Interactive fiction (IF) is
software
Software consists of computer programs that instruct the Execution (computing), execution of a computer. Software also includes design documents and specifications.
The history of software is closely tied to the development of digital comput ...
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 novels, plays, and poems. It includes both print and digital writing. In recent centuries, ...
narratives, either in the form of
Interactive narrative
Story structure or narrative structure is the recognizable or comprehensible way in which a narrative's different elements are unified, including in a particularly chosen order and sometimes specifically referring to the ordering of the plot (n ...
s or
Interactive narrations. These works can also be understood as a form of
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
, either in the form of an
adventure game or
role-playing game
A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out ...
. In common usage, the term refers to text adventures, a type of
adventure game where the entire interface can be "
text-only",
however, graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) 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
puzzles.
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 (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 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'' 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 visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustratio ...
s, a type of
interactive narrative
Story structure or narrative structure is the recognizable or comprehensible way in which a narrative's different elements are unified, including in a particularly chosen order and sometimes specifically referring to the ordering of the plot (n ...
software popular in Japan.
Medium
Text adventures are one of the oldest types of
computer games and form a subset of the
adventure
An adventure is an exciting experience or undertaking that is typically bold, sometimes risky. Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme spo ...
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 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 recognition, handwriting and speech ...
input, although text-to-speech synthesizers allow blind and visually impaired users to play interactive fiction titles as
audio games.
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. 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), 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 ('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:
The responses from the game are usually written from a
second-person point of view, in
present tense. 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'':
[ Nelson, Graham '' Curses'', 1993.]
Many text adventures, particularly those designed for humour (such as ''
Zork
''Zork'' is a text adventure game first released in 1977 by developers Tim Anderson (programmer), Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company ...
'', ''
The Hitchhiker's Guide to the Galaxy
''The Hitchhiker's Guide to the Galaxy'' is a Science fiction comedy, comedy science fiction franchise created by Douglas Adams. Originally a The Hitchhiker's Guide to the Galaxy (radio series), radio sitcom broadcast over two series on BBC ...
'', 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, 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 a subfield of computer science and especially artificial intelligence. It is primarily concerned with providing computers with the ability to process data encoded in natural language and is thus closely related ...
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
An adventure is an exciting experience or undertaking that is typically bold, sometimes risky. Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme spo ...
'' (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 and software resources, and provides common daemon (computing), services for computer programs.
Time-sharing operating systems scheduler (computing), schedule tasks for ...
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 spoke 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, especi ...
. Crowther's original version was an accurate
simulation
A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
of part of the real life
Mammoth Cave, but also included fantasy elements (such as axe-wielding dwarves and a magic bridge).
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). Woods's changes were reminiscent of the writings of
J. R. R. Tolkien
John Ronald Reuel Tolkien (, 3 January 1892 – 2 September 1973) was an English writer and philologist. He was the author of the high fantasy works ''The Hobbit'' and ''The Lord of the Rings''.
From 1925 to 1945, Tolkien was the Rawlinson ...
, and included a troll, elves, and a volcano, which some claim is based on
Mount Doom, 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 computer networks to implement the TCP/IP protocol suite. Both technologies became the tec ...
, and has survived on the
Internet
The Internet (or internet) is the Global network, global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a internetworking, network of networks ...
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 and software resources, and provides common daemon (computing), services for computer programs.
Time-sharing operating systems scheduler (computing), schedule tasks for ...
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 op ...
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''.
''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 or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer.
Since a computer, at base, only ...
form in ''
SoftSide'', spawning legions of similar games in
BASIC
Basic or BASIC may refer to:
Science and technology
* BASIC, a computer programming language
* Basic (chemistry), having the properties of a base
* Basic access authentication, in HTTP
Entertainment
* Basic (film), ''Basic'' (film), a 2003 film
...
.
The largest company producing works of interactive fiction was
Infocom
Infocom, Inc., was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerston ...
,
which created the ''
Zork
''Zork'' is a text adventure game first released in 1977 by developers Tim Anderson (programmer), Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company ...
'' series and many other titles, among them ''
Trinity'', ''
The Hitchhiker's Guide to the Galaxy
''The Hitchhiker's Guide to the Galaxy'' is a Science fiction comedy, comedy science fiction franchise created by Douglas Adams. Originally a The Hitchhiker's Guide to the Galaxy (radio series), radio sitcom broadcast over two series on BBC ...
