Ries—In This Case, Strega by Andrew Vachss—When the Briefest IF Mention Jumped out at Me
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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? . -
Now That I've Cleared out the New
Issue #14 The Magazine for Interactive Fiction Enthusiasts Now that I’ve cleared out the New Year’s Eve party detritus — the confetti is swept, the empty champagne bottles tucked in with the recyclable trash — I’d like to venture forth with a 1998 proposition, not so much a resolution, for the IF commu- nity: let’s turn the now-yearly IF competition into a biennial event, celebrated every two years perhaps much like the Olympics are now. The benefits are readily apparent: IF programmers could have twice as long to fine-tune their entries, investing more time in thoughtful writing, elegant puzzle design, fleshed-out storylines, and better bug-testing; more aspiring programmers would toss their hats in the ring; while the rest of the IF fans would have more time to enjoy and methodically explore each new competition game — savoring more fully developed, memorable games instead of hurrying through too many games that, while generally well-conceived, were too rushed through development (to meet competition deadlines) to prove really enjoyable. Contents: While many IF fans have more free time than I do — and anyone who’s stayed tuned this long for XYZZYnews’s uneven Top 10 Picks for IF on the Web ................2 publishing schedule knows that I haven’t much to spare — just as many face even heavier demands from their work, family, Letters.......................3 school, and other obligations. So let’s give ourselves a collec- The Effects of tive break...! Many of us took years to finish Zork, Adventure, ‘XYZZY’ in the 1997 Trinity, and the other classic text adventures. -
The New Zork Times Dark – Carry a Lamp VOL
“All the Grues New Zork Area Weather: That Fit, We Print” The New Zork Times Dark – carry a lamp VOL. 3. .No. 1 WINTER 1984 INTERNATIONAL EDITION SORCERER HAS THE MAGIC TOUCH InfoNews Roundup New Game! Hint Booklets Sorcerer, the second in the In December, Infocom's long- Enchanter series of adventures in the awaited direct mail operation got mystic arts, is now available. The underway. Many of the functions game was written by Steve formerly provided by the Zork Users Meretzky, whose hilarious science Group were taken over by Infocom. fiction game, Planetfall, was named Maps and InvisiClues hint booklets by InfoWorld as the Best Adventure were produced for all 10 of Game of 1983. In Sorcerer, you are a Infocom's products. The games member of the prestigious Circle of themselves were also made available Enchanters, a position that you primarily as a service to those of you achieved in recognition of your in remote geographical areas and to success in defeating the Warlock those who own the less common Krill in Enchanter. computer systems. When the game starts, you realize Orders are processed by the that Belboz, the Eldest of the Circle, Creative Fulfillment division of the and the most powerful Enchanter in DM Group, one of the most the land, has disappeared. Perhaps he respected firms in direct mail. Their has just taken a vacation, but it facilities are in the New York metro- wouldn't be like him to leave without politan area, which explains the letting you know. You remember strange addresses and phone num- that he has been experimenting with bers you'll see on the order forms. -
List of Different Digital Practices 3
Categories of Digital Poetics Practices (from the Electronic Literature Collection) http://collection.eliterature.org/1/ (Electronic Literature Collection, Vol 1) http://collection.eliterature.org/2/ (Electronic Literature Collection, Vol 2) Ambient: Work that plays by itself, meant to evoke or engage intermittent attention, as a painting or scrolling feed would; in John Cayley’s words, “a dynamic linguistic wall- hanging.” Such work does not require or particularly invite a focused reading session. Kinetic (Animated): Kinetic work is composed with moving images and/or text but is rarely an actual animated cartoon. Transclusion, Mash-Up, or Appropriation: When the supply text for a piece is not composed by the authors, but rather collected or mined from online or print sources, it is appropriated. The result of appropriation may be a “mashup,” a website or other piece of digital media that uses content from more than one source in a new configuration. Audio: Any work with an audio component, including speech, music, or sound effects. CAVE: An immersive, shared virtual reality environment created using goggles and several pairs of projectors, each pair pointing to the wall of a small room. Chatterbot/Conversational Character: A chatterbot is a computer program designed to simulate a conversation with one or more human users, usually in text. Chatterbots sometimes seem to offer intelligent responses by matching keywords in input, using statistical methods, or building models of conversation topic and emotional state. Early systems such as Eliza and Parry demonstrated that simple programs could be effective in many ways. Chatterbots may also be referred to as talk bots, chat bots, simply “bots,” or chatterboxes. -
