketed to consumers as accessible personal computers, more capable than video game consoles....
s. 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 popular platforms, even those such as CP/M
CP/M

CP/M is an operating system originally created for Intel 8080/Intel 8085 based microcomputers by Gary Kildall of Digital Research. Initially confined to single tasking on 8-bit processors and no more than 64 kilobytes of memory, later versions of CP/M added multi-user variations, and were migrated to 16-bit processors....
 not known for gaming or strong graphics capabilities. Today, interactive fiction no longer appears to be 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 (see external links
Interactive fiction

Interactive fiction, often abbreviated IF, describes Computer software simulating environments in which players use text Command to control Player character and influence the environment....
).

The term "interactive fiction" is also occasionally used to refer to addventure
Addventure

An addventure is a type of online interactive fiction that combines aspects of Round-robin story and Choose Your Own Adventure-style tales. Like a round-robin story, an addventure is a form of collaborative fiction in which many authors contribute to a story, each writing discrete segments....
 games
, which are also called hypertext fiction
Hypertext fiction

Hypertext fiction is a genre of electronic literature, characterized by the use of hypertext links which provides a new context for non-linearity in "literature" and reader interaction....
, collaborative fiction
Collaborative fiction

Collaborative fiction is a form of Collaborative writing by two or more authors who take it in turns to write a portion of the Storytelling. A Collaboration author may focus around a specific protagonist or character 'owned' by an author in a narrative thread, and then passes the story on to the next writer for further additions or perhaps a...
, or even a participatory novels, according to the New York Times. It 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
Choose Your Own Adventure

Choose Your Own Adventure is a series of children's gamebooks first published by Bantam Books from 1979-1998 and currently being re-published by Chooseco....
 book series. For others, see gamebooks.

Medium

Text adventures are one of the oldest types of computer games and form a subset of the adventure
Adventure game

An adventure game is a video game in which the player assumes the role of protagonist in an interactive story that is driven by exploration and puzzle instead of physical challenges such as combat....
 genre. The player uses text input to control the game, and the game state is relayed to the player via text output.

Input is usually provided by the player in the form of simple sentence
Sentence (linguistics)

In linguistics, a sentence is a grammatical unit of one or more words, bearing minimal syntactic relation to the words that precede or follow it, often preceded and followed in speech by pauses, having one of a small number of characteristic intonation patterns, and typically expressing an independent statement, question, request, command, et...
s such as "get key" or "go east", which are interpreted by a text parser
Text parser

In an Adventure game, a text parser takes typed input from the player and simplifies it to something the game can understand. Usually, words with the same meaning are turned into the same word and certain filler words are dropped ....
. Parsers may vary in sophistication; the first text adventure parsers could only handle two-word sentences in the form of verb-noun pairs. Later parsers, such as those built on Infocom's ZIL (Zork Implementation Language), could understand complete sentences. Later parsers could handle increasing levels of complexity parsing sentences such as "open the red box with the green key then go north". This level of complexity is the standard for works of interactive fiction today.

Despite their lack of graphics, text adventures include a physical dimension where players move between rooms. Many text adventure games boasted their total number of rooms to indicate how much gameplay they offered. These games are unique in that they may create an illogical space, where going north from area A takes you to area B, but going south from area B did not take you back to area A. This can create mazes that do not behave as players expect, and thus players must maintain their own map. These illogical spaces are much more rare in today's era of 3D gaming.

Interactive fiction shares much in common with Multi-User Dungeons
MUD

In Online game, a MUD , pronounced /m?d/, is a multi-user real-time virtual world described entirely in text. It combines elements of role-playing games, hack and slash, interactive fiction, and online chat....
 ('MUDs'). MUDs, which became popular in the mid-1980s, rely on a textual exchange and accept similar commands from players as do works of IF; however, since interactive fiction is single player, and MUDs, by definition, have multiple players, they differ enormously in gameplay styles. MUDs often focus gameplay on activities that involve communities of players, simulated political systems, in-game trading, and other gameplay mechanics that aren't possible in a single player environment.

Interactive fiction usually relies on reading from a screen and on typing
Typing

Typing is the process of inputting text into a device, such as a typewriter, computer, or a calculator, by pressing keys on a Computer keyboard....
 input, although text-to-speech synthesizers allow blind and visually impaired users to play interactive fiction titles as audio game
Audio game

An audio game is an electronic game played on a device such as?but not limited to?a personal computer. It is similar to a video game save that the only feedback device is audible rather than visual....
s.

Writing style

Interactive fiction features two distinct modes of writing: the player input and the game output.

As described above, player input is expected to be in simple command form (imperative sentences
Sentence (linguistics)

In linguistics, a sentence is a grammatical unit of one or more words, bearing minimal syntactic relation to the words that precede or follow it, often preceded and followed in speech by pauses, having one of a small number of characteristic intonation patterns, and typically expressing an independent statement, question, request, command, et...
). A typical command may be:
pull lever


The responses from the game are usually written from a second-person
Second-person narrative

The second-person narrative is a narrative mode in which the protagonist or another main character is referred to by employment of second-person personal pronouns and other kinds of addressing forms, for example the English second-person pronoun "you"....
 point of view
Point of view (literature)

The narrative mode is the attribute of a literary, theatrical, cinematic, or musical piece which describes the method used by the author to convey their story to the audience....
, in present tense
Present tense

The present tense is the Grammatical tense that may be used to express:* action at the present* a state of being;* a habitual action;* an occurrence in the near future; or...
. This is because, unlike in most works of fiction, the main character is closely associated with the player, and the events are seen to be happening as the player plays. While older text adventures often identified the protagonist with the player directly, newer games tend to have specific, well-defined protagonists with separate identities from the player. The classic essay "Crimes Against Mimesis" discusses, among other IF issues, the nature of "You" in interactive fiction.

