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Alan Adventure System V3.0
The ALAN Adventure Language Reference Manual Version 3.0beta2 Alan Adventure System - Reference Manual This version of the manual was printed on September 26, 2011 - ii - Alan Adventure System - Reference Manual Table of Contents 1 INTRODUCTION.........................................................................11 1.1 Programmer’s Pitch........................................................................................................12 1.2 To the Reader.................................................................................................................12 2 CONCEPTS......................................................................................13 2.1 What Is An Adventure?................................................................................................13 2.2 Elements Of Adventures.................................................................................................15 2.3 Alan Fundamentals.......................................................................................................16 What Is A Language?....................................................................................................................................16 The Alan Idea..................................................................................................................................................18 What’s Happening?........................................................................................................................................18 The Map..........................................................................................................................................................19 -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
14. Riddle Machines: the History and Nature of Interactive Fiction
Nick Montfort Riddle Machines: The History and Nature of Interactive Fiction 14. Riddle Machines: The History and Nature of Interactive Fiction Nick Montfort Introduction The genre that has also been labeled "text adventure" and "text game" is stereotypically thought to offer dungeons, dragons, and the ability for readers to choose their own adventure. While there may be dragons here, interactive fiction (abbreviated "IF") also offers utopias, revenge plays, horrors, parables, intrigues, and codework, and pieces in this form resound with and rework Gilgamesh, Shakespeare, and Eliot as well as Tolkien. The reader types in phrases to participate in a dialogue with the system, commanding a character with writing. Beneath this surface conversation, and determining what the computer narrates, there is the machinery of a simulated world, capable of drawing the reader into imagining new perspectives and understanding strange systems. Interactive fiction works can be challenging for literary readers, even those interested in other sorts of electronic literature, because of the text-based interface and because of the way in which these works require detailed exploration, mapping, and solution. Works in this form are often less visually rewarding, and the rewards they do offer are only attained with time and effort. But text-based interactive fiction has provided some of the most the intricate and compelling literary simulations yet developed. Understanding how interactive fiction works, and how it has developed over the past three decades, is an essential part of the puzzle of literary computing. Characteristics of interactive fiction Formally, a work of interactive fiction (often called a "game," even if it does not exhibit the typical qualities of a game) is an interactive computer program. -
The Post Infocom Text Adventure Collection
The Post Infocom Text Adventure Collection Many of us played and loved the text adventures produced by Infocom in the 1980’s. They were rich in story and puzzles, and contained some excellent writing. In the years since Infocom’s demise in 1989, there have been a lot of good games produced using the Z-Machine - the game format that Infocom was using. This gives us a chance to make these modern-day games run on the computers of the 80’s, like the Commodore 64. I decided to create a collection of Z-machine games for the C64, and this is it. All in all, it’s 31 games, released in 1993-2015. Each game has been put into its own directory, in which is also an empty disk for game saves and a file called AUTOSWAP.LST to make life easier for people using the SD2IEC diskdrive substitute. If you haven’t played text adventures before, or feel that you never got the hang of it, you should read the chapter How to play a text adventure. If you want more of a background on Infocom and the game format they used, you should read the chapter about The Zork Machine at the end of this document. There is also a chapter about the process of porting Z-machine games to the C64 and, finally, a chapter about writing your own games. I created this documentation as a PDF, so that you could easily print it out and keep it nearby if you’re enjoying the collection on a real C64. -
