Interactive fiction
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'' Interactive fiction, often abbreviated IF, is
software Software is a set of computer programs and associated documentation and data. This is in contrast to hardware, from which the system is built and which actually performs the work. At the lowest programming level, executable code consist ...
simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as
literary Literature is any collection of written work, but it is also used more narrowly for writings specifically considered to be an art form, especially prose fiction, drama, and poetry. In recent centuries, the definition has expanded to includ ...
narratives, either in the form of interactive narratives or
interactive narration Narrative structure is a literary element generally described as the structural framework that underlies the order and manner in which a narrative is presented to a reader, listener, or viewer. The narrative text structures are the plot and t ...
s. These works can also be understood as a form of
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
, either in the form of an adventure game or
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal ac ...
. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "
text-only In computing, text-based user interfaces (TUI) (alternately terminal user interfaces, to reflect a dependence upon the properties of computer terminals and not just text), is a retronym describing a type of user interface (UI) common as an ...
", however, graphical text adventures still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on
puzzle A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to arrive at the correct or fun solution of the puzzl ...
s. Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that interactive fiction games were easily ported across all the popular platforms at the time, including
CP/M CP/M, originally standing for Control Program/Monitor and later Control Program for Microcomputers, is a mass-market operating system created in 1974 for Intel 8080/ 85-based microcomputers by Gary Kildall of Digital Research, Inc. Initi ...
(not known for gaming or strong graphics capabilities). The number of interactive fiction works is increasing steadily as new ones are produced by an online community, using freely available development systems. The term can also be used to refer to analogue versions of literary works that are not read in a linear fashion, known as gamebooks, where the reader is instead given choices at different points in the text; these decisions determine the flow and outcome of the story. The most famous example of this form of printed fiction is the ''
Choose Your Own Adventure ''Choose Your Own Adventure'' is a series of children's gamebooks where each story is written from a second-person point of view, with the reader assuming the role of the protagonist and making choices that determine the main character's acti ...
'' book series, and the collaborative "" format has also been described as a form of interactive fiction. The term "interactive fiction" is sometimes used also to refer to
visual novel A , often abbreviated as VN, is a form of digital semi-interactive fiction. Visual novels are often associated with and used in the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with sta ...
s, a type of interactive narrative software popular in Japan.


Medium

Text adventures are one of the oldest types of computer games and form a subset of the adventure genre. The player uses text input to control the game, and the game state is relayed to the player via text output. Interactive fiction usually relies on
reading Reading is the process of taking in the sense or meaning of letters, symbols, etc., especially by sight or touch. For educators and researchers, reading is a multifaceted process involving such areas as word recognition, orthography (spell ...
from a screen and on
typing Typing is the process of writing or inputting text by pressing keys on a typewriter, computer keyboard, mobile phone or calculator. It can be distinguished from other means of text input, such as handwriting and speech recognition. Text can b ...
input, although text-to-speech synthesizers allow blind and visually impaired users to play interactive fiction titles as
audio game An audio game is an electronic game played on a device such as a personal computer. It is similar to a video game save that there is audible and tactile feedback but not visual. Audio games originally started out as 'blind accessible'-games ...
s. Input is usually provided by the player in the form of simple sentences such as "get key" or "go east", which are interpreted by a
text parser {{Refimprove, date=August 2007 In adventure games, a text parser takes typed input (a command) from the player and simplifies it to something the game can understand. Usually, words with the same meaning are turned into the same word (e.g. "take" a ...
. 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 ZIL (
Zork Implementation Language The Z-machine is a virtual machine that was developed by Joel Berez and Marc Blank in 1979 and used by Infocom for its text adventure games. Infocom compiled game code to files containing Z-machine instructions (called story files or Z-code ...
), could understand complete sentences.DeMaria, Rusel and Wilson, Johnny L. (2002) ''High Score!: The Illustrated History of Electronic Games'' McGraw-Hill/Osborne, Berkeley, Calif., p. 52, 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, and the Interactive Fiction community in general decries the use of mazes entirely, claiming that mazes have become arbitrary 'puzzles for the sake of puzzles' and that they can, in the hands of inexperienced designers, become immensely frustrating for players to navigate. Interactive fiction shares much in common with
Multi-User Dungeons A MUD (; originally multi-user dungeon, with later variants multi-user dimension and multi-user domain) is a Multiplayer video game, multiplayer Time-keeping systems in games#Real-time, real-time virtual world, usually Text-based game, text-bas ...
('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 are not possible in a single player environment.


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). A typical command may be:
> PULL Lever
The responses from the game are usually written from a second-person point of view, in
present tense The present tense ( abbreviated or ) is a grammatical tense whose principal function is to locate a situation or event in the present time. The present tense is used for actions which are happening now. In order to explain and understand present ...
. 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" This is a reformatted version of a set of articles originally posted to Usenet: 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 tea chest" at the start of '' Curses'':
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. Nelson, Graham '' Curses'', 1993.
Many text adventures, particularly those designed for humour (such as '' Zork'', '' The Hitchhiker's Guide to the Galaxy'', and '' Leather Goddesses of Phobos''), address the player with an informal tone, sometimes including sarcastic remarks (see the transcript from ''Curses'', above, for an example). The late Douglas Adams, in designing the IF version of his 'Hitchhiker's Guide to the Galaxy', created a unique solution to the final puzzle of the game: the game requires the one solitary item that the player ''didn't'' choose at the outset of play. Some IF works dispense with second-person narrative entirely, opting for a first-person perspective ('I') or even placing the player in the position of an observer, rather than a direct participant. In some 'experimental' IF, the concept of self-identification is eliminated entirely, and the player instead takes the role of an inanimate object, a force of nature, or an abstract concept; experimental IF usually pushes the limits of the concept and challenges many assumptions about the medium.