A typical response might look something like this, the response to "look in teachest" at the start of Curses
Curses (computer game)

Curses is an interactive fiction computer game created by Graham Nelson in 1993. It was developed in Nelson's Inform programming language, which was simultaneously released....
:

That was the first place you tried, hours and hours ago now, and there's nothing there but that boring old book. You pick it up anyway, bored as you are.


Many text adventures, particularly those designed for humour (such as Zork
Zork

Zork was one of the first interactive fiction computer games and an early descendant of Colossal Cave Adventure. The first version of Zork was written in 1977?1979 on a PDP-10 computer by Tim Anderson , Marc Blank, Bruce Daniels , and Dave Lebling, and implemented in the MDL programming language....
, The Hitchhiker's Guide to the Galaxy
The Hitchhiker's Guide to the Galaxy (computer game)

The Hitchhiker's Guide to the Galaxy is an interactive fiction computer game based on the seminal comic science fiction series The Hitchhiker's Guide to the Galaxy....
, and Leather Goddesses of Phobos
Leather Goddesses of Phobos

Leather Goddesses of Phobos is an interactive fiction computer game written by Steve Meretzky and published by Infocom in 1986. Like many other Infocom titles, it was released for the IBM PC , Atari 8-bit, Amiga, Apple II, Apple Macintosh, Atari ST and Commodore 64 computers....
), address the player with an informal tone, sometimes including sarcastic remarks (see the transcript from Curses
Curses (computer game)

Curses is an interactive fiction computer game created by Graham Nelson in 1993. It was developed in Nelson's Inform programming language, which was simultaneously released....
, below, for an example).

History


Adventure

Around 1975, Will Crowther wrote the first text adventure game, Adventure
Colossal Cave Adventure

Colossal Cave Adventure was the first computer adventure game. It was originally designed by William Crowther, a programmer and spelunking enthusiast who based the layout on part of the Mammoth Cave National Park system in Kentucky....
 (originally called ADVENT because a filename could only be six characters long in its operating system
Operating system

An operating system is an interface between hardware and applications; it is responsible for the management and coordination of activities and the sharing of the limited resources of the computer....
, and later Colossal Cave). It was programmed in Fortran for the PDP-10
PDP-10

The PDP-10 was a mainframe computer manufactured by Digital Equipment Corporation from the late 1960s on; the name stands for "Programmed Data Processor model 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 (with Crowther's permission). Crowther's original version was an accurate simulation
Simulation

Simulation is the imitation of some real thing, state of affairs, or process. The act of simulating something generally entails representing certain key characteristics or behaviors of a selected physical or abstract system....
 of the real Colossal Cave
Mammoth Cave National Park

Mammoth Cave National Park is a U.S. National Park in central Kentucky, encompassing portions of Mammoth Cave, the longest cave system known in the world....
, 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
Mount Doom

Mount Doom is a volcano in J. R. R. Tolkien's Middle-earth universe. Located in the heart of the black land of Mordor and approximately 4,500 feet high....
, but Woods says was not.

In early 1977, Adventure spread across ARPAnet
ARPANET

The ARPANET developed by Defense Advanced Research Projects Agency of the United States Department of Defense during the Cold War, was the world's first operational packet switching network, and the predecessor of the global Internet....
, and has survived on the Internet
Internet

The Internet is a global network of interconnected computers, enabling users to share information along multiple channels. Typically, a computer that connects to the Internet can access information from a vast array of available server and other computers by moving information from them to the computer's local memory....
 to this day. The game has since been ported to many other operating system
Operating system

An operating system is an interface between hardware and applications; it is responsible for the management and coordination of activities and the sharing of the limited resources of the computer....
s.

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
Xyzzy

Xyzzy is a magic word from the Colossal Cave Adventure computer game.In computing, the word is sometimes used as a metasyntactic variable or as a video game cheat code, the canonical "magic word"....
', which is now included as an Easter Egg
Easter egg (media)

A virtual Easter egg is an intentional hidden message, in-joke or feature in an object such as a film, book, Compact disc, DVD, computer program, web page or video game....
 in games such as Minesweeper.

Adventure was also directly responsible for the founding of Sierra Online (later Sierra Entertainment
Sierra Entertainment

Sierra Entertainment, Inc. was a Worldwide American video game developer and video game publisher founded in 1979 as On-Line Systems by Ken Williams and Roberta Williams....
); 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.

Commercial era


Adventure International
Adventure International
Adventure International

Adventure International was a video game publishing company that existed from 1978 until 1985, started by Scott Adams and Alexis Adams. Their games were notable for being the first implementation of the adventure genre to run on a microcomputer system....
 was founded by Scott Adams
Scott Adams (game designer)

Scott Adams is the co-founder, with ex-wife Alexis, of Adventure International, an early video game publisher of computer game for home computers....
 (not to be confused with the creator of Dilbert
Dilbert

Dilbert is an United States of America comic strip written and drawn by Scott Adams. Dilbert is known for its satire office humor about a white-collar, micromanaged office featuring the engineer Dilbert as the title role....
).

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.

