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Interactive Fiction Competition Opens

Sargent1 writes "The 2004 Interactive Fiction Competition has opened for business. The yearly competition, now celebrating its tenth anniversary, is for short pieces of interactive fiction. At this point IF authors can sign up to take part in the competition, and everyone can learn how to judge the games when they are released in October of this year. If you're not sure what interactive fiction is, take a look at Slashdot's recent review of Twisty Little Passages, a book on interactive fiction from Adventure (and earlier antecedents) to present day."

99 comments

  1. The Farthest I ever go by nevek · · Score: 5, Funny

    Ahh I remember those, the only thing that ran on my old 286

    Open door
    You cant open this door
    Close Door
    The Door Isint open
    Attack Door
    Your Hand Hurts
    Get Life
    You go outside, blinded by the sun, you procede to the comic book store only to be beaten up on the way there, you then return home only to be taunted by CowboyNeal.

    1. Re:The Farthest I ever go by Johnny+Doughnuts · · Score: 4, Funny

      OPEN DOOR
      INVALID COMMAND

      OPEN THE DOOR
      INVALID COMMAND

      OPEN THE FUCKING DOOR
      DON'T USE NAUGHTY WORDS

      I'd get to the point where I'd throw the damn thing out the window, only to realize a day later I should have typed:

      OPEN THE NORTH DOOR

      *sigh* Damn Infocom.

    2. Re:The Farthest I ever go by the+MaD+HuNGaRIaN · · Score: 1

      Heheh...reminds me of some Pirate Treasure Island thingy for my TI-99/4A that came on two, yes, two casette tapes.

      It took forever and a day just to load the damn game--and another couple days to stumble upon the proper syntax for getting out of the initial room:

      OPEN THE NORTH DOOR.

      Then there was LSL, Space Quest, and Police Quest. Those were actually fun. If not equally frustrating. I mean....libbed lubed lubbers? WTF? And that bum and the apples...what was up with that guy?

    3. Re:The Farthest I ever go by Anonymous Coward · · Score: 0
      OPEN DOOR INVALID COMMAND


      Not to take wind out of your sails or anything, but there was never an Infocom parser that responsed to "Open Door" with "Invalid Command". There may be another company whose engine did but it wasn't Infocom, and I resent the accusation.
    4. Re:The Farthest I ever go by WWWWolf · · Score: 5, Interesting

      Curious. I can't remember any Infocom game that bluntly replied "invalid command" (Most reply like "I don't know the word "foo"). Infocom's competitors did ocassionally write less glorious parsers, however.

      Besides, Infocom parser excelled at figuring out the ambiguities. In above case, it'd say something like "Which door do you mean, the north door or the south door?"

      And besides, they usually had a little bit more clever replies to frustrated players, like:

      >damn
      Such language in a high-class establishment like this!

      =)

    5. Re:The Farthest I ever go by Squirrel+Killer · · Score: 1
      OPEN DOOR
      INVALID COMMAND
      ...
      I'd get to the point where I'd throw the damn thing out the window, only to realize a day later I should have typed:

      OPEN THE NORTH DOOR

      *sigh* Damn Infocom.
      I've played enough Infocom games to know that this is bullshit. Maybe you're thinking of some other IF developer, because had you been playing an Infocom-developed game, the exchange would've gone:
      >OPEN DOOR
      Which door do you want to open, the north door, or the south door?

      >NORTH
      Opened.
  2. It's good to see by The_Mystic_For_Real · · Score: 3, Insightful

    that people are still making text based adventure games. They sure do pass the time like nothing else. That and text games can be made by anyone with a little bit of programming knowledge and too much time on their hands, thus creating a great variety of games not seen in other genres.

    --

    _____

    Thank you.

    1. Re:It's good to see by Maxim+Kovalenko · · Score: 4, Interesting

      I couldn't agree more...and for a blast from the past for all you fans of text based adventure games: There are, of course the old games from Infocom and the http://infocom.elsewhere.org/ gallery which allows you to still play some of the originals online, and look at exhibits featuring the original accessories from nearly all the Infocom lines. Truly a step down memory lane.

  3. I tried to enter by Anonymous Coward · · Score: 1

    But I made the wrong choice at some point and wound up dead.

  4. Try lojban, not English. by Thinkit4 · · Score: 4, Interesting

    Lojban would be ideal for interactive fiction--it's parsable like any computer language. Homonyms are just a silly artifact prevalent in English that obscures the interesting subject of computer linguistics.

    --
    -I am an elective eunuch.
    1. Re:Try lojban, not English. by Jameth · · Score: 1

      I bet you don't like PERL either.

    2. Re:Try lojban, not English. by Snarfangel · · Score: 4, Interesting

      Seeing Lojban mentioned somewhere other than a constructed languages group was kind of surprising. I know it shouldn't be -- Slashdotter's like arguing what features should go into a computer language, while Conlangers like to do the same with human languages, so there probably is a bit of crossover with people who like both.