'' and ''
A Mind Forever Voyaging''.
In June 1977,
Marc Blank, Bruce K. Daniels,
Tim Anderson, and
Dave Lebling began writing the mainframe version of ''Zork'' (also known as ''Dungeon''), at the
MIT Laboratory for Computer Science. The game was programmed in a computer language called
MDL, a variant of
LISP
Lisp (historically LISP, an abbreviation of "list processing") is a family of programming languages with a long history and a distinctive, fully parenthesized Polish notation#Explanation, prefix notation.
Originally specified in the late 1950s, ...
.
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
Infocom, Inc., was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerston ...
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 or emulator, emulation of a computer system. Virtual machines are based on computer architectures and provide the functionality of a physical computer. Their implementations may involve ...
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
Parsing, syntax analysis, or syntactic analysis is a process of analyzing a string of symbols, either in natural language, computer languages or data structures, conforming to the rules of a formal grammar by breaking it into parts. The term '' ...
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'.
Several 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 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
Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
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'', produced in Cambridge, England, and first commercially released by
Acornsoft (later expanded and reissued by
Topologika). Other leading companies in the
UK were
Magnetic Scrolls and
Level 9 Computing. Also worthy of mention are
Delta 4,
Melbourne House, and the
homebrew company
Zenobi.
In the early 1980s
Edu-Ware also produced interactive fiction for the
Apple II
Apple II ("apple Roman numerals, two", stylized as Apple ][) is a series of microcomputers manufactured by Apple Computer, Inc. from 1977 to 1993. The Apple II (original), original Apple II model, which gave the series its name, was designed ...
as designated by the "if" graphic that was displayed on startup. Their titles included the The Prisoner (video game), ''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 (
ZX Spectrum
The ZX Spectrum () is an 8-bit computing, 8-bit home computer developed and marketed by Sinclair Research. One of the most influential computers ever made and one of the all-time bestselling British computers, over five million units were sold. ...
,
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 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'', the ''
Spellcasting'' series and ''
Gateway'' (based on
Frederik Pohl'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) – the well-known
first-person shooter
A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
action game using the
Unreal Engine 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 holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
, who published ''Unreal II'' and released for both Microsoft Windows and Microsoft's Xbox.
Many other companies such as Level 9 Computing, Magnetic Scrolls, Delta 4 and Zenobi had closed by 1992.
In 1991 and 1992,
Activision
Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
released ''
The Lost Treasures of Infocom'' in two volumes, a collection containing most of Infocom's games, followed in 1996 by ''
Classic Text Adventure Masterpieces of Infocom''.
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 (), a portmanteau of User's Network, is a worldwide distributed discussion system available on computers. It was developed from the general-purpose UUCP, Unix-to-Unix Copy (UUCP) dial-up network architecture. Tom Truscott and Jim Elli ...
newsgroup was created, and was soon followed by . By custom, the topic of is interactive fiction authorship and programming, while 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 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 or emulator, emulation of a computer system. Virtual machines are based on computer architectures and provide the functionality of a physical computer. Their implementations may involve ...
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 and similar tools.
The breakthrough that allowed the interactive fiction community to truly prosper, however, was the creation and distribution of two sophisticated development systems. In 1987, Michael J. Roberts released
TADS, a programming language designed to produce works of interactive fiction. In 1993,
Graham Nelson
Graham A. Nelson (born 1968) is a British mathematician, poet, and the creator of the Inform, Inform design system for creating interactive fiction (IF) games. He has authored several IF games, including ''Curses (computer game), Curses'' (1993) ...
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-machine, Z-code or Glulx virtual machines. Versions 1 through 5 were released ...
, a
programming language
A programming language is a system of notation for writing computer programs.
Programming languages are described in terms of their Syntax (programming languages), syntax (form) and semantics (computer science), semantics (meaning), usually def ...
and set of libraries which
compiled to a Z-Code story file. Each of these systems allowed anyone with sufficient time and dedication to create a game, and caused a growth boom in the online interactive fiction community.