IF Theory Reader
IF Theory Reader edited by Kevin Jackson-Mead J. Robinson Wheeler > Transcript On Press Boston, MA All authors of articles in this book retain their own copyrights. Neither the editors nor the publisher make any copyright claims. Version 1, March 2011. Version 2, April 2011. Please send corrections to [email protected]. Contents Preface Crimes Against Mimesis 1 Roger S. G. Sorolla Theory Toward a Theory of Interactive Fiction 25 Nick Montfort Characterizing, If Not Defining, Interactive Fiction 59 Andrew Plotkin not that you may remember time: Interactive Fiction, Stream-of-Consciousness Writing, and Free Will 67 Mark Silcox 2 Brief Dada Angels 89 Ryan Stevens, writing as Rybread Celsius Object Relations 91 Graham Nelson IF as Argument 101 Duncan Stevens The Success of Genre in Interactive Fiction 111 Neil Yorke-Smith Parser at the Threshold: Lovecraftian Horror in Interactive Fiction 129 Michael Gentry Distinguishing Between Game Design and Analysis: One View 135 Gareth Rees Natural Language, Semantic Analysis, and Interactive Fiction 141 Graham Nelson Afterword: Five Years Later 189 Graham Nelson Craft Challenges of a Broad Geography 203 Emily Short Thinking Into the Box: On the Use and Deployment of Puzzles 229 Jon Ingold PC Personality and Motivations 249 Duncan Stevens Landscape and Character in IF 261 Paul O’Brian Hint Development for IF 279 Lucian Smith Descriptions Constructed 291 Stephen Granade Mapping the Tale: Scene Description in IF 299 J. Robinson Wheeler Repetition of Text in Interactive Fiction 317 Jason Dyer NPC Dialogue Writing 325 Robb Sherwin NPC Conversation Systems 331 Emily Short History 10 Years of IF: 1994–2004 359 Duncan Stevens The Evolution of Short Works: From Sprawling Cave Crawls to Tiny Experiments 369 Stephen Granade History of Italian IF 379 Francesco Cordella Racontons une histoire ensemble: History and Characteristics of French IF 389 Hugo Labrande Preface This is a book for which people in the interactive fiction community have been waiting for quite some time. -
Z-Machine and Descendants
Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Glk! A universal user interface! for interactive fiction! Relatively universal, anyhow. Universal-ish. # 1 Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Andrew Plotkin [email protected] http://zarfhome.com/ https://github.com/erkyrath @zarfeblong on Twitter Glk, Glulx, Hadean Lands, System’s Twilight, Spider and Web, Capture the Flag with Stuff, Shade, this t-shirt I’m wearing, Seltani, The Dreamhold, Branches and Twigs and Thorns, quite a lot of adventure game reviews, Praser 5, Boodler, A Change in the Weather, an imperfect diagram of the Soul Reaver timeline, Dual Transform, Draco Concordans, and you know how that game Mafia is also called Werewolf? Ok, funny story there — # 2 Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Zork 1 (Infocom) # 3 GrueFacts™: A grue can eat doughnuts indefinitely. Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Z-machine and descendants 1979: Z-machine design 1980: Z-machine version 3 (Zork 1) 1985: Z-machine version 4 (A Mind Forever Voyaging) 1987: ITF (first open-source Z-interpreter) 1988: Z-machine version 6 (Zork Zero) 1989: Infocom shuts down 1993: Inform (Curses) 1994: Inform 5 1996: Inform 6 1997: Glk spec 1999: Glulx spec 2006: Inform 7 2008: Parchment (first Javascript Z-interpreter) # 4 GrueFacts™: The first grue to swim around the world was named Amelia Nosewig. Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 XZip (Curses, Graham Nelson) # 5 GrueFacts™: Grues live an average of 67 years, after which they retire to Iceland. -
IF XML Metadata Format
**Draft** Interactive Fiction XML metadata format Version 1.0 (Draft) August 3, 2005 by Andrew Hunter Contents 1 Introduction 2 1.1 Who should use this format? ................................ 2 2 The format 3 2.1 The root element: ifindex .................................. 3 2.2 The story tag: story ..................................... 3 2.3 The story identification tag: identification ......................... 3 2.3.1 Example ...................................... 4 2.3.2 Z-Code identification tag: zcode .......................... 4 2.3.3 Glulx identification ................................. 4 2.3.4 MD5 identification ................................. 5 2.4 The metadata tags ...................................... 5 3 Optional modules 7 3.1 The feelies module ..................................... 7 3.2 The comments module ................................... 7 3.3 The resources module .................................... 7 3.4 The review module ..................................... 