Infocom

The largest company producing works of interactive fiction was Infocom
Infocom

Infocom was a software company, based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced one notable business application, a relational database called Cornerstone ....
, which created the Zork
Zork

Zork was one of the first interactive fiction computer games and an early descendant of Colossal Cave Adventure. The first version of Zork was written in 1977?1979 on a PDP-10 computer by Tim Anderson , Marc Blank, Bruce Daniels , and Dave Lebling, and implemented in the MDL programming language....
 series and many other titles, among them Trinity
Trinity (computer game)

Trinity is an interactive fiction computer game written by Brian Moriarty and published in 1986 by Infocom. It is widely regarded as one of the company's best works....
, The Hitchhiker's Guide to the Galaxy
The Hitchhiker's Guide to the Galaxy (computer game)

The Hitchhiker's Guide to the Galaxy is an interactive fiction computer game based on the seminal comic science fiction series The Hitchhiker's Guide to the Galaxy....
 and A Mind Forever Voyaging
A Mind Forever Voyaging

A Mind Forever Voyaging is an interactive fiction game designed and implemented by Steve Meretzky and published by Infocom in 1985. The name is taken from book three of The Prelude by William Wordsworth:...
.

In June 1977, Marc Blank
Marc Blank

Marc Blank is an United States computer game game designer and game programmer. He is best known as part of the team that created one of the first hit text adventure computer games, Zork....
, Bruce K. Daniels, Tim Anderson
Tim Anderson (Zork)

Tim Anderson is a computer programmer who helped create the adventure game Zork, one of the first works of interactive fiction and an early descendant of ADVENT ....
, and Dave Lebling
Dave Lebling

P. David Lebling was an interactive fiction game designer, or Implementor, at Infocom.He was born in Washington, D.C., grew up in Maryland, and attended Massachusetts Institute of Technology, where he obtained a degree in political science before becoming a member of its Laboratory for Computer Science....
 began writing the mainframe version of Zork
Zork

Zork was one of the first interactive fiction computer games and an early descendant of Colossal Cave Adventure. The first version of Zork was written in 1977?1979 on a PDP-10 computer by Tim Anderson , Marc Blank, Bruce Daniels , and Dave Lebling, and implemented in the MDL programming language....
 (also known as Dungeon), at the MIT Laboratory for Computer Science. The game was programmed in a computer language called MDL
MDL programming language

MDL is a descendant of the Lisp programming language Programming language. Its initial purpose was to provide high level language support for the Dynamic Modeling Group at Massachusetts Institute of Technology's Project MAC....
, a variant of LISP
Lisp programming language

Lisp is a family of computer programming languages with a long history and a distinctive, fully parenthesized syntax. Originally specified in 1958, Lisp is the second-oldest high-level programming language in widespread use today; only Fortran is older....
. 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
Virtual machine

In computer science, a virtual machine is a software implementation of a machine that executes programs like a real machine.Definitions...
 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. 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 Curses excerpt below, for example, is recognizably in the 'Infocom style'.

The company was bought by Activision
Activision

Activision Inc. is an United States video game developer and video game publisher. It was founded on October 1, 1979., and was the first independent developer and distributor of video games for video game console....
 in 1986 after the failure of Cornerstone
Cornerstone (software)

Cornerstone is a relational database for the IBM PC compatible released by Infocom in 1985. It was widely hailed upon its release for its ease of use, but is generally considered one of the leading factors that led to the demise of the company....
, 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
The Lost Treasures of Infocom

The Lost Treasures of Infocom is a collection of 20 computer games from interactive fiction pioneer Infocom, released in 1991. It was available in MS-DOS, Apple Macintosh, Amiga, and Apple IIgs versions, as well as a cross-platform CD-ROM version....
, a collection containing most of Infocom's games, followed in 1996 by Classic Text Adventure Masterpieces of Infocom
Classic Text Adventure Masterpieces of Infocom

Classic Text Adventure Masterpieces of Infocom is a collection of 33 computer games from interactive fiction pioneer Infocom, and the top 6 winners of the 1995 Interactive Fiction Competition, released in 1996....
.

Legend Entertainment
Legend Entertainment
Legend Entertainment

Legend Entertainment was an American developer of computer games, best known for their complex, distinctive adventure titles .The company was 1989 in video gaming by Bob Bates and Mike Verdu after the end of Infocom....
 was founded by Bob Bates
Bob Bates

Robert Bates , better known as Bob Bates, is a United States game designer, and writer of books about game design and development....
 and Mike Verdu in 1989. It started out from the ashes of Infocom.

The text adventures produced by Legend used (high-resolution) graphics as well as sound. Some of their titles include Eric the Unready
Eric the Unready

Eric the Unready is an adventure game from Legend Entertainment. Eric the Unready is a parody of the fantasy genre in general, though it parodies numerous other topics as well, ranging from Star Trek to Zork....
, the Spellcasting
Spellcasting

The term is most often found in a variety of communities. Within the Dungeons & Dragons fantasy roleplaying community, spellcasting is a skill often used by druids, clerics, and wizards....
 series and Gateway
Gateway (computer game)

Gateway and Gateway II , are interactive fiction games released by Legend Entertainment, and written by Glen Dahlgren and Mike Verdu. They are based on Frederik Pohl's novels, but deviate significantly while still being similar enough to make both the games and the books severe spoiler s for each other....
 (based on Frederik Pohl
Frederik Pohl

Frederik George Pohl, Jr. is an United States science fiction science fiction writer, editor and science fiction fandom, with a career spanning over seventy years....
's novels).