      Still, I'd give you a mod point if I could just for bringing up something I think is interesting. Constructed languages like Lojban would be interesting in computer games -- they could replace "made up" languages of magic, or aliens, or even be turned into logic puzzles. The better ones have an underlying order that can often be sensed, even if the language itself is totally foreign.

      I'll go back to A.C. lurking now, I just wanted to make sure others didn't think someone was schizophrenically responding to their own post.

      --
      This tagline is copyrighted material. Please send $10 for an affordable replacement.
    3. Re:Try lojban, not English. by Anonymous Coward · · Score: 0

      > I'll go back to A.C. lurking now, I just wanted to make sure others didn't think someone was schizophrenically responding to their own post.

      Yes, that was the first thing I thought of. Glad you cleared that up and set the record straight.

    4. Re:Try lojban, not English. by Sargent1 · · Score: 2, Interesting
  5. Creative gaming design lost? by cwm9 · · Score: 5, Interesting

    I'd love to see this a Graphical Adventure contest like this one recieve the kind of coverage and participation that the interactive games get.

    It's seems so sad to me that modern games seem so devoid of creativity. I pray for the day that the immense processing power of todays gaming machines are applied toward making a truely innovative and creative game, instead of ones that simply remake the same old FPS with better graphics.

    1. Re:Creative gaming design lost? by iabervon · · Score: 3, Insightful

      There doesn't seem to be any reason you couldn't enter a graphical game (so long as you don't enter a non-interactive one). You'd get fewer judges, probably, than one that was text-based, and there would probably be a bunch of discussion, but that doesn't mean you couldn't enter it. Of course, it would be judged against text, which is a much easier medium to be expressive in.

    2. Re:Creative gaming design lost? by Tojo-Mojo · · Score: 5, Insightful

      I dunno, half-life certainly seemed very creative, focusing a lot more on adventure than just shooting things, and some other games have picked up on that.

      I think the main reason you don't see a graphical competition is because the tools are so much more in-depth. Skill aside, it is somewhat easier to describe a vast scene because you can draw on the player's own knowledge and creativity than to have to painstakingly model every detail of it. Think of like that big tree from Rivne or something- describing would likely be a bit easier than modeling it in 3D.

      Not that IF games are very easy to produce; in fact, though it is easy enough to make fun of their short comings, allowing for every possible outcome a person could possibly type in is a difficult task.

      Sometimes I think we don't have all the concepts of a 'game' nailed down yet from what they started in the days of text adventure. I really enjoy books, but sometimes there are movies, such as Star Wars, that just wouldn't work like a book. I think that graphical games can show just as much creativity as an IF game, and IF games can suck just as much as the latest FPS.

    3. Re:Creative gaming design lost? by iantri · · Score: 1

      Well, it would be difficult for the other reasons mentioned and this: the thing is graphical adventures require many different types of talent, and generally can not be completed by one person. To put together a graphical adventure, you need a coder, artist, musician.. you get the idea.

  6. Interactive Fiction by osewa77 · · Score: 1, Informative

    No, it's not such a difficult concept. It's simply a synonym for "Text-based Adventure Game". For those of us who were not yet born when the genre started, it's Quake _without_ the visual feedback, or the sound, or the mission objective. It's the Quake of a time when computers were not powerful enough to play Quake. Now, for some reason, some people are still in love with the old way ... and these are good people .....................

    ___________
    says a young programmer & weblog newbie to even younger programmers ;-)

    1. Re:Interactive Fiction by Anonymous Coward · · Score: 1, Funny

      Right. It's also curious why people read books when we have all these excellent movies.

    2. Re:Interactive Fiction by phrenq · · Score: 5, Insightful

      Come on, think before you post. That is one of the most ignorant things anyone's ever said about interactive fiction. No, it's not a synonym for "Text-based Adventure Game". No, it's not just Quake without graphics.

      Interactive Fiction is a genre that focuses on a story - that includes plot and character development, dialogue, and creativity - and it allows the player to interact with te development of that story. You don't see much (if any) of that in Quake.

      Good interactive fiction doesn't need (and doesn't have) graphics for the same reason that pictures don't make a good book any better.

    3. Re:Interactive Fiction by thrash242 · · Score: 3, Insightful

      That is not correct. Interactive fiction is *not* a synonym for text adventures. Text adventures are a subset of interactive fiction. There are many examples of IF that are not adventures in any sense of the word, nor are they games.

      Anyway, yes, there are many people who still like IF, and there's a thriving community based around it. Once cool thing about it is that just about anyone who learns one of the many IF authoring languages can write one. This leads to many interesting works that wouldn't be commercially viable to a mass market, but are entertaining to fans. This also leads to crappy IF, of course, but there are plenty of sites that review works of IF. Much IF written by writer types rather than programmer types, althogh it requires both skills to be an excellent author.

      Just as there are people who read books instead of just watching movies, there are people who write and play IF, including me. But then, I play the most modern graphical games as well.