8 4 Parsing notes 9 5 Attaching metadata 10 5.1 To z-code games ...................................... 10 5.2 In filesystem metadata ................................... 10 5.3 To archive sites ....................................... 10 5.4 To review sites ....................................... 10 1 1 Introduction The original inspiration of this format is an improvement on the existing interactive fiction cataloguing system in Zoom. The original design for this used a text file with an arbitrary format, mainly designed for storing interpreter settings. It was also capable of storing some limited metadata along with stories, in particular a full title for the story, which was used in the interpreter’s title bar, and also to provide a simple menu of stories. This format is intended to provide a more advanced indexing system for stories. It deals specifically with metadata aspects of stories, leaving interpreter configuration issues up to specific interpreters. This release (1.0) will be implemented in the 1.0.2 release of Zoom. -
2017 B.Voc. Sdsa
BACHELOR OF VOCATION (SOFTWARE DEVELOPMENT AND SYSTEM ADMINISTRATION) SYLLABUS - 2017 ST.JOSEPH’S COLLEGE (AUTONOMOUS) Special Heritage Status Awarded by UGC Accredited at “A” Grade (3rd Cycle) by NAAC College with Potential for Excellence by UGC TIRUCHIRAPPALLI – 620 002, INDIA 1 Page COURSE PATTERN B. VOC. PROGRAMME - SOFTWARE DEVELOPMENT AND SYSTEM ADMINISTRATION NSQF LEVEL 4: Junior Software Developer General Skill Sem Part Subjects Subject Code Type Education Credits Component Component GE Language-I 17USS110001 Theory 2 - 2 Language II: English GE 17USS120101 Theory 2 - 2 – I Core - GE C Programming 17USS130201 3 - 3 Theory Foundations of Allied- GE 17USS130401 3 - 3 I Computer Science Theory Essentials of GE 17USS141001 2 2 Humanity Junior Software Theory 8 8 SC Developer SSC/ Q 0508 - Practical 10 10 Total for Semester I 12 18 30 Language-I : Tamil I /Hindi –I /Sanskrit – I/French-I NSQF LEVEL 5: Web developer General Skill Sem GE/SC Subjects Subject Code Type Education Component Credits Component GE Language I 17USS210002 Theory 2 2 Language II : GE 17USS220102 Theory 2 2 English – II User Interface Core - GE 17USS230202 3 - 3 Design Theory Graphics Design Allied- II GE 17USS230402 3 - 3 Using Photoshop Theory Environmental GE 17USS241002 2 2 Science SC Web Developer Theory 8 8 SSC/ Q 0503 Practical 10 10 Total for Semester II 12 18 30 Language-I : Tamil II /Hindi –II /Sanskrit – II/French-II 2 NSQF LEVEL 6: Master Trainer for Software Developer General Skill Sem GE/SC Subjects Subject Code Type Education Credits Component Component -
Infocom-Type Games 10Lndns Z5 1-2-3 Z5 Title: 1,2,3.. Author: Chris
Infocom-type Games 10lndns_z5 1-2-3_z5 Title: 1,2,3.. Author: Chris Mudd Horror adventure where you are a serial killer. 905_z5 Title: 9:05 Author: Adam Cadre Slice of life abent_z5 Title: Abenteur Author: William Crowther, Don Woods, Graham Nelson, and Toni Arnold Classic “Adventure” game in German. acid_z5 Title: Acid Whiplash Author: Ryan Stevens and Cody Sandier Surreal adventure game acorncourt_z5 Title: The Acorn Court Author: Todd S. Murchison A small, one-location game in which you must escape from a court. The game shows Inform's capability of handling multiple equal objects. Advent_z5 Title: Adventure Author: William Crowther and Donald Woods The original Adventure game from 1978. Adventureland_z5 Title: Adventure Land Author: Scott Adams Wander through an enchanted realm and try to uncover the 13 lost treasures. There are wild animals and magical beings to reckon with as well as many other perils and mysteries. (1978) adverbum_z5 Title: Ad Verbum Author: Nick Montfort "With the cantankerous Wizard of Wordplay evicted from his mansion, the worthless plot can now be redeveloped. The city regulations declare, however, that the rip-down job can't proceed until all the items within had been removed.” ADVLAND_Z5 Title: Adventureland Author: Scott Adams ADVSAMP_Z5 Title: Adventureland (Sample) Author: Scott Adams agb_z5 Title: A Good Breakfast Author: Stuart Adair You are longing for a good breakfast, but where do you get the ingredients from? Aisle_z5 Title: Aisle Author: Sam Barlow "Late Thursday night. You've had a hard day and the last thing you need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly. -
Riddle Machines: the History and Nature of Interactive Fiction