History


1960s and 70s


Natural language processing

Though neither program was developed as a narrative work, the software programs ELIZA (1964–1966) and SHRDLU (1968–1970) can formally be considered early examples of interactive fiction, as both programs used
natural language processing Natural language processing (NLP) is an interdisciplinary subfield of linguistics, computer science, and artificial intelligence concerned with the interactions between computers and human language, in particular how to program computers to proc ...
to take input from their user and respond in a virtual and conversational manner. ELIZA simulated a psychotherapist that appeared to provide human-like responses to the user's input, while SHRDLU employed an artificial intelligence that could move virtual objects around an environment and respond to questions asked about the environment's shape. The development of effective natural language processing would become an essential part of interactive fiction development.


''Adventure''

Around 1975, Will Crowther, a programmer and an amateur caver, wrote the first text adventure game, '' Adventure'' (originally called ''ADVENT'' because a filename could only be six characters long in the
operating system An operating system (OS) is system software that manages computer hardware, software resources, and provides common daemon (computing), services for computer programs. Time-sharing operating systems scheduler (computing), schedule tasks for ef ...
he was using, and later named ''Colossal Cave Adventure''). Having just gone through a divorce, he was looking for a way to connect with his two young children. Over the course of a few weekends, he wrote a text based cave exploration game that featured a sort of guide/narrator who talked in full sentences and who understood simple two-word commands that came close to natural English. Adventure was programmed in Fortran for the
PDP-10 Digital Equipment Corporation (DEC)'s PDP-10, later marketed as the DECsystem-10, is a mainframe computer family manufactured beginning in 1966 and discontinued in 1983. 1970s models and beyond were marketed under the DECsystem-10 name, espec ...
. Crowther's original version was an accurate
simulation A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or proc ...
of part of the real Colossal Cave, but also included fantasy elements (such as axe-wielding dwarves and a magic bridge). Stanford University graduate student
Don Woods Donald Woods (1933–2001) was a South African journalist and activist. Donald or Don Woods may also refer to: * Donald Woods (actor) (1906–1998), Canadian-born American film and television actor * Donald Devereux Woods (1912–1964), British ...
discovered ''Adventure'' while working at the Stanford Artificial Intelligence Laboratory, and in 1977 obtained and expanded Crowther's source code (with Crowther's permission). 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 In J. R. R. Tolkien's fictional world of Middle-earth, Mordor (pronounced ; from Sindarin ''Black Land'' and Quenya ''Land of Shadow'') is the realm and base of the evil Sauron. It lay to the east of Gondor and the great river Anduin, and to t ...
, but Woods says was not. In early 1977, ''Adventure'' spread across
ARPAnet The Advanced Research Projects Agency Network (ARPANET) was the first wide-area packet-switched network with distributed control and one of the first networks to implement the TCP/IP protocol suite. Both technologies became the technical fou ...
, and has survived on the
Internet The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a '' network of networks'' that consists of private, p ...
to this day. The game has since been ported to many other
operating system An operating system (OS) is system software that manages computer hardware, software resources, and provides common daemon (computing), services for computer programs. Time-sharing operating systems scheduler (computing), schedule tasks for ef ...
s, and was included with the floppy-disk distribution of Microsoft's
MS-DOS MS-DOS ( ; acronym for Microsoft Disk Operating System, also known as Microsoft DOS) is an operating system for x86-based personal computers mostly developed by Microsoft. Collectively, MS-DOS, its rebranding as IBM PC DOS, and a few o ...
1.0 OS. ''Adventure'' is a cornerstone of the online IF community; there currently exist dozens of different independently programmed versions, with additional elements, such as new rooms or puzzles, and various scoring systems. The popularity of ''Adventure'' led to the wide success of interactive fiction during the late 1970s, 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 modern games, such as ''
Microsoft Minesweeper ''Microsoft Minesweeper'' (formerly just ''Minesweeper'', and also known as ''Flower Field'') is a minesweeper-type video game created by Curt Johnson, originally for IBM's OS/2, that was ported to Microsoft Windows by Robert Donner, both Mi ...
''. ''Adventure'' was also directly responsible for the founding of Sierra Online (later Sierra Entertainment); Ken and Roberta Williams played the game and decided to design one of their own, but with graphics.


Commercial era

Adventure International was founded by Scott Adams (not to be confused with the creator of ''Dilbert''). In 1978, Adams wrote '' Adventureland'', which was loosely patterned after (the original) ''Colossal Cave Adventure''. 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. That same year, '' Dog Star Adventure'' was published in
source code In computing, source code, or simply code, is any collection of code, with or without comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the ...
form in '' SoftSide'', spawning legions of similar games in BASIC. The largest company producing works of interactive fiction was Infocom, which created the '' Zork'' series and many other titles, among them ''
Trinity The Christian doctrine of the Trinity (, from 'threefold') is the central dogma concerning the nature of God in most Christian churches, which defines one God existing in three coequal, coeternal, consubstantial divine persons: God th ...
'', '' The Hitchhiker's Guide to the Galaxy'' and ''
A Mind Forever Voyaging ''A Mind Forever Voyaging'' (''AMFV'') is a 1985 interactive fiction game designed and implemented by Steve Meretzky and published by Infocom. It is Infocom's seventeenth game. The game was intended as a polemical critique of Ronald Reagan's pol ...
''. 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 Massachusetts Institute of Technology (MIT) is a private land-grant research university in Cambridge, Massachusetts. Established in 1861, MIT has played a key role in the development of modern technology and science, and is one of the m ...
, directly inspired by ''Colossal Cave Adventure''. The game was programmed in a computer language called MDL, a variant of LISP. The term Implementer was the self-given name of the creators of the text adventure series Zork. It is for this reason that game designers and programmers can be referred to as an implementer, often shortened to Imp, rather than a writer. 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 In computing, a virtual machine (VM) is the virtualization/ emulation of a computer system. Virtual machines are based on computer architectures and provide functionality of a physical computer. Their implementations may involve specialized h ...
that could be implemented on a large number of platforms, and took standardized "story files" as input. In a non-technical sense, Infocom was responsible for developing the interactive style that would be emulated by many later interpreters. 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'. Infocom and other companies offered optional commercial feelies (physical props associated with a game). The tradition of 'feelies' (and the term itself) is believed to have originated with '' Deadline'' (1982), the third Infocom title after ''Zork I'' and ''II''. When writing this game, it was not possible to include all of the information in the limited (80KB) disk space, so Infocom created the first feelies for this game; extra items that gave more information than could be included within the digital game itself. These included police interviews, the coroner's findings, letters, crime scene evidence and photos of the murder scene. These materials were very difficult for others to copy or otherwise reproduce, and many included information that was essential to completing the game. Seeing the potential benefits of both aiding game-play immersion and providing a measure of creative copy-protection, in addition to acting as a deterrent to software piracy, Infocom and later other companies began creating feelies for numerous titles. In 1987, Infocom released a special version of the first three ''Zork'' titles together with plot-specific coins and other trinkets. This concept would be expanded as time went on, such that later game feelies would contain passwords, coded instructions, page numbers, or other information that would be required to successfully complete the game.