    4. Re:Interactive Fiction by grumpygrodyguy · · Score: 1

      Good interactive fiction doesn't need (and doesn't have) graphics for the same reason that pictures don't make a good book any better.

      While I agree with your point I don't understand why this has to be such a black and white issue. It seems as if most of the posters here are of two camps:

      1) Don't like graphics because it restricts our imagination.
      2) Play games exclusively for cutting edge graphics and effects.

      I.e. the movies vs. books camps. But some of my favorite gaming experiences fell somewhere in the middle. The best old RPG/adventure games I ever played(The Bards Tale, Wasteland, Pirates) provided good text based descriptions and writings, as well as thoughtful portrait bipmap style graphics. The "sweet spot" was when the graphics just helped the player's imagination along. This, in conjunction with the lush and and very well written story/plot elements helped to really bring the game to life.

      I think this is kind of a lost art today. Because when we come face-to-face with that swamp troll or space marine, we actually buy into the graphical representation of the character...there's no breathing room for our imagination anymore. And I think ultimately it was our imagination that made the old games such a joy to play. (Just like when we were all kids playing with our GI Joes, etc)

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
  7. Obligatory Homestar Runner reference by angryflute · · Score: 5, Funny

    Ye see a FLASK. Obvious exits are NORTH, SOUTH, and DENNIS.

    1. Re:Obligatory Homestar Runner reference by BlueShad0w · · Score: 1

      "Get ye Flask!"

    2. Re:Obligatory Homestar Runner reference by Anonymous Coward · · Score: 0

      "You can't get ye flask!"

  8. Program in Martian ??? by vinit79 · · Score: 1, Flamebait

    The website says For this reason, the use of a language designed specifically for IF, such as TADS, Hugo, Inform, or ADRIFT, is recommended. Who in the world uses that ??

    The language websites for Hugo, Inform etc explain that they have been designed specifically for text based adventure games.... Talk about specialization !!!!

    Any way I have registered and am going to do plain old C ( okay, okay C++)

    1. Re:Program in Martian ??? by Anonymous Coward · · Score: 3, Funny

      Your game is going to RULE! Systems written with IF in mind, having been worked on for years, will tremble at your amazing parser and world model.

    2. Re:Program in Martian ??? by Mr.Radar · · Score: 1
      Any way I have registered and am going to do plain old C ( okay, okay C++)
      Get ready for a world of hurt. Writing a parser is a very difficult task. Not to mention creating a world model (i.e. how to define objects/rooms and their interactions with each other). TADS and Inform have already done this for you. All you need to do is supply the world & plot (which you'll also need to add to your C++ based game).
      --
      What if this signature were clever?
    3. Re:Program in Martian ??? by Perseid · · Score: 5, Informative

      Yes, but Inform and TADS already have excellent text parsers written for you, making life much simpler once you know the language. So you have to ask yourself which is more convenient - learning a new language to get a free parser or writing the parser yourself in a language you already know.

      You also don't have to worry about cross-compatibility with the IF languages. Both of these languages create pseudo-code that runs under a virtual machine. Sort of the way Java works. If you code in C++, even if you write it to be truly portable it will still need to be compiled on each machine people want it run on.

      To each his own, but you should at least take a good look at Inform/TAGS/Hugo.

    4. Re:Program in Martian ??? by Zurd · · Score: 5, Informative

      If you already know C, you're MUCH better off just spending a couple of hours picking up the idiosyncracies of Inform. 99% of your work will be wasted if you try to write IF from scratch in C.

    5. Re:Program in Martian ??? by Dmala · · Score: 2, Interesting

      I've been judging the Comp for a few years now, and I have yet to see a scratch-written game that didn't suck. Not to say it couldn't be done, but in the timeframe of the competition, the specialized languages are a huge advantage.

      Besides, games written in Inform have (by default, at least) the same look-and-feel as the classic Infocom games. How cool is that?

    6. Re:Program in Martian ??? by thrash242 · · Score: 3, Insightful

      Who in the world uses these? You obviously know nothing about IF. 99.95% of IF is written with one of the many IF languages: mainly Inform, TADS, and Adrift. These come with very complex parsers and other features that are commonly used in IF. The more powerful ones (Inform, TADS) are fully functional programming languages, as well.

      The other major benefit to using one of these langauges is that they compile to bytecode, and can be used an an insanely varied number of platforms, including Palm devices, Game Boy Advance, Dreamcast and anything that can run a Java Applet. All this with no modification or recomplication.

      So if you want to write IF from scratch in C, go ahead, but do it as an excercise in writing parsers, not as a entry to this competition.

    7. Re:Program in Martian ??? by Erwos · · Score: 1

      I like TADS a lot better than Inform, at least if I'm going to write some IF. I don't particularly love C, which may also be revealing. TADS is relatively easy to program in, has good documentation, and best of all, is still being actively maintained and extended.