The last text adventure created by Legend was Gateway II
Gateway (computer game)

Gateway and Gateway II , are interactive fiction games released by Legend Entertainment, and written by Glen Dahlgren and Mike Verdu. They are based on Frederik Pohl's novels, but deviate significantly while still being similar enough to make both the games and the books severe spoiler s for each other....
, while the last game ever was Unreal 2 (the well-known first-person shooter
First-person shooter

File:Freedoom aaa.pngFirst-person shooter is a Video game genres, featuring a First person , with which the player views the action as if through the eyes of the protagonist and in which the primary element is combat based around shooting....
 action game). Legend was acquired in 2004 by Atari
Atari

Atari is a corporate and brand name owned by several entities since its inception in 1972. It is currently owned by Atari Interactive, a wholly owned subsidiary of the French publisher Infogrames ....
.

Other companies
Probably the first commercial work of interactive fiction produced outside the U.S. was the dungeon crawl
Dungeon crawl

A dungeon crawl is a type of role-playing game in which heroes navigate a labyrinthine environment, battling various monsters and looting any treasure they may find....
 game of Acheton, produced in Cambridge, England, and first commercially released by Acornsoft
Acornsoft

Acornsoft was the software arm of Acorn Computers Ltd, and was a major publisher of software for the BBC Micro and Acorn Electron. As well as games, they also produced a large number of educational titles, extra computer languages and business and utility packages - these included ROM-based word processor VIEW and the spreadsheet Acornsof...
 (later expanded and reissued by Topologika
Topologika

Topologika Software Ltd is a still-independent United Kingdom publisher of educational software. Based in Brighton, the company was founded in 1983....
). Other leading companies in the U.K.
United Kingdom

The United Kingdom of Great Britain and Northern Ireland, commonly known as the United Kingdom , the UK or Britain,is a sovereign state located off the northwestern coast of continental Europe....
 were Magnetic Scrolls
Magnetic Scrolls

Magnetic Scrolls was a British computer game developer during the mid 1980s and early 1990s. Their primary focus was the development of cutting edge text adventure games on a variety of 8-bit and 16-bit home computer platforms....
 and Level 9 Computing
Level 9 Computing

Level 9 was a British computer interactive fiction company which produced some of the most advanced games of the 1980s. Founded in 1981 by Michael, Nicholas and Pete Austin, the company produced about 20 games for BBC Micro, Nascom, ZX Spectrum, Commodore 64, Oric Atmos, Atari 8-bit family, Camputers Lynx, RML 380Z, Amstrad CPC, MSX, Amiga, A...
. Also worthy of mention are Delta 4
Delta 4

Delta 4 was a United Kingdom software developer created by Fergus McNeill, writing and publishing interactive fiction.Delta 4 designed games between 1984 in video gaming and 1987 in video gaming....
, Melbourne House
Melbourne House

Krome Studios Melbourne, formerly Melbourne House, is a video game developer studio owned by Krome Studios and based in Melbourne. They were founded in 1980 under the name Beam Software by Alfred Milgrom and Naomi Besen....
, and the homebrew company Zenobi
Zenobi

Zenobi is a computer game company that is known for its interactive fiction. The company was started by John Wilson, also known as "the Rochdale Balrog," in late 1982....
.

In Japan, companies such as Data West developed limited interactive fiction games, such as the seven-volume murder mystery series Misty. Later, interactive fiction became more popular in Japan in the form of visual novel
Visual novel

A is an interactive fiction game featuring mostly static graphics, usually with anime-style art. As the name might suggest, they resemble mixed-media novels or tableau vivant stage plays....
s.

In Italy, interactive fiction games were mainly published and distributed through various magazines in included tapes. The largest number of games was published in the two magazines Viking and Explorer, with versions for the main 8-bit home computers (Sinclair ZX Spectrum, Commodore 64
Commodore 64

The Commodore 64 is an 8-bit home computer released by Commodore International in August, 1982, at a price of United States dollar595. Preceded by the Commodore VIC-20 and Commodore MAX Machine, the C64 features 64 kilobytes of Random-access memory with sound and graphics performance that were superior to IBM-compatible computers of tha...
 and MSX
MSX

MSX was the name of a standardized home computer architecture in the 1980s. It was a Microsoft-led attempt to create unified standards among hardware makers, conceived by one-time Microsoft Japan executive Kazuhiko Nishi....
). The software house producing those games was Brainstorm Enterprise, and the most prolific IF author was Bonaventura Di Bello
Bonaventura Di Bello

Bonaventura Di Bello is the co-founder, with his wife Adelaide and his brother Massimiliano, of Brainstorm Enterprise, an early video game publisher of computer game for home computers....
, who produced 70 games in the Italian language. The wave of interactive fiction in Italy lasted for a couple of years thanks to the various magazines promoting the genre, then faded and remains still today a topic of interest for a small group of fans and less known developers, celebrated on Web sites and in related newsgroups.