1980s


United States

Interactive fiction became a standard product for many software companies. By 1982 '' Softline'' wrote that "the demands of the market are weighted heavily toward hi-res graphics" in games like Sierra's '' The Wizard and the Princess'' and its imitators. Such graphic adventures became the dominant form of the genre on computers with graphics, like the Apple II. By 1982 Adventure International began releasing versions of its games with graphics. The company went bankrupt in 1985. Synapse Software and
Acornsoft Acornsoft was the software arm of Acorn Computers, and a major publisher of software for the BBC Micro and Acorn Electron. As well as games, it also produced a large number of educational titles, extra computer languages and business and u ...
were also closed in 1985. Leaving Infocom as the leading company producing text-only adventure games on the Apple II with sophisticated parsers and writing, and still advertising its lack of graphics as a virtue. The company was bought by Activision in 1986 after the failure of '' Cornerstone'', Infocom's database software program, and stopped producing text adventures a few years later. Soon after Telaium/Trillium also closed.


Outside the United States

Probably the first commercial work of interactive fiction produced outside the U.S. was the dungeon crawl game of ''
Acheton The following list of text-based games is not to be considered an authoritative, comprehensive listing of all such games; rather, it is intended to represent a wide range of game styles and genres presented using the text mode display and their ...
'', produced in Cambridge, England, and first commercially released by
Acornsoft Acornsoft was the software arm of Acorn Computers, and a major publisher of software for the BBC Micro and Acorn Electron. As well as games, it also produced a large number of educational titles, extra computer languages and business and u ...
(later expanded and reissued by
Topologika Topologika Software Ltd was an independent British publisher of educational software. Established in Stilton, Cambridgeshire in 1983, the company spent most of its life in Penryn, Cornwall before moving to Brighton, Sussex. The company was d ...
). Other leading companies in the UK were
Magnetic Scrolls Magnetic Scrolls was a British video game developer active between 1984 and 1990. A pioneer of audiovisually elaborate text adventure games, it was one of the two largest and most acclaimed interactive fiction developers of the 1980s. ''Magneti ...
and
Level 9 Computing Level 9 was a British developer of computer software, active between 1981 and 1991. Founded by Mike, Nicholas and Pete Austin, the company produced software for the BBC Micro, Nascom, ZX Spectrum, Commodore 64, Oric, Atari, Lynx 48k, RML 380Z ...
. Also worthy of mention are
Delta 4 Delta 4 was a British software developer created by Fergus McNeill, writing and publishing interactive fiction. Delta 4 designed games between 1984 and 1992. Some were self-published, others were released by CRL Group, Piranha Software, Silv ...
, Melbourne House, and the homebrew company Zenobi. In the early 1980s
Edu-Ware Edu-Ware Services, Inc. was an educational and entertainment software publisher established in 1979 bSherwin Steffinand Steven Pederson. It was known for its adventure games, role-playing video games, and flight simulators for the Apple II family ...
also produced interactive fiction for the
Apple II The Apple II (stylized as ) is an 8-bit home computer and one of the world's first highly successful mass-produced microcomputer products. It was designed primarily by Steve Wozniak; Jerry Manock developed the design of Apple II's foam-m ...
as designated by the "if" graphic that was displayed on startup. Their titles included the ''Prisoner'' and ''Empire'' series (''Empire I: World Builders'', ''Empire II: Interstellar Sharks'', ''Empire III: Armageddon''). In 1981, CE Software published '' SwordThrust'' as a commercial successor to the ''Eamon'' gaming system for the Apple II. SwordThrust and Eamon were simple two-word parser games with many role-playing elements not available in other interactive fiction. While SwordThrust published seven different titles, it was vastly overshadowed by the non-commercial Eamon system which allowed private authors to publish their own titles in the series. By March 1984, there were 48 titles published for the Eamon system (and over 270 titles in total as of March 2013). In Italy, interactive fiction games were mainly published and distributed through various magazines in included tapes. The largest number of games were published in the two magazines Viking and Explorer, with versions for the main 8-bit home computers ( Sinclair ZX Spectrum, Commodore 64 and MSX). The software house producing those games was Brainstorm Enterprise, and the most prolific IF author was Bonaventura Di Bello, 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. In Spain, interactive fiction was considered a minority genre, and was not very successful. The first Spanish interactive fiction commercially released was ''Yenght'' in 1983, by Dinamic Software, for the ZX Spectrum. Later on, in 1987, the same company produced an interactive fiction about ''Don Quijote''. After several other attempts, the company Aventuras AD, emerged from Dinamic, became the main interactive fiction publisher in Spain, including titles like a Spanish adaptation of ''Colossal Cave Adventure'', an adaptation of the Spanish comic ''El Jabato'', and mainly the ''Ci-U-Than'' trilogy, composed by ''La diosa de Cozumel'' (1990), ''Los templos sagrados'' (1991) and ''Chichen Itzá'' (1992). During this period, the Club de Aventuras AD (CAAD), the main Spanish speaking community around interactive fiction in the world, was founded, and after the end of Aventuras AD in 1992, the CAAD continued on its own, first with their own magazine, and then with the advent of Internet, with the launch of an active internet community that still produces interactive non-commercial fiction nowadays.