      The parent was completely right in his sentiment, though, that you're a fool to try to write your own parser if all you want to do is make your own bit of IF. Writing a parser is a decidedly non-trivial exercise. Best to just use one

      -Erwos

      --
      Plausible conjecture should not be misrepresented as proof positive.
    8. Re:Program in Martian ??? by Anonymous Coward · · Score: 0

      If you're a really good programmer and willing to put a lot of effort and testing into the parser then using C/C++ should be fine.

      The problem you will run into is portability -- and many of the competition judges will refuse to run your game for fear it could contain viruses/trojans etc. Java (in the form of an applet) would be a better choice for this reason. But, believe it or not, Java is still less portable than Inform/zcode.

    9. Re:Program in Martian ??? by fritzfingers · · Score: 2, Informative
      The website says For this reason, the use of a language designed specifically for IF, such as TADS, Hugo, Inform, or ADRIFT, is recommended. Who in the world uses that ??

      Well, about every serious interactive fiction author (especially Inform and TADS).

      The language websites for Hugo, Inform etc explain that they have been designed specifically for text based adventure games.... Talk about specialization !!!!

      What's wrong with specialization? There are so many things that are the same in every int-fic game, that reprogramming it everytime would be a waste of effort (parser, feedback from user).

      Any way I have registered and am going to do plain old C ( okay, okay C++)

      You are not serious, are you? C/C++ is about the least suitable language for any kind of string manipulation. You maybe could write something in Ruby, scheme, or Perl... But even commercial (graphical) adventure games start by writing an engine for their product. If you know C/C++, it will be not so much effort to learn any of this languages (much less than starting from scratch).

    10. Re:Program in Martian ??? by fritzfingers · · Score: 1
      Both of these languages create pseudo-code that runs under a virtual machine. Sort of the way Java works.

      True. Infocom's original inform language was one of the first (the first?) to create a machine independent byte-code. Java avant-la-lettre!

    11. Re:Program in Martian ??? by 0x0d0a · · Score: 1

      The problem is that the existing engines provide a large amount of functionality to users using their language -- choosing to use C/C++ over TADS is kind of like throwing out a large number of useful, mature libraries, as there are fewer C/C++ IF libraries sitting around.

    12. Re:Program in Martian ??? by thrash242 · · Score: 1

      Uhm...correct except for one point: Inform was not created by Infocom. Infocom created the Z-machine standard, which is the virtual machine and its bytecode files which it runs.

      Inform was created in 1993, over a decade later (the Z-machine was created in 1979). The link between the two is that Inform compiles into Z-machine files, which are the same format as the ones Infocom used. It's a new(ish) compiler that simply outputs the older Z-machine format.

      The actual Inform language is, as far as I know, similar to the proprietary language used by Infocom, but not identical.

      Other Interactive Fiction languages, notably TADS, implement their own language, virtual machine, etc. Inform and the Z-machine are still as close to a standard as there is, followed closely by TADS.

      See www.inform-fiction.org for more info.

  9. Obligatory Strongbad by dupper · · Score: 5, Funny
    YOU ARE THY DUNGEONMAN

    Ye find yeself in yon dungeon. Ye see a SCROLL. Behind ye SCROLL is a FLASK. Obvious exits are NORTH, SOUTH and DENNIS.

    What wouldst thou deau?

    >go dennis

    Ye arrive at DENNIS. He wears a sporty frock coat and a long jimberjam. He paces about nervously. Obvious exits are NOT DENNIS.

    >talk to dennis

    You Engage Dennis in a leisurely discussion. Ye learns that his jimberjam was purchased on sale at a discount market and that he enjoys pacing about nervously. You become bored and begin thinking about parapets.

    More here.

  10. L.O.R.D by solid · · Score: 2, Interesting

    I remember my old BBS had a door game I ended up actually paying for.

    L.O.R.D: Legend of the Red Dragon

    What a game. Kind of like a MUD too.

    Those were the days. I wish there were still some BBSes (dialup) alive and thriving... I'd go sign up, maybe even pay for it.

    1. Re:L.O.R.D by WWWWolf · · Score: 1

      Not quite LORD, but very close: Legend of the Green Dragon. Web browser based version, complete with hideous overblown ANSI colors and keyboard navigation. And it's open source too. =)

  11. pacman? by jjeffries · · Score: 5, Funny

    So I see this story has the pacman icon. Pacman, however, is not a good example of interactive fiction.

    You are at the center of a maze. To your front and rear are rows of dots that recede into the distance.

    > forward

    As you move forward, your open mouth causes you to consume a dot.

    > forward

    Your bulbous body thrusts forward once more, another dot disappearing into your maw.

    > back

    You turn around. In the distance you can see a ghost, coming right for you!

    > down

    You can't go in that direction.

    > up

    You slip into a side passage, continuing to dine on dots. Ahead there is a turn to the right.

    > right

    You turn, but a ghost is waiting for you right around the corner. There is no time to react, and you run right into it.

    You are dead. Your score is 14/1000.