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
Usenet

Usenet, a portmanteau of "user" and "network", is a worldwide distributed Internet discussion system. It evolved from the general purpose UUCP architecture of the same name....
 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
Z-machine

The Z-machine is a virtual machine that was developed by Joel Berez and Marc Blank in 1979 and used by Infocom for its interactive fiction. Infocom compiled game code to files containing Z-machine instructions , and could therefore port all its text adventures to a new platform simply by writing a Z-machine implementation for that platform....
 virtual machine
Virtual machine

In computer science, a virtual machine is a software implementation of a machine that executes programs like a real machine.Definitions...
 in 1987 by a group of enthusiasts called the InfoTaskForce
InfoTaskForce

The InfoTaskForce was a group of Infocom enthusiasts who first reverse engineered the Infocom Z-Machine and wrote a public domain version in C ....
 and the subsequent development of an interpreter
Interpreter (computing)

In computer science, an interpreter normally means a computer program that execution , i.e. performs, instructions written in a programming language....
 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
Adventure Game Toolkit

The Adventure Game Toolkit is software that supports the development of adventure games. It was written in 1987 by David Malmberg. It was a revision on Mark J....
 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
TADS

TADS is a programming system for creating interactive fiction games. The name is an acronym for "Text Adventure Development System"....
, a programming language designed to produce works of interactive fiction. In 1993, Graham Nelson
Graham Nelson

Graham A. Nelson is a United Kingdom mathematician and poet and the creator of the Inform for creating interactive fiction games. He has also authored several IF games, including the acclaimed Curses and Jigsaw ....
 released Inform
Inform

Inform is a programming language and design system for interactive fiction originally created in 1993 by Graham Nelson. Inform can generate programs designed for the Z-machine or Glulx virtual machines....
, a programming language
Programming language

A programming language is a machine-readable artificial language designed to express computations that can be performed by a machine, particularly a computer....
 and set of libraries which compiled
Compiler

A compiler is a computer program that transforms source code written in a programming language into another computer language . The most common reason for wanting to transform source code is to create an executable program....
 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
Interactive Fiction Competition

The Interactive Fiction Competition is an annual competition for works of interactive fiction that has been held since 1995.It is intended for fairly short games, as judges are only allowed to spend two hours playing a game before deciding how many points to award it....
 for short works, the newer Spring Thing
Spring Thing

Spring Thing is an annual competition to highlight works of Interactive Fiction .Adam Cadre, author of several works of Interactive Fiction, including the well-known Photopia, 9:05, and Varicella , announced the Spring Thing in 2001, both to promote works that would be longer than those entered into the Interactive Fiction Competition, and...
 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.

While the majority of modern interactive fiction developed is distributed for free, there are some commercial endeavors, including Peter Nepstad's 1893: A World's Fair Mystery
1893: A World's Fair Mystery

1893 is a commercial mystery/educational interactive fiction by Peter Nepstad written in TADS programming language. It takes place during the Chicago World's Columbian Exposition of 1893....
, several games by Howard Sherman published as Malinche Entertainment
Malinche Entertainment

Malinche Entertainment is an interactive fiction development and publishing business founded by Howard Sherman. The company was founded in 2002....
, and The General Coffee Company's Future Boy!. Emily Short
Emily Short

Emily Short is the pseudonym of an interactive fiction writer, perhaps best known for her debut game Galatea and her use of psychologically complex NPCs, or non-player game characters....
 was commissioned to develop the game City of Secrets but the project fell through and she ended up releasing it herself. Some authors offer optional commercial "feelies" (physical props associated with a game) through or similar services.

Notable works

  • Colossal Cave Adventure
    Colossal Cave Adventure

    Colossal Cave Adventure was the first computer adventure game. It was originally designed by William Crowther, a programmer and spelunking enthusiast who based the layout on part of the Mammoth Cave National Park system in Kentucky....
     by Will Crowther and Don Woods was the first text adventure ever made.
  • The Zork
    Zork

    Zork was one of the first interactive fiction computer games and an early descendant of Colossal Cave Adventure. The first version of Zork was written in 1977?1979 on a PDP-10 computer by Tim Anderson , Marc Blank, Bruce Daniels , and Dave Lebling, and implemented in the MDL programming language....
     series by Infocom
    Infocom

    Infocom was a software company, based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced one notable business application, a relational database called Cornerstone ....
     (1979- ) was the first text adventure to see widespread commercial release.
  • The Hobbit
    The Hobbit (video game)

    The Hobbit is a Video game released in 1982 in video gaming and based on the book The Hobbit, by J. R. R. Tolkien. It was developed at Beam Software by Phillip Mitchell and Veronika Megler and published by Melbourne House for most home computers available at the time, from more popular models such as the ZX Spectrum, the Commodore 64...
     by Philip Mitchell and Veronika Megler of Beam Software (1982) was an early reinterpretation of an existing novel into interactive fiction, with several independent non-player characters.
  • Planetfall
    Planetfall

    Planetfall is a science fiction interactive fiction computer game written by Steve Meretzky, and the eighth title published by Infocom in 1983....
    , by Steve Meretzky
    Steve Meretzky

    Steven Eric Meretzky is an United States computer game designer, with dozens of titles to his credit. He has been involved in almost every aspect of game development, from game design to Game producer to game tester and box design....
     of Infocom (1983), featured Floyd the robot, which Allen Varney
    Allen Varney

    Allen Varney is an American writer and game designer born in St. Louis, Missouri. He has a dual B.A. in English and History from the University of Nevada, Reno....
     claimed to be the first game character who evoked a strong emotional commitment from players.
  • The Hitchhiker's Guide to the Galaxy
    The Hitchhiker's Guide to the Galaxy (computer game)

    The Hitchhiker's Guide to the Galaxy is an interactive fiction computer game based on the seminal comic science fiction series The Hitchhiker's Guide to the Galaxy....
    , by Douglas Adams
    Douglas Adams