During the 1990s

Legend Entertainment was founded by
Bob Bates Robert Bates (born December 11, 1953) is an American computer game designer. One of the early designers of interactive fiction games, he was co-founder of Challenge, Inc., which created games in the 1980s for the pioneering company Infocom. A ...
and Mike Verdu in 1989. It started out from the ashes of Infocom. The text adventures produced by Legend Entertainment used (high-resolution) graphics as well as sound. Some of their titles include ''
Eric the Unready ''Eric the Unready'' is an adventure game developed and published by Legend Entertainment for MS-DOS in 1993. ''Eric the Unready'' is a parody of the fantasy genre in general, though it parodies numerous other topics as well, ranging from ''Star T ...
'', the ''
Spellcasting An incantation, a spell, a charm, an enchantment or a bewitchery, is a magical formula intended to trigger a magical effect on a person or objects. The formula can be spoken, sung or chanted. An incantation can also be performed during ceremo ...
'' series and '' Gateway'' (based on
Frederik Pohl Frederik George Pohl Jr. (; November 26, 1919 – September 2, 2013) was an American science-fiction writer, editor, and fan, with a career spanning nearly 75 years—from his first published work, the 1937 poem "Elegy to a Dead Satellit ...
's novels). The last text adventure created by Legend Entertainment was '' Gateway II'' (1992), while the last game ever created by Legend was '' Unreal II: The Awakening'' (2003) – a well-known
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
action game using the
Unreal Engine Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of g ...
for both impressive graphics and realistic physics. In 2004, Legend Entertainment was acquired by
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French publisher Atari SA through a subsidiary named Atari Interactive. The original Atari, Inc., founded in Sunnyvale, Ca ...
, who published ''Unreal II'' and released for both Microsoft Windows and Microsoft's Xbox. Many other companies such as Level 9 Computing, Magnetic Scrolls and Delta 4 had closed by 1992. In 1991 and 1992, Activision released ''
The Lost Treasures of Infocom ''The Lost Treasures of Infocom'' is a 1991 compilation of 20 previously-released interactive fiction games developed by Infocom. It was published by Activision for MS-DOS, Macintosh, Amiga, and Apple IIGS versions. It was later re-released on ...
'' in two volumes, a collection containing most of Infocom's games, followed in 1996 by ''
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. All 39 games are combined on a si ...
''.


Modern era

After the decline of the commercial interactive fiction market in the 1990s, an online community eventually formed around the medium. In 1987, the
Usenet Usenet () is a worldwide distributed discussion system available on computers. It was developed from the general-purpose Unix-to-Unix Copy (UUCP) dial-up network architecture. Tom Truscott and Jim Ellis conceived the idea in 1979, and it wa ...
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. As of late 2011, discussions between writers have mostly moved from rec.arts.int-fiction to the Interactive Fiction Community Forum. One of the most important early developments was the reverse-engineering of Infocom's Z-Code format and Z-Machine
virtual machine In computing, a virtual machine (VM) is the virtualization/ emulation of a computer system. Virtual machines are based on computer architectures and provide functionality of a physical computer. Their implementations may involve specialized h ...
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 with the IF community produced interactive fiction works of relatively limited scope using the
Adventure Game Toolkit The Adventure Game Toolkit (AGT) is a development system for text based adventure games. Description It was written in 1987 by David Malmberg, based on Mark J. Welch's 1985 Generic Adventure Game System (GAGS). AGT was produced until 1992, after w ...
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 Text Adventure Development System (TADS) is a prototype-based domain-specific programming language and set of standard libraries for creating interactive fiction (IF) games. History The original TADS 1 was released by High Energy Software a ...
, a programming language designed to produce works of interactive fiction. In 1993, Graham Nelson released
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-code or Glulx virtual machines. Versions 1 through 5 were released betwe ...
, a
programming language A programming language is a system of notation for writing computer programs. Most programming languages are text-based formal languages, but they may also be graphical. They are a kind of computer language. The description of a programming ...
and set of libraries which
compiled In computing, a compiler is a computer program that translates computer code written in one programming language (the ''source'' language) into another language (the ''target'' language). The name "compiler" is primarily used for programs tha ...
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 The Interactive Fiction Competition (also known as IFComp) is one of several annual competitions for works of interactive fiction. It has been held since 1995. It is intended for fairly short games, as judges are only allowed to spend two hours pla ...
for short works, the
Spring Thing Spring Thing is an annual competition to highlight works of text adventure games and other literary works, also known as Interactive Fiction. Adam Cadre, author of several works of Interactive Fiction, including '' Photopia'' and '' Varicella'', ...
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 that is developed is distributed for free, there are some commercial endeavors. In 1998,
Michael Berlyn Michael Berlyn (born 1949) is an American video game designer and writer. He is best known as an implementer at Infocom, part of the text adventure game design team. Brainwave Creations was a small game programming company started by Michael Ber ...
, a former Implementor at Infocom, started a new game company, Cascade Mountain Publishing, whose goals were to publish interactive fiction. Despite the Interactive Fiction community providing social and financial backing Cascade Mountain Publishing went out of business in 2000. Other commercial endeavours include Peter Nepstad's '' 1893: A World's Fair Mystery'', several games by Howard Sherman published as Malinche Entertainment, The General Coffee Company's ''Future Boy!,'' '' Cypher'', a graphically enhanced cyberpunk game and various titles by ''Textfyre''.
Emily Short Emily Short is an interactive fiction (IF) writer. She is perhaps best known for her debut game ''Galatea'' and her use of psychologically complex non-player characters (NPCs). Short has been called "a visionary in the world of text-based game ...
was commissioned to develop the game ''City of Secrets'' but the project fell through and she ended up releasing it herself.