    Play again? (y/n)

    1. Re:pacman? by Ieshan · · Score: 4, Funny

      At least it's not like final fantasy X, which somehow passes for "interactive fiction":

      > [press right button on D-pad]

      You have found another cutscene! Feel free to grab another soda and order a pizza or two, because lord knows our animation studio has created 30 minutes more of stunning footage depicting some relatively unimportant and excessively corny love sequence between two minor characters!
      [music begins to play].

  12. Hrmmm by Cylix · · Score: 1, Interesting

    I noticed a good concept of choose your own adventure book over at somethingawful.com

    Yeah....

    http://images.somethingawful.com/inserts/article pi cs/photoshop/04-16-04-media/sparsely.jpg

    You can't beat photoshop fridays... not even with a really big stick.

    --
    "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
  13. Interactive Fiction rules by scrod · · Score: 3, Informative

    Those interested in the contest might want to check out these resources for getting started with Inform. And for a short ten-minute adventure, I will engage in some self-publicity and recommend Escape from Station V.

    1. Re:Interactive Fiction rules by RyatNrrd · · Score: 4, Informative
      ...and you might like to look at the list of winners from last year and perhaps warm up on some of the better ones. If the last Interactive Fiction game you played was Zork or Advent, you might be pleasantly surprised by how far the genre has come.

      For example, most of the higher-ranking games don't let you mess things up (e.g. by "shattering the crystal key" or whatever) and they let you UNDO actions if you find that you don't like how things are going.

  14. Hitchhiker's Guide by Faust7 · · Score: 4, Interesting

    I could never enter that. Everything I tried would wind up being colored by The Hitchhiker's Guide to the Galaxy. That game has so thoroughly embedded itself in the choose-your-own-adventure part of my brain.

    With likes like these, who can blame me?

    "You wake up. The room is spinning very gently round your head. Or at least it would be if you could see it which you can't."

    "A tree outside the window collapses. There is no causal relationship between this event and your picking up the toothbrush."

    1. Re:Hitchhiker's Guide by Horizon_99 · · Score: 5, Informative

      If you're a fan and haven't played it, or just feel like taking a little trip back:

      >Go Underdogs
      [Using your web browser]You see a website offering tons of cool underrated games

      >Examine Games
      You see a list of hundreds of IF games"

      >Get HHGTG
      You download one of the best IF games ever

      >Play game
      [using Frotz] You play for a while before feeling a presence behind you. The lights go out. You have been eaten by a grue.

    2. Re:Hitchhiker's Guide by Anonymous Coward · · Score: 0

      WARNING:

      Immediately upon beginnning to download a file from the site mentioned in the parent (the-underdogs.org), my machine was immediately bombarded with spy/ad/crapware install dialogs!

      I am up to date with Win Updates, and yet several of these &*^@!s managed to autoinstall.

  15. IF Pacman by JoeShmoe950 · · Score: 3, Interesting

    It really exists guys. Don't we all just love our text mode pacman! > Up The ghost looms ahead! Download it here: www.freewebs.com/dansworlddomination/PACMAN.EXE

  16. Why pigeonhole gammers? by wantedman · · Score: 5, Interesting

    The biggest problem with graphical adventures is that you must represent what your character is playing with graphically. You can't represent something that isn't obvous and the scenes must be uncluttered to keep your adventurer excited.

    Let's take an example the standard cliche, taking stuff outta the trash. In IF, you can alude to stuf being in the trash, you can mention the trash can and hope the adventurer looks, you can relate a story about trashcans or you can hint to look directy. With graphical adventures, the trashcan looks like the recyclebin in Windows. Heaped full of papers one minute, take one sheet out and it's empty. It's pretty blunt when you think about it.

    IMHO, most of the creativity was used to dress up a rather repeditive game genre.

    1. Re:Why pigeonhole gammers? by 0x0d0a · · Score: 1

      It sounds obvious, but

      IF:graphical games::book:movie

      Each format has strong points of its own.

      To say that IF can do everything a graphical game can is wrong; to say that graphical games are unilaterally better than IF is equally wrong.

  17. interactive fiction? by bsDaemon · · Score: 2, Funny

    Interactive Reality may require a larger investment in order to get a satisfieing level of game play, but the rewards are better, not to mention the graphics are like none other, and the tactile interface is truely ground breaking.
    Unfortunatly, i am a broke student and can't afford to play. My stack of quarters will only go so far, so I am stuck in the "pinball" level.

  18. jimberjam? by bsDaemon · · Score: 1, Funny

    I don't like the cut of your jib, young man!

  19. Recent IF games by Foggy1 · · Score: 2, Informative

    Adam Cadre's stuff is pretty cool. IF isn't dead, not by a long shot.

  20. Ok by cubicledrone · · Score: 2, Funny

    Cue 150 comments of

    "yeah but nobody wants to buy a text-based game"

    --
    Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    1. Re:Ok by Anonymous Coward · · Score: 0

      Nobody wants to buy a text-based game!