Zorklegacy-Manual
TABLE 0F C0nTEnTs l0RK nEihESiS Minimum Syscem Requiremencs . .. .. ... .... .. .. .. .. .. ... ... ......... ... 1 lnuoduction ......... .. ........... ........................... ..........2 Geeting Scarred .................. ... ........................ .............5 How co Play Zork Nemesis ............................ ....................7 lnscalling Zork Nemesis for Windows• 95 ..................................... 14 Windows 95 Troubleshooting .............................................. 18 Au co Play . ..................................... ... ........... .. ...... 18 DireccX 3 ... .. .............. ... ......... ..... ... ... .. ...... ... .. ...20 Problems and Solutions .................. .. .. .. ..... .. ..... ... ... .. .. .22 lnscalling Zork Nemesis for MS-DOS• . ...... .. .. .. ..... .. .. ...... ... ..24 MS-DOS Troubleshooting ................................................31 Memory ... ... ................... .... ......... .. ........ .. .. .. .....31 Creacing a Boot Disk ............... ......... ...... ...... .... .. .. ....... .32 Video . ..... .. ... ... .. ....................................... .. ....37 QSound~ .. .. .. .......... ......... ... ................ .. ..... ..... ..39 RETURIT T0 l0RK Installing Recurn co Zork ........ .. ... .... .. ......... .............. ..... .42 Installing Return to Zork for Windows 95 ............... .. ......... ...... .. .45 Instructions for Advanced Users ...... ....... .. ......... ....... ......... 57 Troubleshooting Guide ...................................................60 -
The New Zork Times by Brief but Savage Downpour
® “All the Gnus Weather: Thic fog, followed That Fit, We Print” The New Zork Times by brief but savage downpour. VOL. 4. .No. 2 —SUMMER 1985— INTERFERON EDITION New Release: A Mind Forever Voyaging A Mind Forever Voyaging, the first were to be introduced. While you're advanced-level Science Fiction story busy exploring the future, the scien- from Infocom, is for true text- tists and programmers who created adventure buffs. Why? Because it you are honing and perfecting the has more locations to visit (several simulation's parameters. Thus, as the hundred), more things to do, more story progresses, you can travel responses, and a large vocabulary further and further in time, watching (1800+ words) than any of our previ- Rockvil prosper as the Plan ously released products. succeeds, or perish as it fails. Only The story takes place in 21st- you can tell on what course the century Rockvil, South Dakota. The country sets itself by adopting the United States of North America has Plan. fallen prey to incredibly high unem- While there are several puzzles to ployment and crime rates. Political keep players on their toes, designer indiffererence, perhaps caused by Steve Meretzky (author of Planetfall backward educational systems or and Sorcerer, and co-author of The diminishing national resources, has Hitchhiker's Guide to the Galaxy) Items from Dr. Perleman’s desk are contained in every A Mind Forever swept the nation. Exploiting this op- concentrated more on immersing the Voyaging package. portunity, Senator Richard Ryder has player in a vast, highly detailed, develop (sic) the Plan for a Renewed realistic world; a vision of the National Purpose, stressing patriot- destiny of mankind. -
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. -
Shaping Stories and Building Worlds on Interactive Fiction Platforms
Shaping Stories and Building Worlds on Interactive Fiction Platforms The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Mitchell, Alex, and Nick Monfort. "Shaping Stories and Building Worlds on Interactive Fiction Platforms." 2009 Digital Arts and Culture Conference (December 2009). As Published http://simonpenny.net/dac/day2.html Publisher Digital Arts and Culture Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/100288 Terms of Use Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. 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. -
Atari Classics V2n6 December 1993