Artificial Intelligence

The increased effectiveness of natural-language-generation in
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech ...
(AI) has led to instances of interactive fiction which use AI to dynamically generate new, open-ended content, instead of being constrained to pre-written material. The most notable example of this is '' AI Dungeon'', released in 2019, which generates content using the
GPT-3 Generative Pre-trained Transformer 3 (GPT-3) is an autoregressive language model that uses deep learning to produce human-like text. Given an initial text as prompt, it will produce text that continues the prompt. The architecture is a standar ...
(previously GPT-2) natural-language-generating
neural network A neural network is a network or circuit of biological neurons, or, in a modern sense, an artificial neural network, composed of artificial neurons or nodes. Thus, a neural network is either a biological neural network, made up of biological ...
, created by OpenAI.


Notable works


1970s

* '' Colossal Cave Adventure'', by Will Crowther and
Don Woods Donald Woods (1933–2001) was a South African journalist and activist. Donald or Don Woods may also refer to: * Donald Woods (actor) (1906–1998), Canadian-born American film and television actor * Donald Devereux Woods (1912–1964), British ...
, was the first text adventure ever made. * '' Adventureland'', by Scott Adams, is considered one of the defining works of interactive fiction. * The '' Zork'' series by Infocom (1979 onwards) was the first text adventure to see widespread commercial release.


1980s

* ''
Softporn Adventure ''Softporn Adventure'' is a comedic, adult-oriented text adventure game produced for the Apple II in 1981. The game was created by Charles Benton and released by On-Line Systems, later renamed Sierra On-Line. Years later, ''Softporn Adventure'' wa ...
'', by Chuck Benton, a popular adult game that inspired the '' Leisure Suit Larry'' video game series. * '' The Hobbit'', 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'', by
Steve Meretzky Steven Eric Meretzky (born May 1, 1957)
''Infocom''. Retrieved July 11, 2011.
is an American
of Infocom (1983), featured Floyd the robot, which Allen Varney claimed to be the first game character who evoked a strong emotional commitment from players. * '' Suspended'' by
Michael Berlyn Michael Berlyn (born 1949) is an American video game designer and writer. He is best known as an implementer at Infocom, part of the text adventure game design team. Brainwave Creations was a small game programming company started by Michael Ber ...
was an Infocom game with a large vocabulary and unique character personalities. * '' The Hitchhiker's Guide to the Galaxy'', by Douglas Adams and Steve Meretzky of Infocom (1984), involved the author of the original work in the reinterpretation. * ''
A Mind Forever Voyaging ''A Mind Forever Voyaging'' (''AMFV'') is a 1985 interactive fiction game designed and implemented by Steve Meretzky and published by Infocom. It is Infocom's seventeenth game. The game was intended as a polemical critique of Ronald Reagan's pol ...
'', by Steve Meretzky of Infocom (1985), a story-heavy, puzzle-light game often touted as Infocom's first serious work of science fiction. * ''
The Pawn ''The Pawn'' is an interactive fiction game for the Sinclair QL written by Rob Steggles of Magnetic Scrolls and published by Sinclair Research in 1985. In 1986, graphics were added and the game was released for additional home computers by Ra ...
'', by
Magnetic Scrolls Magnetic Scrolls was a British video game developer active between 1984 and 1990. A pioneer of audiovisually elaborate text adventure games, it was one of the two largest and most acclaimed interactive fiction developers of the 1980s. ''Magneti ...
was known for understanding complex instructions like 'PLANT THE POT PLANT IN THE PLANT POT WITH THE TROWEL'. * ''
Silicon Dreams ''Silicon Dreams'' is a trilogy of interactive fiction games developed by Level 9 Computing during the 1980s. The first game was ''Snowball'', released during 1983, followed a year later by ''Return to Eden'', and then by ''The Worm in Paradise'' ...
'', by
Level 9 Computing Level 9 was a British developer of computer software, active between 1981 and 1991. Founded by Mike, Nicholas and Pete Austin, the company produced software for the BBC Micro, Nascom, ZX Spectrum, Commodore 64, Oric, Atari, Lynx 48k, RML 380Z ...
(1986), a trilogy of interactive science fiction games. * '' Leather Goddesses of Phobos'' by
Steve Meretzky Steven Eric Meretzky (born May 1, 1957)
''Infocom''. Retrieved July 11, 2011.
is an American
, a risqué sci-fi parody from Infocom. * '' Amnesia'' (1987), by
Hugo Award The Hugo Award is an annual literary award for the best science fiction or fantasy works and achievements of the previous year, given at the World Science Fiction Convention and chosen by its members. The Hugo is widely considered the premier ...
and
Nebula Award The Nebula Awards annually recognize the best works of science fiction or fantasy published in the United States. The awards are organized and awarded by the Science Fiction and Fantasy Writers of America (SFWA), a nonprofit association of prof ...
winning science fiction and
fantasy author This is a list of fantasy authors, authors known for writing works of fantasy, fantasy literature, or related genres of magic realism, horror fiction, science fantasy. Many of the authors are known for work outside the fantasy genres. A ...
Thomas M. Disch Thomas Michael Disch (February 2, 1940 – July 4, 2008) was an American science fiction author and poet. He won the Hugo Award for Best Related Book – previously called "Best Non-Fiction Book" – in 1999, and he had two other Hugo nominatio ...
, a text-only adventure published by
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the ...
.