    2. Re:Ok by Dmala · · Score: 3, Insightful

      "yeah but nobody wants to buy a text-based game"

      Which is probably why they're free these days.

    3. Re:Ok by Jonathan · · Score: 1

      Yeah, and nobody wants to buy poems either these days. That's why both poetry and IF are largely done by amateur enthusiasts these days. as Montfort pointed out in _Twisty Little Passages_ But there are exceptions -- 1893 is a commercial text adventure (okay, it does have a few B&W pictures from the fair, but it is more or less a text adventure)

    4. Re:Ok by cubicledrone · · Score: 2, Interesting

      Yeah, and nobody wants to buy poems either these days.

      Yeah, and soon they won't want to buy novels, or short stories, or watch television for more than 10 minutes, or listen to more than one verse of a song, or read, or think.

      It's too much trouble. It's too inconvenient. It's not FAST and EASY, like everything on television says it should be.

      When the last poet puts down their pen, how long before the entirety of life takes on the dull gray color and stale smell of money? How long before "nobody cares" isn't just hyperbole?

      How long before nobody can form the words to describe how miserable they feel because they can't read?

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    5. Re:Ok by Anonymous Coward · · Score: 0

      This is Slashdot.

      No one wants to buy *anything*.

    6. Re:Ok by ThresholdRPG · · Score: 1

      > > "yeah but nobody wants to buy a text-based game"
      >
      > Which is probably why they're free these days.

      Wrong.

      The commercial text gaming business is BOOMING.

      http://www.thresholdrpg.com

      http://www.topmudsites.com

      http://www.mudconnector.com

      --

      -Michael
      Threshold RPG
  21. Misunderstanding.. by Decameron81 · · Score: 4, Funny
    Input: look

    You find yourself inside a dark room. There is a locked door in front of you. You have a key in your hand.

    Input: open door

    The door is locked.

    Input: use key

    What for?

    Input: use key with door

    You can't use the key with that.

    You sit there for half an hour tinking...


    Input: look door

    The door is plain brown. There is a lock keeping it close.

    Input: use key on lock

    You get shocked.

    You knock the monitor down and start hitting it with the mouse while the neighboors watch you in awe.


    Diego
    --
    diegoT
    1. Re:Misunderstanding.. by Anonymous Coward · · Score: 1, Informative

      The correct answer to this mind-bending puzzle is, "unlock door with key".

    2. Re:Misunderstanding.. by Anonymous Coward · · Score: 0

      This is what we call a "badly written IF game" and it would lose the competition.

    3. Re:Misunderstanding.. by NashCarey · · Score: 2, Informative

      Can something like www.ruaware.org qualify as interactive fiction? It is very interactive and fiction.

  22. Infocom's greatest ad campaign by The+Gline · · Score: 3, Interesting

    I loved Infocom from the very beginning, not only because they made great interactive fiction / text adventures, but because they had really funny ads.

    One of the best was a picture of a brain with the caption: WE STICK OUR GRAPHICS WHERE THE SUN DON'T SHINE.

    --
    Honorary Member of Jackie Chan's Kung Fu Process Servers
    1. Re:Infocom's greatest ad campaign by Conspiracy_Of_Doves · · Score: 4, Informative

      Pic

  23. Awesome, time to.. by Fiona+Winger · · Score: 1

    Time to load up Zangband (www.zangband.org), and describe my short, 15-minute adventure.

    1. Re:Awesome, time to.. by Anonymous Coward · · Score: 0

      "Time to load up Zangband (www.zangband.org), and describe my short, 15-minute adventure."

      Welcome Gandalf, the High Elf mage!

      > wield dagger
      You wield a dagger (1d4) (+0, +0)
      > wear robes
      You wear some robes [2, +0]
      > light torch
      You light a torch (1500 turns)

      > west
      You move towards the General Store. There is a Battle scarred veteran nearby.
      > attack veteran
      You miss the Battle scarred veteran.
      The Battle scarred veteran hits you.
      You die.

      Play again? [Y/N]
      > N

      (For those who have played ZAngband, it's not *that* bad... provided you turn off joke monsters in Z. Of course, I've beaten Nethack and I've never beaten a *band... And yes, I have had a few of deaths like this one ;)

  24. Re:Michael Sims - Unprofessional and criminal by Anonymous Coward · · Score: 0

    is this really the same guy who is a /. editor? why would he get a job here if this was true? there must be another side to it all if the /. guys have given him a job.

  25. For truly interactive fiction... by CaptainFrito · · Score: 0, Troll

    just read /. every day

    1. Re:For truly interactive fiction... by CaptainFrito · · Score: 1

      just read /. twice a day. "troll" that.

  26. Uh - looks like you missed the point! by Anonymous Coward · · Score: 0

    Sims is well aware of the total lack of ethics and morals involved in his actions, and even seems proud of it at times, and naturally continues to describe himself as a "journalist" to anybody he can trap in a corner at parties (to which he was never invited in the first place, naturally).