Vol. 2 No. 6 December 1993 The Magazine for the Dedicated 8-Bit User In this Issue: Super Video 2.1XL (for all 0 Super Video for the 130XE Color Tuning Utility Color and the Clock TTL Video for All 8-Bits! Exploring the Wild FONTier 80-Column Switcher Rev. 2 Use A Multisync Monitor : : : : : : ; ; >; ; : : : League Organiser :v: : ; :vj|.\ ...and more •x>.>;:^r:-^ v.w \ Av.w v.y v.y.-.;.v.\v. >. .•<%V>.V.V. Hackers! Warm Up Your Soldering Iron! IT'S TIME FOR THE ANNUAL NOW is the time to stock on those upgrades Our sale last year was such a success we've decided to do it again! 1050 disk drive upgrades: XUXE upgrades: The Super Archiver orig. $69.95, now 2 UltraSpeed Plus OS orig. $69.95, now $54.95! (Double Density disk edit and backup tool, high speed. (High speed, ramdisk support, translator, must-have OS! Add$5fors/h.) Add $5 for s/h.) The Super Archiver II orig. $99.95, now $79.95! The Multiplexer orig. $199.95, now $149.95 (Super Archiver plus Enhanced density backup (Share your hard disk with 2 or more 8-bits! Add $5 for s/h.) Add $5 for s/h.) Extra cards for Multiplexer ..... orig. $89.95, The Bit-Writer orig. $79.95, now $59.95! (Backup t< The Black Box orig. $199.95, now $179.95 (The ultimate HD, R:, and P: interface! Add $8 for s/h.) t* Buy both the Super Archkr and Bit-Writerfor $129,951 U The Floppy Board orig. $149.95, now $134.95 (Fastest floppy interface! Use with the Black Box. -
TADS-A CFD-Based Turbomachinery and Analysis Design System with GUI Volume I--Method and Results
j/l _ 7 NASA Contractor Report 198440 ( -_ e/ i" TADS-A CFD-Based Turbomachinery and Analysis Design System With GUI Volume I--Method and Results D.A. Topp, R.A. Myers, and R.A. Delaney Allison Engine Company Indianapolis, Indiana (NASA-CR-198440) TADS: A CFD-BASED TURBOMACHTNERY AND ANALYSTS DESIGN SYSTEM WITH GUT. VOLUME 1: METHOD AND RESULTS Final Report (A1|ison Engine Co.) 121 p G3107 0099810 December 1995 Prepared for Lewis Research Center Under Contract NAS3-25950 National Aeronautics and Space Administration Contents 1 Summary 1 2 Introduction 3 3 Analysis Coupling 7 3.1 Solution Procedure ........................ 7 3.2 Programming Philosophy and Standards ............ 10 3.2.1 File Naming Convention ................. 11 3.2.2 Data Standards ...................... 11 3.2.3 Coordinate Systems .................... 12 3.2.4 Shared Routines and Data ................ 13 3.3 Input Requirements ........................ 13 4 Development of Program Modules 15 4.1 INTIGG .............................. 15 4.2 TIGGC3D ............................. 19 4.3 ADPAC Input Generation .................... 20 4.4 BODYF .............................. 22 4.4.1 Airfoil Thickness Determination ............. 22 4.4.2 Mean Stream Surface Determination .......... 23 4.4.3 Carter's Rule ....................... 26 4.4.4 Mean Stream Surface from MEANSL .......... 26 4.5 ADPA C .............................. 27 4.5.1 Body Force Implementation ............... 27 4.5.2 Verification of Blockage Model .............. 30 4.5.3 Verification of Body Force Formulation ......... 30 4.6 Streamline Finder and Airfoil Slicer ............... 36 4.6.1 RADSL .......................... 36 4.6.2 SLICER .......................... 40 4.7 GRAPE .............................. 40 4.8 RVCQ3D ............................. 44 4.9 Locating the Mean Stream Surface ............... 44 4.9.1 RESTACK ........................ -
Gamasutra - Features - the History of Activision 10/13/11 3:13 PM
Gamasutra - Features - The History Of Activision 10/13/11 3:13 PM The History Of Activision By Jeffrey Fleming The Memo When David Crane joined Atari in 1977, the company was maturing from a feisty Silicon Valley start-up to a mass-market entertainment company. “Nolan Bushnell had recently sold to Warner but he was still around offering creative guidance. Most of the drug culture was a thing of the past and the days of hot-tubbing in the office were over,” Crane recalled. The sale to Warner Communications had given Atari the much-needed financial stability required to push into the home market with its new VCS console. Despite an uncertain start, the VCS soon became a retail sensation, bringing in hundreds of millions in profits for Atari. “It was a great place to work because we were creating cutting-edge home video games, and helping to define a new industry,” Crane remembered. “But it wasn’t all roses as the California culture of creativity was being pushed out in favor of traditional corporate structure,” Crane noted. Bushnell clashed with Warner’s board of directors and in 1978 he was forced out of the company that he had founded. To replace Bushnell, Warner installed former Burlington executive Ray Kassar as the company’s new CEO, a man who had little in common with the creative programmers at Atari. “In spite of Warner’s management, Atari was still doing very well financially, and middle management made promises of profit sharing and other bonuses. Unfortunately, when it came time to distribute these windfalls, senior management denied ever making such promises,” Crane remembered.