1990s

* '' Curses'', by Graham Nelson (1993), the first game written in the
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-code or Glulx virtual machines. Versions 1 through 5 were released betwe ...
programming language. Considered one of the first "modern" games to meet the high standards set by Infocom's best titles. * ''
DUNNET Dunnet is a village in Caithness, in the Highland area of Scotland. It is within the Parish of Dunnet. Village The village centres on the A836– B855 road junction. The A836 leads towards John o' Groats in the east and toward Thurso and ...
'', by
Ron Schnell Ronald Steven Schnell (born November 10, 1966) is an American computer programmer in Weston, Florida. He was co-founder of Mail Call in 1997 and the chief technology officer of Rand Paul's 2016 Rand Paul presidential campaign, 2016, presidential ...
(1992
eLisp Emacs Lisp is a dialect of the Lisp programming language used as a scripting language by Emacs (a text editor family most commonly associated with GNU Emacs and XEmacs). It is used for implementing most of the editing functionality built into Ema ...
port from the 1983 MacLisp original), surreal text adventure that has shipped with
GNU Emacs GNU Emacs is a free software text editor. It was created by GNU Project founder Richard Stallman, based on the Emacs editor developed for Unix operating systems. GNU Emacs has been a central component of the GNU project and a flagship project ...
since 1994, and thus comes with
Mac OS X macOS (; previously OS X and originally Mac OS X) is a Unix operating system developed and marketed by Apple Inc. since 2001. It is the primary operating system for Apple's Mac computers. Within the market of desktop and lap ...
and most Linux distributions; often mistaken for an easter egg. * ''
Anchorhead ''Anchorhead'' is a Lovecraftian horror interactive fiction game, originally written and published by Michael S. Gentry in 1998. The game is heavily inspired by the works and writing style of H.P. Lovecraft, particularly the Cthulhu mythos. ''A ...
'', by Michael S. Gentry (1998) is a highly rated horror story inspired by H. P. Lovecraft's Cthulhu Mythos. * '' Photopia'', by
Adam Cadre Adam Cadre (born February 5, 1974, in Silver Spring, Maryland) is an American writer active in a number of forms—novels, screenplays, webcomics, essays—but best known for his work in interactive fiction. Biography Cadre's 1998 piece '' Photop ...
(1998), one of the first almost entirely puzzle-free games. It won the annual
Interactive Fiction Competition The Interactive Fiction Competition (also known as IFComp) is one of several annual competitions for works of interactive fiction. It has been held since 1995. It is intended for fairly short games, as judges are only allowed to spend two hours pla ...
in 1998. * ''
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. Upon trying to leave the alley, however, ...
'', by Andrew Plotkin (1998), an award-winning espionage story with many twists and turns. * '' Varicella'' 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.


2000s

* '' Galatea'', by
Emily Short Emily Short is an interactive fiction (IF) writer. She is perhaps best known for her debut game ''Galatea'' and her use of psychologically complex non-player characters (NPCs). Short has been called "a visionary in the world of text-based game ...
(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 A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
in an interactive fiction game.
Adam Cadre Adam Cadre (born February 5, 1974, in Silver Spring, Maryland) is an American writer active in a number of forms—novels, screenplays, webcomics, essays—but best known for his work in interactive fiction. Biography Cadre's 1998 piece '' Photop ...
called Galatea "the best NPC ever". * '' 9:05'' by
Adam Cadre Adam Cadre (born February 5, 1974, in Silver Spring, Maryland) is an American writer active in a number of forms—novels, screenplays, webcomics, essays—but best known for his work in interactive fiction. Biography Cadre's 1998 piece '' Photop ...
. It is commonly seen as an easy gateway for people to get involved with interactive fiction. * '' Slouching Towards Bedlam'', by Star C. Foster and Daniel Ravipinto (2003). Set in a
steampunk Steampunk is a subgenre of science fiction that incorporates retrofuturistic technology and aesthetics inspired by 19th-century industrial steam-powered machinery. Steampunk works are often set in an alternative history of the Victorian ...
setting, the game integrates meta-game functionality (saving, restoring, restarting) into the game world itself. The game won four XYZZY Awards. * ''
The Dreamhold ''The Dreamhold'' is an interactive fiction game by Andrew Plotkin released in 2004. Its primary purpose is to be a tutorial to interactive fiction, and because of that the "core" of the game is relatively easy to finish. As an attempt to make it ...
'', by Andrew Plotkin (2004). Designed as a tutorial game for those new to IF, it provides an extensive help section. * ''
Façade A façade () (also written facade) is generally the front part or exterior of a building. It is a loan word from the French (), which means ' frontage' or ' face'. In architecture, the façade of a building is often the most important aspect ...
'' by Michael Mateas, Andrew Stern and John Grieve (2005). An interactive drama using
natural language processing Natural language processing (NLP) is an interdisciplinary subfield of linguistics, computer science, and artificial intelligence concerned with the interactions between computers and human language, in particular how to program computers to proc ...
. * ''
Fallen London ''Fallen London'', originally ''Echo Bazaar'', is a browser-based interactive narrative game developed by Failbetter Games and set in "Fallen London", an alternative Victorian London with gothic overtones. The franchise subsequently expande ...
'', also known as '' Echo Bazaar'', an open-world work of interactive fiction, by
Failbetter Games Failbetter Games is a British video game developer and interactive fiction studio based in London. History Founded in 2009 by Alexis Kennedy and Paul Arendt, Failbetter is chiefly known for its '' Fallen London'' Victorian Gothic franchise ( ...
* ''
Lost Pig ''Lost Pig'' is a comedic work of interactive fiction about an orc retrieving an escaped pig. It was created by Admiral Jota and released as freeware. It took first place in the 2007 Interactive Fiction Competition with an average score of 8. ...
'' by Admiral Jota (2007). A comedic interactive fiction about an orc finding a pig that escaped from his farm. It won best game, best writing, best individual non-player character, and best individual player character in the 2007 XYZZY Awards.