    Douglas Noel Adams was an England author, dramatist and musician. He is best known as the author of the The Hitchhiker's Guide to the Galaxy series....
     and Steve Meretzky of Infocom (1984), was notable in that the author of the original work was involved in the reinterpretation.
  • A Mind Forever Voyaging
    A Mind Forever Voyaging

    A Mind Forever Voyaging is an interactive fiction game designed and implemented by Steve Meretzky and published by Infocom in 1985. The name is taken from book three of The Prelude by William Wordsworth:...
    , by Steve Meretzky of Infocom (1985), a story-heavy, puzzle-light game often touted as Infocom's first serious work of science fiction.
  • Amnesia
    Amnesia (computer game)

    Thomas M. Disch's Amnesia is a text adventure computer game created by Charles Kreitzberg's Cognetics Corporation, written by award-winning science fiction author Thomas M....
     (1987), by Hugo Award
    Hugo Award

    The Hugo Awards are given every year for the best science fiction or fantasy works and achievements of the previous year. The award is named after Hugo Gernsback, the founder of the pioneering science fiction magazine Amazing Stories....
     and Nebula Award
    Nebula Award

    The Nebula Award is an award given each year by the Science Fiction and Fantasy Writers of America , for the best science fiction/fantasy fiction published in the United States during the two previous years ....
     winning science fiction and fantasy author Thomas M. Disch
    Thomas M. Disch

    Thomas Michael Disch was an American science fiction author and poet. He won the Hugo Award for Best Related Book in 1999, and he had two other Hugo nominations and nine Nebula Award nominations to his credit, plus one win of the John W....
    , a purely text-only adventure published by Electronic Arts
    Electronic Arts

    Electronic Arts is an international video game developer, marketer, video game publisher and distributor of video games. Established in 1982 by Trip Hawkins, the company was a pioneer of the early home computer games industry and was notable for promoting the designers and programmers responsible for its games....
    .
  • Curses
    Curses (computer game)

    Curses is an interactive fiction computer game created by Graham Nelson in 1993. It was developed in Nelson's Inform programming language, which was simultaneously released....
    , by Graham Nelson
    Graham Nelson

    Graham A. Nelson is a United Kingdom mathematician and poet and the creator of the Inform for creating interactive fiction games. He has also authored several IF games, including the acclaimed Curses and Jigsaw ....
     (1993), the first game ever written in the Inform
    Inform

    Inform is a programming language and design system for interactive fiction originally created in 1993 by Graham Nelson. Inform can generate programs designed for the Z-machine or Glulx virtual machines....
     programming language. Considered one of the first "modern" games to meet the high standards set by Infocom's best titles.
  • So Far
    So Far (interactive fiction)

    So Far is an interactive fiction game written in 1996 by Andrew Plotkin. It's known for its challenging puzzles and surreal imagery. So Far won the 1996 XYZZY Awards for Best IF Game, Best Writing, Best Puzzles, and Best Individual Puzzle....
    , by Andrew Plotkin
    Andrew Plotkin

    Andrew Plotkin , also known as Zarf, is an award-winning interactive fiction author and an important figure in the modern interactive fiction community....
     (1996), the first XYZZY Award for Best Game
    XYZZY Award for Best Game

    This is a list of XYZZY Awards results, grouped by award rather than year. The XYZZY Awards are the annual awards given by the publication "XYZZYnews" to works of interactive fiction, serving a similar role to the Academy Awards for film....
     winner in 1996.
  • Anchorhead
    Anchorhead (game)

    Anchorhead is the name of a 1998 interactive fiction computer game by Michael S. Gentry. It is loosely based on the Cthulhu mythos. Anchorhead takes place in a New England town by the same name that bears a resemblance to Innsmouth, Arkham, and other fictional towns created by H....
    , by Michael S. Gentry
    Michael S. Gentry

    Michael S. Gentry is an award-winning interactive fiction author best known for his game Anchorhead. He announced work on a special edition of Anchorhead rewritten in Inform....
     (1998) is a highly rated horror story inspired by H. P. Lovecraft
    H. P. Lovecraft

    Howard Phillips Lovecraft was an United States author of horror fiction, fantasy fiction, and science fiction, known then simply as weird fiction....
    's Cthulhu Mythos
    Cthulhu Mythos

    The Cthulhu Mythos is a shared universe created in the 1920s by American horror writer H. P. Lovecraft. The term Lovecraft Mythos is preferred by some — most notably the Lovecraft scholar S.T....
    .
  • Photopia
    Photopia

    Photopia is a piece of literature by Adam Cadre rendered in the form of interactive fiction, and written in Inform. It is regarded as a pioneer in narrative-driven, rather than puzzle- or challenge-driven, interactive fiction....
    , by Adam Cadre
    Adam Cadre

    Adam Cadre is a United States writer. He gained prominence in the world of interactive fiction with works like I-0 , Photopia and Varicella , for which he has won several XYZZY Awards and been the subject of academic study ....
     (1998), the first almost entirely puzzle-free game. It won the annual Interactive Fiction Competition
    Interactive Fiction Competition

    The Interactive Fiction Competition is an annual competition for works of interactive fiction that has been held since 1995.It is intended for fairly short games, as judges are only allowed to spend two hours playing a game before deciding how many points to award it....
     in 1998.
  • Spider and Web
    Spider and Web

    Spider and Web is a piece of interactive fiction written by Andrew Plotkin.Spider and Web begins innocuously enough: the player's character, an apparent tourist, has wandered into a blind alley....
    , by Andrew Plotkin
    Andrew Plotkin