Riddle Machines: The History and Nature of Interactive Fiction The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Montfort, Nick. "Riddle Machines: The History and Nature of Interactive Fiction." A Companion to Digital Literary Studies, edited by Ray Siemens and Susan Schreibman, John Wiley & Sons Ltd, 2013, 267-282. © 2013 Ray Siemens and Susan Schreibman As Published http://dx.doi.org/10.1002/9781405177504.ch14 Publisher John Wiley & Sons, Ltd Version Author's final manuscript Citable link https://hdl.handle.net/1721.1/129076 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike Detailed Terms http://creativecommons.org/licenses/by-nc-sa/4.0/ Nick Montfort Riddle Machines: The History and Nature of Interactive Fiction 14. Riddle Machines: The History and Nature of Interactive Fiction Nick Montfort Introduction The genre that has also been labeled "text adventure" and "text game" is stereotypically thought to offer dungeons, dragons, and the ability for readers to choose their own adventure. While there may be dragons here, interactive fiction (abbreviated "IF") also offers utopias, revenge plays, horrors, parables, intrigues, and codework, and pieces in this form resound with and rework Gilgamesh, Shakespeare, and Eliot as well as Tolkien. The reader types in phrases to participate in a dialogue with the system, commanding a character with writing. Beneath this surface conversation, and determining what the computer narrates, there is the machinery of a simulated world, capable of drawing the reader into imagining new perspectives and understanding strange systems. Interactive fiction works can be challenging for literary readers, even those interested in other sorts of electronic literature, because of the text-based interface and because of the way in which these works require detailed exploration, mapping, and solution. -
Interactive Fiction for GUI Prototyping
Portland State University PDXScholar Computer Science Faculty Publications and Presentations Computer Science 6-2013 GUInform: Interactive Fiction for GUI Prototyping Tesca Fitzgerald Portland State University, [email protected] Follow this and additional works at: https://pdxscholar.library.pdx.edu/compsci_fac Part of the Graphics and Human Computer Interfaces Commons Let us know how access to this document benefits ou.y Citation Details Fitzgerald, Tesca, "GUInform: Interactive Fiction for GUI Prototyping" (2013). Computer Science Faculty Publications and Presentations. 209. https://pdxscholar.library.pdx.edu/compsci_fac/209 This Technical Report is brought to you for free and open access. It has been accepted for inclusion in Computer Science Faculty Publications and Presentations by an authorized administrator of PDXScholar. Please contact us if we can make this document more accessible: [email protected]. GUInform: Interactive Fiction for GUI Prototyping Tesca Fitzgerald Portland State University P.O. Box 751 Portland, OR 97207 [email protected] ABSTRACT process. There are many methods of rapidly prototyping a graphical user interface (GUI), the most prominent being paper pro- In this paper, I evaluate the uses, features, and drawbacks totyping and wireframe prototyping. In paper prototyping, of paper prototyping and wireframe prototyping. I discuss the developer creates a physical GUI prototype using simple the background of Interactive Fiction (IF) systems, followed materials such as paper, pencils, and tabbed cards. Paper by an introduction of a new method of interactive prototyp- prototyping, while easy to implement, leads to unrealistic ing using the Inform 7 IF description language for rapidly and awkward user interaction. Wireframe prototyping in- prototyping GUIs. -
The Inform Designer's Manual
Cited Works of Interactive Fiction The following bibliography includes only those works cited in the text of this book: it makes no claim to completeness or even balance. An index entry is followed by designer's name, publisher or organisation (if any) and date of first substantial version. The following denote formats: ZM for Z-Machine, L9 for Level 9's A-code, AGT for the Adventure Game Toolkit run-time, TADS for TADS run-time and SA for Scott Adams's format. Games in each of these formats can be played on most modern computers. Scott Adams, ``Quill''-written and Cambridge University games can all be mechanically translated to Inform and then recompiled as ZM. The symbol marks that the game can be downloaded from ftp.gmd.de, though for early games} sometimes only in source code format. Sa1 and Sa2 indicate that a playable demonstration can be found on Infocom's first or second sampler game, each of which is . Most Infocom games are widely available in remarkably inexpensive packages} marketed by Activision. The `Zork' trilogy has often been freely downloadable from Activision web sites to promote the ``Infocom'' brand, as has `Zork: The Undiscovered Underground'. `Abenteuer', 264. German translation of `Advent' by Toni Arnold (1998). ZM } `Acheton', 3, 113 ex8, 348, 353, 399. David Seal, Jonathan Thackray with Jonathan Partington, Cambridge University and later Acornsoft, Topologika (1978--9). `Advent', 2, 47, 48, 62, 75, 86, 95, 99, 102, 105, 113 ex8, 114, 121, 124, 126, 142, 146, 147, 151, 159, 159, 179, 220, 221, 243, 264, 312 ex125, 344, 370, 377, 385, 386, 390, 393, 394, 396, 398, 403, 404, 509 an125.