2010s

* '' Howling Dogs'' by Porpentine (2012), hypertext fiction that explores escapism. It is considered one of the most prominent Twine games and was in the 2017
Whitney Biennial The Whitney Biennial is a biennial exhibition of contemporary American art, typically by young and lesser known artists, on display at the Whitney Museum of American Art in New York City, United States. The event began as an annual exhibition ...
. * ''
A Dark Room ''A Dark Room'' is an open-source text-based role-playing game. It was originally published for web browsers by Canadian indie studio Doublespeak Games on June 10, 2013. Later that year, it was released in the App Store for iOS devices. In 2014, ...
'' by Michael Townsend (2013), text-based mystery story and idle game. The story is only told through environmental cues, rather than dialogue or exposition. * '' 80 Days'' by inkle (2014). An interactive adventure based on the novel by
Jules Verne Jules Gabriel Verne (;''Longman Pronunciation Dictionary''. ; 8 February 1828 – 24 March 1905) was a French novelist, poet, and playwright. His collaboration with the publisher Pierre-Jules Hetzel led to the creation of the '' Voyages extra ...
, it was nominated by ''TIME'' as their Game of the Year for 2014. *''
Depression Quest ''Depression Quest'' is a 2013 interactive fiction game dealing with the subject of depression. It was developed by Zoë Quinn using the Twine engine, with writing by Quinn and Patrick Lindsey, and music by Isaac Schankler. It was first relea ...
'' by
Zoë Quinn Zoë Tiberius Quinn (born 1987) is an American video game developer, programmer, and writer. Quinn developed the interactive fiction game '' Depression Quest'', which was released in 2013. In 2014, a defamatory blog post by their ex-boyfriend ...
(2014). Text-based game in which players take the place of a character who is clinically depressed. The release of the game is considered to be the catalyst of the Gamergate controversy. *'' AI Dungeon'' by Nick Walton (2019). It is notable for using artificial intelligence to dynamically generate an essentially unlimited amount of content.


Software


Development systems

The original interactive fiction ''Colossal Cave Adventure'' was programmed in Fortran, originally developed by IBM. ''Adventure''s parsers could only handle two-word sentences in the form of verb-noun pairs. Infocom's games of 1979–88, such as '' Zork'', were written using a LISP-like programming language called ZIL (Zork Implementation Language or Zork Interactive Language, it was referred to as both) that compiled into a byte code able to run on a standardized
virtual machine In computing, a virtual machine (VM) is the virtualization/ emulation of a computer system. Virtual machines are based on computer architectures and provide functionality of a physical computer. Their implementations may involve specialized h ...
called the Z-machine. As the games were text based and used variants of the same Z-machine interpreter, the interpreter only had to be ported to a
computer A computer is a machine that can be programmed to carry out sequences of arithmetic or logical operations ( computation) automatically. Modern digital electronic computers can perform generic sets of operations known as programs. These prog ...
once, rather than once each game. Each game file included a sophisticated parser which allowed the user to type complex instructions to the game. Unlike earlier works of interactive fiction which only understood commands of the form 'verb noun', Infocom's parser could understand a wider variety of sentences. For instance one might type "open the large door, then go west", or "go to the hall". With the Z-machine, Infocom was able to release most of their games for most popular home computers of the time simultaneously, including
Apple II The Apple II (stylized as ) is an 8-bit home computer and one of the world's first highly successful mass-produced microcomputer products. It was designed primarily by Steve Wozniak; Jerry Manock developed the design of Apple II's foam-m ...
,
Atari 8-bit family The Atari 8-bit family is a series of 8-bit home computers introduced by Atari, Inc. in 1979 as the Atari 400 and Atari 800. The series was successively upgraded to Atari 1200XL , Atari 600XL, Atari 800XL, Atari 65XE, Atari 130XE, Atari 800XE, ...
,
IBM PC compatible IBM PC compatible computers are similar to the original IBM PC, XT, and AT, all from computer giant IBM, that are able to use the same software and expansion cards. Such computers were referred to as PC clones, IBM clones or IBM PC clones ...
s, Amstrad CPC/ PCW (one disc worked on both machines), Commodore 64, Commodore Plus/4, Commodore 128, Kaypro
CP/M CP/M, originally standing for Control Program/Monitor and later Control Program for Microcomputers, is a mass-market operating system created in 1974 for Intel 8080/ 85-based microcomputers by Gary Kildall of Digital Research, Inc. Initi ...
, TI-99/4A,
Macintosh The Mac (known as Macintosh until 1999) is a family of personal computers designed and marketed by Apple Inc., Apple Inc. Macs are known for their ease of use and minimalist designs, and are popular among students, creative professionals, and ...
,
Atari ST The Atari ST is a line of personal computers from Atari Corporation and the successor to the Atari 8-bit family. The initial model, the Atari 520ST, had limited release in April–June 1985 and was widely available in July. It was the first per ...
, the
Amiga Amiga is a family of personal computers introduced by Commodore International, Commodore in 1985. The original model is one of a number of mid-1980s computers with 16- or 32-bit processors, 256 KB or more of RAM, mouse-based GUIs, and sign ...
and the Radio Shack
TRS-80 The TRS-80 Micro Computer System (TRS-80, later renamed the Model I to distinguish it from successors) is a desktop microcomputer launched in 1977 and sold by Tandy Corporation through their Radio Shack stores. The name is an abbreviation of ' ...
. Infocom was also known for shipping creative props, or " feelies" (and even "smellies"), with its games. During the 1990s Interactive fiction was mainly written with C-like languages, such as
TADS Text Adventure Development System (TADS) is a prototype-based domain-specific programming language and set of standard libraries for creating interactive fiction (IF) games. History The original TADS 1 was released by High Energy Software a ...
2 and
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-code or Glulx virtual machines. Versions 1 through 5 were released betwe ...
6. A number of systems for writing interactive fiction now exist. The most popular remain
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-code or Glulx virtual machines. Versions 1 through 5 were released betwe ...
,
TADS Text Adventure Development System (TADS) is a prototype-based domain-specific programming language and set of standard libraries for creating interactive fiction (IF) games. History The original TADS 1 was released by High Energy Software a ...
, or
ADRIFT Adrift may refer to: Media * Adrift (band), a Tampa, Florida-based American heavy rock band * ''Adrift'' (video game), a first-person adventure video game * "Adrift", a song by God Is an Astronaut from the album '' Ghost Tapes #10'' Film * ''A ...
, but they diverged in their approach to IF-writing during the 2000s, giving today's IF writers an objective choice. By 2006 IFComp, most games were written for Inform, with a strong minority of games for TADS and ADRIFT, followed by a small number 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 An authoring system is a program that has pre-programmed elements for the development of interactive multimedia software titles. Authoring systems can be defined as software that allows its user to create multimedia applications for manipulating m ...
usually depends on the author's desired balance of ease of use versus power, and the portability of the final product. Other development systems include: * David Malmberg's
Adventure Game Toolkit The Adventure Game Toolkit (AGT) is a development system for text based adventure games. Description It was written in 1987 by David Malmberg, based on Mark J. Welch's 1985 Generic Adventure Game System (GAGS). AGT was produced until 1992, after w ...
(AGT) *
Incentive Software Incentive Software Ltd. was a British video game developer and publisher founded by Ian Andrew in 1983. Programmers included Sean Ellis, Stephen Northcott and Ian's brother Chris Andrew. Later games were based on the company's Freescape rende ...
's
Graphic Adventure Creator Graphic Adventure Creator (often shortened to GAC) is 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, amon ...
(GAC) * Inkle's inklewriter * Professional Adventure Writer * Gilsoft's The Quill * Twine