    As most people know, being a scumbag is no barrier to employment in the media these days. In fact it's probably become a prerequisite...afterall, if you have to be a criminal now to be in the Whitehouse, why should journalism be any different?

    Until Michael Sims is tossed out on his bony ass by the people that run this joint, respectability shall continue to elude Slashdot, just as it shall forever be beyond the reach of Michael Sims, the sleazy crooked cunt.

  27. L.O.R.D - You can still play it by phrenq · · Score: 4, Informative

    Lots of BBSes still around that you can access via telnet:

    http://www.3dham.com/telnet/

  28. Interactive Fiction... by Three+Headed+Man · · Score: 2, Informative

    ...by the esteemed David Wong. Warning: some of these stories will be quite possibly the stupidest thing you'll ever read.

    --
    I'm probably at the karma cap. Mod up a funny troll instead, it lightens the mood :)
  29. Slashdot Editor: The Game by Nova+Express · · Score: 1, Funny
    You are the editor of a site called SLASHDOT. You see a SUBMISSION. Do you open it? (Y/N)

    >Y

    You open SUBMISSION. It is an article on FREE SPEECH that bashes the Bush Administration. You possible actions are (P)OST, (R)EJECT, or (T)EST FOR DUP. (P/R/T)

    >T

    Archives shows that this article is a duplicate of one posted 8 hours ago. POST anyway? (Y/N)

    >N

    Article posted!

    Well, that would explain a lot, wouldn't it?

    --
    Lawrence Person (lawrencepersonh@gmailh.com (remove all "h"s to mail)

    http://www.lawrenceperson.com/

  30. Neverwinter, and graphics in interactive fiction by Simon+Brooke · · Score: 2
    Good interactive fiction doesn't need (and doesn't have) graphics for the same reason that pictures don't make a good book any better.

    While I agree that interactive fiction doesn't need graphics, there's plenty of interactive fiction which does have graphics and which, in my opinion, greatly benefits from having graphics.

    For example, Neverwinter Nights and its Aurora toolkit provide excellent tools for creating interactive fiction with the ability to do all the sorts of things you can do in a text-based IF environment. But it renders these fictions in an attractive real time near 3D environment. The game engine does have some flaws - in my opinion it is based too ridigly on Dungeons and Dragons, and some aspects of gameplay are a bit mechanistic in consequence - but it is a worthy successor of such game engines as the Infocom ones.

    It would be possible to argue that Neverwinter is to Infocom as film is to printed books, but I think this would be a mistake. It is no harder or more complex to create IF in Neverwinter than in Infocom (indeed, I personally find it easier). It seems to me that Neverwinter and Infocom (and my own LISP based text game engines of twenty years ago) fall into the same category: frameworks for the creation of interactive fiction.

    As an aside, does anyone know of other modern interactive fiction toolkits which compare to Neverwinter Aurora? Much as I like it, I'd like to try anything else that's good and around.

    --
    I'm old enough to remember when discussions on Slashdot were well informed.
  31. Re:Neverwinter, and graphics in interactive fictio by John+Miles · · Score: 1

    Do you have any links to IF projects created with Aurora? I don't see how you can use that engine to carry on significant text-based interaction with the player. I'd be very interested in being proven wrong.

    --
    Dahlmann tightly grips the knife, which he may have no idea how to use, and steps out into the plain.
  32. Re:Neverwinter, and graphics in interactive fictio by Simon+Brooke · · Score: 1
    Do you have any links to IF projects created with Aurora? I don't see how you can use that engine to carry on significant text-based interaction with the player. I'd be very interested in being proven wrong.

    You're missing the point. All projects created with Aurora are interacive fiction by definition. There's no significant difference between

    There is a box here.

    > open the box

    You don't have a key.

    and just clicking on a box in Neverwinter. No, generally, user type-in is not a mode of interation the Aurora toolkit supports, but that isn't necessary for interactive fiction.

    Of couse this does limit interaction with NPCs to choices from menus of predetermined speaches, and personally I find that a little limiting and disappointing. But that isn't the point. A game created with Aurora is just as much Interactive Fiction (and, at least potentiall, just as rich and deep interactive fiction) as games created with the classic text adventture toolkits.

    --
    I'm old enough to remember when discussions on Slashdot were well informed.
  33. Re:Neverwinter, and graphics in interactive fictio by John+Miles · · Score: 1
    You're missing the point. All projects created with Aurora are interacive fiction by definition.

    Well, that depends on who's doing the defining, I'd say. But I'm not unsympathetic to your point of view.

    There's no significant difference between
    There is a box here.
    > open the box
    You don't have a key.
    and just clicking on a box in Neverwinter.

    Correct... because neither example represents IF writing of any quality. The important thing isn't how you open the box (clicking on it versus typing 'open the box'), but in how real the box appears to the user.

