Shaping Stories and Building Worlds on Interactive Fiction Platforms Alex Mitchell Nick Montfort Communications and New Media Programme Program in Writing & Humanistic Studies National University of Singapore Massachusetts Institute of Technology
[email protected] [email protected] ABSTRACT simulates an intricate, systematic world full of robots, made of Adventure game development systems are platforms from the components and functioning together in curious ways. The world developer’s perspective. This paper investigates several subtle model acts in ways that are mechanical and nested, making the differences between these platforms, focusing on two systems for code’s class structure seemingly evident as one plays the game. In interactive fiction development. We consider how these platform contrast, Emily Short’s Savoir-Faire (2002), written in Inform 6 differences may have influenced authors as they developed and of similar complexity, exhibits less obvious inheritance and systems for simulation and storytelling. Through close readings of compartmentalization. This game offers the possibility of magical Dan Shiovitz’s Bad Machine (1998), written in TADS 2, and relationships between objects that have similar appearance, Emily Short’s Savoir-Faire (2002), written in Inform 6, we objects which can be linked by the player character. Inform 6 uses discuss how these two interactive fiction authoring systems may attributes and properties more heavily, and sub-classing less often, have influenced the structure of simulated story worlds that were to determine behaviour, an approach which relates to the type of built in them. We extend this comparative approach to larger sets similarity which governs the game’s magic system. We follow of games, looking at interactive wordplay and the presentation of this comparison with an extension to other games, comparing information within the story.