Interpreters and virtual machines

Interpreters are the software used to play the works of interactive fiction created with a development system. Since they need to interact with the player, the "story files" created by development systems are programs in their own right. Rather than running directly on any one computer, they are programs run by Interpreters, or virtual machines, which are designed specially for IF. They may be part of the development system, or can be compiled together with the work of fiction as a standalone executable file. The Z-machine was designed by the founders of Infocom, in 1979. They were influenced by the then-new idea of a virtual Pascal computer, but replaced P with Z for Zork, the celebrated adventure game of 1977–79. The Z-machine evolved during the 1980s but over 30 years later, it remains in use essentially unchanged. Glulx was designed by Andrew Plotkin in the late 1990s as a new-generation IF virtual machine. It overcomes the technical constraint on the Z-machine by being a 32-bit rather than 16-bit processor.
Frotz The Z-machine is a virtual machine that was developed by Joel Berez and Marc Blank in 1979 and used by Infocom for its text adventure games. Infocom compiled game code to files containing Z-machine instructions (called story files or Z-code f ...
is a modern Z-machine interpreter originally written in
C (programming language) C (''pronounced like the letter c'') is a general-purpose computer programming language. It was created in the 1970s by Dennis Ritchie, and remains very widely used and influential. By design, C's features cleanly reflect the capabilities ...
by Stefan Jokisch in 1995 for DOS. Over time it was ported to other platforms, such as Unix, RISC OS, Mac OS and most recently iOS. Modern Glulx interpreters are based on "Glulxe", by Andrew Plotkin, and "Git", by Iain Merrick. Other interpreters include Zoom for Mac OS X, or for Unix or Linux, maintained by Andrew Hunter, and Spatterlight for Mac OS X, maintained by Tor Andersson.


Distribution

In addition to commercial distribution venues and individual websites, many works of free interactive fiction are distributed through community websites. These include the Interactive Fiction Database (IFDb), The Interactive Fiction Reviews Organization (IFRO), a game catalog and recommendation engine, and the Interactive Fiction Archive. Works may be distributed for playing with in a separate interpreter. In which case they are often made available in the
Blorb Blorb is a package format for interactive fiction games. Many such games incorporate resources such as sound effects, music, or pictures. Blorb's purpose is to bind these together into one file. The format was devised by Andrew Plotkin and is use ...
package format that many interpreters support. A filename ending .zblorb is a story file intended for a Z-machine in a Blorb wrapper, while a filename ending .gblorb is a story file intended for a Glulx in a Blorb wrapper. It is not common but IF files are sometimes also seen without a Blorb wrapping, though this usually means cover art, help files, and so forth are missing, like a book with the covers torn off. Z-machine story files usually have names ending .z5 or .z8, the number being a version number, and Glulx story files usually end .ulx. Alternatively, works may be distributed for playing in a
web browser A web browser is application software for accessing websites. When a user requests a web page from a particular website, the browser retrieves its files from a web server and then displays the page on the user's screen. Browsers are used o ...
. For example, the 'Parchment' project is for web browser-based IF Interpreter, for both Z-machine and Glulx files. Some software such as Twine publishes directly to
HTML The HyperText Markup Language or HTML is the standard markup language for documents designed to be displayed in a web browser. It can be assisted by technologies such as Cascading Style Sheets (CSS) and scripting languages such as JavaS ...
, the standard language used to create web pages, reducing the requirement for an Interpreter or virtual machine.


See also

* '' Get Lamp'', a documentary about interactive fiction * Graphic adventures, adventure games with roots in interactive fiction. *
Hypertext fiction Hypertext fiction is a genre of electronic literature, characterized by the use of hypertext links that provide a new context for non-linearity in literature and reader interaction. The reader typically chooses links to move from one node of text ...
*
Interactive storytelling Interactive storytelling (also known as interactive drama) is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user (a ...


Notes


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. * * Seegert, Alf. (2009), "'Doing there' vs. 'being there': performing presence in interactive fiction",
Journal of Gaming and Virtual Worlds
' 1: 1, pp. 23–37, * Robinson Wheeler, J, & Kevin, Jackson-Mead (2014), "IF Theory Reader", JRW Digital Media.


External links


Interactive Fiction Database
(IFDB), a community site where one can find personalized recommendations for IF games to play.
intfiction.org
a forum dedicated to discussing IF
The Interactive Fiction Archive
a large archive of free-to-download and play interactive fiction.
Baf's Guide to the Interactive Fiction Archive
a more user-friendly interface for the IF archive.

a timeline of events in interactive fiction history at the Brass Lantern website.
The Interactive Fiction Reviews Organization
(IFRO), huge repository for text adventure game reviews written and rated by Interactive Fiction community players and members since 2004.

a beginner's introduction and setup guide to Interactive Fiction games and interpreters
The Interactive Fiction Wiki
a MediaWiki wiki specific to Interactive Fiction.
Something about Interactive Fiction
– MobyGames examines the history (and future) of this gaming genre. * {{Video game genre Collaborative writing Role-playing game terminology