    Andrew Plotkin , also known as Zarf, is an award-winning interactive fiction author and an important figure in the modern interactive fiction community....
     (1998), an award-winning espionage story with many twists and turns.
  • Varicella
    Varicella (computer game)

    Varicella is a 1999 work of interactive fiction by Adam Cadre, distributed in Z-Machine format as freeware. It is set in an alternate history which features roughly modern technology mixed with Renaissance-style principalities and court politics....
     by Adam Cadre (1999). It won four XYZZY Awards in 1999 including the XYZZY Award for Best Game, and had a scholarly essay written about it.
  • Galatea
    Galatea (computer game)

    Galatea is a work of interactive fiction by Emily Short. It took "Best of Show" in the 2000 IF Art Show and won a XYZZY Award for Best Non-Player Character....
    , by Emily Short
    Emily Short

    Emily Short is the pseudonym of an interactive fiction writer, perhaps best known for her debut game Galatea and her use of psychologically complex NPCs, or non-player game characters....
     (2000). Galatea is focused entirely on interaction with the animated statue of the same name. Galatea has one of the most complex interaction systems for a non-player character
    Non-player character

    A non-player character, often shortened to NPC, is a fictional character that is controlled by the gamemaster in role-playing games. When this definition extends to video games, an NPC in a video game is usually part of the computer program, and not controlled by a human....
     in an interactive fiction game. Adam Cadre
    Adam Cadre

    Adam Cadre is a United States writer. He gained prominence in the world of interactive fiction with works like I-0 , Photopia and Varicella , for which he has won several XYZZY Awards and been the subject of academic study ....
     called Galatea "the best NPC ever".
  • Slouching Towards Bedlam
    Slouching Towards Bedlam

    Slouching Towards Bedlam is an interactive fiction game that won the first place in the 2003 Interactive Fiction Competition. It is a collaboration between Daniel Ravipinto and Star Foster....
    , by Star C. Foster and Daniel Ravipinto (2003). Set in a steampunk
    Steampunk

    Steampunk is a sub-genre of fantasy fiction and speculative fiction that came into prominence in the 1980s and early 1990s. The term denotes works set in an era or world where steam power is still widely used?usually the 19th century, and often set in Victorian era England?but with prominent elements of either science fiction or fantasy, suc...
     setting, the game integrates meta-game functionality (saving, restoring, restarting) into the game world itself. The game won four XYZZY Awards.


Sample transcript

This is a brief transcript from one of many possible ways to not win the game Curses
Curses (computer game)

Curses is an interactive fiction computer game created by Graham Nelson in 1993. It was developed in Nelson's Inform programming language, which was simultaneously released....
, by Graham Nelson
Graham Nelson

Graham A. Nelson is a United Kingdom mathematician and poet and the creator of the Inform for creating interactive fiction games. He has also authored several IF games, including the acclaimed Curses and Jigsaw ....
. The player has entered instructions on the lines beginning with '>' (shown here in italic); the rest of the text is printed by the computer. The computer begins with a printed introduction giving a little context to the game (much more would become apparent as the game progressed):

It's become a matter of pride now not to give up. That tourist map of Paris must be up here somewhere in all this clutter, even if it has been five years since your last trip. And it's your own fault. It looks as if your great-grandfather was the last person to tidy up these lofts...

CURSES
An Interactive Diversion
Copyright (c) 1993 by Graham Nelson. New players should type "help".
Release 8 / Serial number 930603 (Compiled by Inform v634)

Attic

The attics, full of low beams and awkward angles, begin here in a relatively tidy area which extends north, south and east. The wooden floorboards seem fairly sound, just as well considering how heavy all these teachests are. But the old wiring went years ago, and there's no electric light.

A hinged trapdoor in the floor stands open, and light streams in from below.

>inventory
You are carrying:
a chocolate biscuit
an electric torch (providing light and closed)
a crumpled piece of paper

>read paper
Things to do:

1. Find map
2. Phone airport to check parking
3. Health forms...
and so on. Let's face it, 1. is more enticing than the rest put together.

>enter trapdoor
Yes, probably just as well to give up looking, and heaven knows there's enough packing to do, what with the rest of the family in uproar. Oh well.
*** You have missed the point entirely ***

In that game you scored 0 out of a possible 550, in 3 turns, giving you the rank of hapless Tourist.

Would you like to RESTART, RESTORE a saved game, give the FULL score for that game or QUIT?
>


Development systems

A number of systems are available today to write interactive fiction. Among them are ADRIFT
ADRIFT

ADRIFT is a graphical user interface used to create and play interactive fiction. The name is an acronym for "Adventure Development & Runner - Interactive Fiction Toolkit"....
, Inform
Inform

Inform is a programming language and design system for interactive fiction originally created in 1993 by Graham Nelson. Inform can generate programs designed for the Z-machine or Glulx virtual machines....
, Hugo
Hugo programming language

Hugo is a programming language and design system for interactive fiction created by Kent Tessman. While not as popular as Inform or TADS, it is still used, particularly for multimedia interactive fiction ....
, and TADS
TADS

TADS is a programming system for creating interactive fiction games. The name is an acronym for "Text Adventure Development System"....
. The majority of current IF development is implemented in Inform, TADS, or ADRIFT. In the 2006 IFComp, the majority of the games were written for Inform, with a strong minority of games for TADS and ADRIFT, followed by a smattering of games for other systems.