Despite the lack of commercial support, the availability of high quality tools allowed enthusiasts of the genre to develop new high quality games. Competitions such as the annual
Interactive Fiction Competition for short works, the
Spring Thing for longer works, and the
XYZZY Awards, further helped to improve the quality and complexity of the games. Modern games go much further than the original "Adventure" style, improving upon Infocom games, which relied extensively on puzzle solving, and to a lesser extent on communication with non player characters, to include experimentation with writing and story-telling techniques.
While the majority of modern interactive fiction that is developed is distributed for free, there are some commercial endeavors. In 1998,
Michael Berlyn, 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. Buster Hudson, developer of ''The Wizard Sniffer'' (201''7),'' emphasized that parser-based puzzle can be used to control the pacing or develop a character.
Other commercial endeavors 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. From 2020 to 2023, she was creative director of Failbetter Games, the studio behind ''Fallen London'' and its spinoffs.
She is known for her debut game ''Galatea (computer game), Galatea'' (200 ...
was commissioned to develop the game ''City of Secrets'' but the project fell through and she ended up releasing it herself.
Notable works
* ''
Colossal Cave Adventure'', by
Will Crowther and
Don Woods.
* ''
Adventureland'', by
Scott Adams, is considered one of the defining works of interactive fiction.
* The ''
Zork
''Zork'' is a text adventure game first released in 1977 by developers Tim Anderson (programmer), Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company ...
'' series by
Infocom
Infocom, Inc., was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerston ...
(1979 onwards) was the first text adventure to see widespread commercial release.
* ''
Softporn Adventure'', 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 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 was an
Infocom
Infocom, Inc., was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerston ...
game with a large vocabulary and unique character personalities.
* ''
The Hitchhiker's Guide to the Galaxy
''The Hitchhiker's Guide to the Galaxy'' is a Science fiction comedy, comedy science fiction franchise created by Douglas Adams. Originally a The Hitchhiker's Guide to the Galaxy (radio series), radio sitcom broadcast over two series on BBC ...
'', by
Douglas Adams and Steve Meretzky of Infocom (1984), involved the author of the original work in the reinterpretation.
* ''
A Mind Forever Voyaging'', by Steve Meretzky of Infocom (1985), a story-heavy, puzzle-light game often touted as Infocom's first serious work of science fiction.
* ''
Silicon Dreams'', by
Level 9 Computing (1986), a trilogy of interactive science fiction games.
* ''
Leather Goddesses of Phobos'' by
Steve Meretzky, a risqué sci-fi parody from
Infocom
Infocom, Inc., was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerston ...
.
* ''
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 (Worldcon) and chosen by its members. The award is administered by th ...
and
Nebula Award winning science fiction and
fantasy author Thomas M. Disch, 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 former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
.
*''
Stellar Agent'' (1991), a text-based spy adventure game.
* ''
Curses'', by
Graham Nelson
Graham A. Nelson (born 1968) is a British mathematician, poet, and the creator of the Inform, Inform design system for creating interactive fiction (IF) games. He has authored several IF games, including ''Curses (computer game), Curses'' (1993) ...
(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-machine, Z-code or Glulx virtual machines. Versions 1 through 5 were released ...
programming language. Considered one of the first "modern" games to meet the high standards set by Infocom's best titles.
* ''
DUNNET'', by
Ron Schnell (1992
eLisp port from the 1983
MacLisp original), surreal text adventure that has shipped with
GNU Emacs
GNU Emacs is a text editor and suite of free software tools. Its development began in 1984 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 ...
since 1994, and thus comes with
Mac OS X and most
Linux distributions; often mistaken for an
easter egg.
* ''
Anchorhead'', by
Michael S. Gentry (1998) is a highly rated horror story inspired by
H. P. Lovecraft
Howard Phillips Lovecraft (, ; August 20, 1890 – March 15, 1937) was an American writer of Weird fiction, weird, Science fiction, science, fantasy, and horror fiction. He is best known for his creation of the Cthulhu Mythos.
Born in Provi ...
's
Cthulhu Mythos The Cthulhu Mythos is a mythopoeia and a shared fictional universe, originating in the works of American Horror fiction, horror writer H. P. Lovecraft. The term was coined by August Derleth, a contemporary correspondent and protégé of Lovecraft, t ...
.
* ''
Photopia'', by
Adam Cadre (1998), one of the first almost entirely puzzle-free games. It won the annual
Interactive Fiction Competition in 1998.