While familiarity with a programming language leads many new authors to attempt to produce their own complete IF application, most established IF authors recommend use of a specialised IF language, arguing that such systems allow authors to avoid the technicalities of producing a full featured parser, while allowing broad community support. The choice of authoring system usually depends on the author's desired balance of ease of use versus power, and the portability of the final product.

Older development Systems
  • Gilsoft
    Gilsoft

    Gilsoft was a British producer and publisher of video games and related utilities. They are perhaps most known for The Quill and the later Professional Adventure Writer....
    's The Quill
    The Quill

    The Quill is a program to write home computer adventure games. Written by Graeme Yeandle, it was published on the ZX Spectrum by Gilsoft in December 1983....
     and the Professional Adventure Writer
    Professional Adventure Writer

    Professional Adventure Writer or PAW is a program that allows the user to write Interactive fiction with graphic illustrations. It was written by Tim Gilberts and Graeme Yeandle, based on Yeandle's earlier system called The Quill....
  • Incentive Software
    Incentive Software

    Incentive Software Ltd. was a United Kingdom video game developer and video game publisher founded by Ian Andrew in 1983. Programmers included Sean Ellis, Stephen Northcott and Ian's brother Chris Andrew....
    's Graphic Adventure Creator
    Graphic Adventure Creator

    Graphic Adventure Creator was a game creation system/programming language for adventure games published by Incentive Software, originally written on the Amstrad CPC by Sean Ellis, and then ported to other platforms by, amongst others, Brendan Kelly , Dave Kirby and "The Kid" ....
     (GAC)


See also

  • Grue
    Grue (monster)

    A grue is a fictional predator, first from the Zork series of interactive fiction games by Infocom, and subsequently in other Infocom games....
  • Interactive Fiction (IF) MUD
    IfMUD

    ifMUD is a MUD associated with the rec.arts.int-fiction newsgroup accessible via telnet or a MUD client. It is central to the interactive fiction community, frequented by many of the genre's best-known writers....


Related Concepts
  • Hypertext fiction
    Hypertext fiction

    Hypertext fiction is a genre of electronic literature, characterized by the use of hypertext links which provides a new context for non-linearity in "literature" and reader interaction....
  • Roleplaying Games, which are occasionally described as another form of interactive fiction.
  • Visual novel
    Visual novel

    A is an interactive fiction game featuring mostly static graphics, usually with anime-style art. As the name might suggest, they resemble mixed-media novels or tableau vivant stage plays....
    , interactive fiction with graphics.
  • Multi-User Dungeon (MUD), which may be considered as a kind of multiplayer or collaborative interactive fiction
  • Addventure
    Addventure

    An addventure is a type of online interactive fiction that combines aspects of Round-robin story and Choose Your Own Adventure-style tales. Like a round-robin story, an addventure is a form of collaborative fiction in which many authors contribute to a story, each writing discrete segments....
  • Gamebook
    Gamebook

    A gamebook is a book that allows the reader to participate in the story by making choices that affect the course of the narrative, which branches down various paths through the use of numbered paragraphs or pages....
  • Graphic adventures, adventure games with roots in interactive fiction.
  • Amateur adventure game
    Amateur adventure game

    An amateur adventure game is a freeware computer game belonging to the adventure game genre. The amateur adventure game scene emerged in the mid to late 1990s, when releases of new commercial adventure games became more rare and easy distribution of games and game engines was made possible by increased access to the Internet, thus encouraging...
  • Interactive storytelling
    Interactive storytelling

    Interactive storytelling is a developing kind of computer entertainment. The term was coined by Chris Crawford , a main proponent and developer....


Specific Related Fiction
  • Choose Your Own Adventure
    Choose Your Own Adventure

    Choose Your Own Adventure is a series of children's gamebooks first published by Bantam Books from 1979-1998 and currently being re-published by Chooseco....
  • Fighting Fantasy
    Fighting Fantasy

    Fighting Fantasy is a series of single-player fantasy gamebooks created by Steve Jackson and Ian Livingstone, originally published by Puffin Books and now by Wizard Books....
  • Lone Wolf (gamebooks)
    Lone Wolf (gamebooks)

    Lone Wolf is a collection of 28 gamebooks, created by Joe Dever and initially illustrated by Gary Chalk . The series began publishing in July 1984 and became one of the most popular game books ever published, selling more than 9 million copies worldwide....


Further reading

  • Keller, Daniel. "Reading and playing: what makes interactive fiction unique" p.276-298. in Williams, J. P., & Smith, J. H. (2007). The players' realm: studies on the culture of video games and gaming. Jefferson, N.C.: McFarland & Co. ISBN 9780786428328
  • Seegert, Alf. (2009), "'Doing there' vs. 'being there': performing presence in interactive fiction", 1: 1, pp. 23–37, doi: 10.1386/jgvw.1.1.23/1


External links

  • , huge repository for text adventure game reviews written and rated by Interactive Fiction community players and members.
  • , a community site where you can find personalized recommendations for IF games to play.
  • , a quarterly e-zine discussing all things IF
  • , a large archive of free-to-download and play interactive fiction (random mirror).
  • , a more user-friendly interface for the IF archive.
  • , a MediaWiki wiki specific to Interactive Fiction.
  • - MobyGames examines the history (and future) of this gaming genre.
  • , a timeline of events in interactive fiction history at the Brass Lantern website.
  • , a beginners introduction and setup guide to Interactive Fiction games and interpreters
  • , an online z-machine interpreter
  • , a z-machine interpreter written in javascript and playable in any browser. Links to many playable games.