* ''
Spider and Web'', 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.
* ''
Galatea'', by
Emily Short
Emily Short is an interactive fiction (IF) writer. From 2020 to 2023, she was creative director of Failbetter Games, the studio behind ''Fallen London'' and its spinoffs.
She is known for her debut game ''Galatea (computer game), Galatea'' (200 ...
(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 in an interactive fiction game.
Adam Cadre called Galatea "the best NPC ever".
* ''
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 Applied arts, aesthetics inspired by, but not limited to, 19th-century Industrial Revolution, industrial steam engine, steam-powered machinery. Steampun ...
setting, the game integrates meta-game functionality (saving, restoring, restarting) into the game world itself. The game won four
XYZZY Awards.
* ''
The Dreamhold'', by Andrew Plotkin (2004). Designed for those new to IF, it provides an extensive help section and tutorials. Although the puzzles are not too difficult, it can be a challenge for both novice and experienced players.
* ''
Façade
A façade or facade (; ) is generally the front part or exterior of a building. It is a loanword from the French language, French (), which means "frontage" or "face".
In architecture, the façade of a building is often the most important asp ...
'' by Michael Mateas, Andrew Stern and John Grieve (2005). An interactive drama using
natural language processing
Natural language processing (NLP) is a subfield of computer science and especially artificial intelligence. It is primarily concerned with providing computers with the ability to process data encoded in natural language and is thus closely related ...
.
* ''
Lost Pig'' 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.
* ''
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 extraor ...
, it was nominated by
''TIME'' as their Game of the Year for 2014.
* ''
9:05'' by
Adam Cadre. It is commonly seen as an easy gateway for people to get involved with interactive fiction.
*
17776 by
Jon Bois. It is a "serialized speculative fiction multimedia narrative."
* ''
Black Mirror: Bandersnatch'', by
Charlie Brooker (2018). An interactive film in the science fiction
anthology series
An anthology series is a written series, radio, television, film, or video game series that presents a different story and a different set of characters in each different episode, season, segment, or short. These usually have a different ca ...
''
Black Mirror''.
The games that won both the
Interactive Fiction Competition and the
XYZZY Awards are ''
All Roads'' (2001), ''
Slouching Towards Bedlam'' (2003), ''
Vespers
Vespers /ˈvɛspərz/ () is a Christian liturgy, liturgy of evening prayer, one of the canonical hours in Catholic (both Latin liturgical rites, Latin and Eastern Catholic liturgy, Eastern Catholic liturgical rites), Eastern Orthodox, Oriental O ...
'' (2005), ''
Lost Pig'' (2007), ''
Violet'' (2008), ''Aotearoa'' (2010), ''Coloratura'' (2013), and ''
The Wizard Sniffer'' (2017).
Software
Development systems
The original Interactive fiction Colossal Cave Adventure was programmed in
Fortran, originally developed by
IBM
International Business Machines Corporation (using the trademark IBM), nicknamed Big Blue, is an American Multinational corporation, multinational technology company headquartered in Armonk, New York, and present in over 175 countries. It is ...
. Adventure's parsers could only handle two-word sentences in the form of verb-noun pairs.
Infocom
Infocom, Inc., was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerston ...
's games of 1979–88, such as
Zork
''Zork'' is a text adventure game first released in 1977 by developers Tim Anderson (programmer), Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company ...
, were written using a
LISP
Lisp (historically LISP, an abbreviation of "list processing") is a family of programming languages with a long history and a distinctive, fully parenthesized Polish notation#Explanation, prefix notation.
Originally specified in the late 1950s, ...
-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 or emulator, emulation of a computer system. Virtual machines are based on computer architectures and provide the functionality of a physical computer. Their implementations may involve ...
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 Computer programming, programmed to automatically Execution (computing), carry out sequences of arithmetic or logical operations (''computation''). Modern digital electronic computers can perform generic set ...
once, rather than once each game. Each game file included a sophisticated
parser
Parsing, syntax analysis, or syntactic analysis is a process of analyzing a string of symbols, either in natural language, computer languages or data structures, conforming to the rules of a formal grammar by breaking it into parts. The term '' ...
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 computer
Home computers were a class of microcomputers that entered the market in 1977 and became common during the 1980s. They were marketed to consumers as affordable and accessible computers that, for the first time, were intended for the use of a s ...
s of the time simultaneously, including
Apple II
Apple II ("apple Roman numerals, two", stylized as Apple ][) is a series of microcomputers manufactured by Apple Computer, Inc. from 1977 to 1993. The Apple II (original), original Apple II model, which gave the series its name, was designed ...
, Atari 8-bit computers, IBM PC compatibles, Amstrad CPC/Amstrad PCW, PCW (one disc worked on both machines),
Commodore 64,
Commodore Plus/4
The Commodore Plus/4 is a home computer released by Commodore International in 1984. It was part of the Commodore 264 series, which also included the Commodore 16 and Commodore 116 models. The Plus/4 was marketed as "the productivity computer wit ...
,
Commodore 128,
Kaypro
Kaypro Corporation was an American home and personal computer manufacturer based in Solana Beach, California, in the 1980s. The company was founded by Non-Linear Systems (NLS) to compete with the popular Osborne 1 portable microcomputer. Kaypro ...
CP/M,
TI-99/4A,
Macintosh
Mac is a brand of personal computers designed and marketed by Apple Inc., Apple since 1984. The name is short for Macintosh (its official name until 1999), a reference to the McIntosh (apple), McIntosh apple. The current product lineup inclu ...
,
Atari ST
Atari ST is a line of personal computers from Atari Corporation and the successor to the company's Atari 8-bit computers, 8-bit computers. The initial model, the Atari 520ST, had limited release in April–June 1985, and was widely available i ...
,
Amiga, and
TRS-80
The TRS-80 Micro Computer System (TRS-80, later renamed the Model I to distinguish it from successors) is a desktop microcomputer developed by American company Tandy Corporation and sold through their Radio Shack stores. Launched in 1977, it is ...
.
During the 1990s Interactive fiction was mainly written with C-like languages, such as
TADS 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-machine, Z-code or Glulx virtual machines. Versions 1 through 5 were released ...
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-machine, Z-code or Glulx virtual machines. Versions 1 through 5 were released ...
,
TADS, or
ADRIFT, 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 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 (AGT)
*
Incentive Software's
Graphic Adventure Creator (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
Infocom, Inc., was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerston ...
, 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 is a modern Z-machine interpreter originally written in
C (programming language)
C (''pronounced'' '' – like the letter c'') is a general-purpose 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 of ...
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 ...
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, often shortened to browser, is an application 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 scr ...
. 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
Hypertext Markup Language (HTML) is the standard markup language for documents designed to be displayed in a web browser. It defines the content and structure of web content. It is often assisted by technologies such as Cascading Style Sheets ( ...
, the standard language used to create
web pages, reducing the requirement for an Interpreter or virtual machine.
See also
*
Hypertext fiction
*
Electronic literature
Electronic literature or digital literature is a genre of literature where digital capabilities such as interactivity, multimodality or Generative literature, algorithmic text generation are used aesthetically. Works of electronic literature ar ...
*
Visual novel
A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustratio ...
, interactive fiction with graphics.
*
*
Gamebook
A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Each narrative typically does not ...
*
Graphic adventures, adventure games with roots in interactive fiction.
*
Multi-User Dungeon
A multi-user dungeon (MUD, ), also known as a multi-user dimension or 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-based or storybo ...
(MUD), which may be considered as a kind of multiplayer or collaborative interactive fiction.
*
Role-playing game
A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out ...
s, which are occasionally described as another form of interactive fiction.
*
Interactive storytelling
*
Get Lamp, a documentary about interactive fiction
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
a timeline of events in interactive fiction history at the Brass Lantern website.
a large archive of free-to-download and play interactive fiction (random mirror).
Interactive Fiction Database(IFDB), a community site where one can find personalized recommendations for IF games to play.
a beginner's introduction and setup guide to Interactive Fiction games and interpreters
The Interactive Fiction Wiki a MediaWiki wiki specific to Interactive Fiction.
SPAG the quarterly e-zine of the Society for the Promotion of Adventure Gaming
The Interactive Fiction Technology Foundation ensure the ongoing maintenance, improvement, and preservation of the tools and services crucial to the creation and distribution of interactive fiction
{{DEFAULTSORT:Interactive Fiction
Adventure games
Fiction forms
Interactive narrative
Storytelling
Genres of electronic literature