    Textual description, unlike textual input, is not something I consider optional in a genuine IF game (despite what I wrote in the Montfort review about how we shouldn't be so quick to leave games like Deus Ex or Half-Life out of the IF canon.) When I walk into the room and see your box for the first time, a true IF engine should do more than just tell me about the presence of the box. It should show me what I've found, in a way that graphics alone can't (easily) accomplish:
    On the table rests a small wooden box, carved of oak and stained with red wine or something darker. Fine scratches in the veneer lend the box a patina of antiquity, and a closer look reveals a spidery line of symbols carved into its lid.

    "The runes of Woznir," muses Anrael. "I've seen their power before, under very unhappy circumstances. If you intend to open that foul repository, I'll wait for you in the next room... or perhaps the next life."


    No, generally, user type-in is not a mode of interation the Aurora toolkit supports, but that isn't necessary for interactive fiction.

    Agreed (personally).

    (snip) But that isn't the point. A game created with Aurora is just as much Interactive Fiction (and, at least potentiall, just as rich and deep interactive fiction) as games created with the classic text adventture toolkits.

    To that, I'd have to say "show me the money." :)
    --
    Dahlmann tightly grips the knife, which he may have no idea how to use, and steps out into the plain.
  34. Re:Neverwinter, and graphics in interactive fictio by Simon+Brooke · · Score: 1
    Textual description, unlike textual input, is not something I consider optional in a genuine IF game (despite what I wrote in the Montfort review about how we shouldn't be so quick to leave games like Deus Ex or Half-Life out of the IF canon.) When I walk into the room and see your box for the first time, a true IF engine should do more than just tell me about the presence of the box. It should show me what I've found, in a way that graphics alone can't (easily) accomplish:
    On the table rests a small wooden box, carved of oak and stained with red wine or something darker. Fine scratches in the veneer lend the box a patina of antiquity, and a closer look reveals a spidery line of symbols carved into its lid.

    "The runes of Woznir," muses Anrael. "I've seen their power before, under very unhappy circumstances. If you intend to open that foul repository, I'll wait for you in the next room... or perhaps the next life."

    Again, I think you're raising objections without really thinking. Certainly there's no point (in Neverwinter) in writng that the box is on the table, because the user can see it's on the table. But you can, of course, add a rich textual description of the box which the player will see if they inspect the box. Sure, they right click and choose an eye simbol from the radial menu instead of typing inspect box , but that's purely a difference in user interface style.

    And there's no difficulty at all in Neverwinter in assigning NPCs speach acts triggered by (very) specific events. You could either surround the table with a trigger zone which causes Anrael to make that speach when he first enters the zone (or every time he enters the zone, or only if the box is shut, or...) or else you could override the OnOpen behaviour of the box to cause Anrael (if present) to make the speach.

    I'm not aware of anything you can do in any text-based interactive fiction engine that you can't do modulo user interface differences with Neverwinter. Nor, really, is there very much you can do with Neverwinter which you can't do (modulo user interface differences) with the best of the text-based interactive fiction toolkits. Neverwinter, despite its rather pedantic D&D roots, is an interactive fiction toolkit - but with (generally good quality) graphics.

    And that is the money.

    --
    I'm old enough to remember when discussions on Slashdot were well informed.
  35. Scott Adam's Adventure Games by Puppet+Master · · Score: 1
    My favorite were the adventure games created by Scott Adams. I played them on my C64.

    Adventureland
    Pirate's Cove
    Mission Impossible
    Voodoo Castle
    The Count

    In Voodoo Castle, there was a cast-iron pot in the game. I typed: smoke pot
    and the game replied: That's illegal!

    --
    The day Microsoft creates a product that doesn't suck, it will be known as the Microsoft Vaccuum Cleaner!
    1. Re:Scott Adam's Adventure Games by Sylven_1969 · · Score: 1, Informative

      The Scott Adam's games were great! There the IF games that I cut my teeth on. I played them on cartidge and/or cassette on my C-Vic-20. God the games were time consuming and frustrating but still a blast! Stupid time limits on em' always killed me, specially the one where you have to kill Dracula afore the sun rises! *grumbles*

      --
      Jay Dale "If you're not living on the edge then you're taking up too much space!"
  36. A step back in time by Sylven_1969 · · Score: 1, Interesting

    Wow! It is absolutely wonderful to see that IF still has such a loyal following. I grew up on IF games and still have several IF titles for the PC. I even still have some "choose your own adventure" books on my shelves. Regardless of what they can do with graphics today, nothing compares with what you can do within your own mind. The realism you can get with text based games such as IF and MUDS allows you to truly step into the "role" of your favorite characters and live that alternate life most people only dream of. I always enjoy a good book more than a good movie just as I enjoy a good IF game as much if not more than a good graphic adventure. If you have never gave IF a chance, or are too young to remember it then check out the articles above and give it a shot, you won't regret it ;)

    --
    Jay Dale "If you're not living on the edge then you're taking up too much space!"
  37. Re:Neverwinter, and graphics in interactive fictio by Foopy · · Score: 1

    I agree with your claim that NWN's Aurora toolkit is essentially an Interactive Fiction toolkit. In fact, as evidence, I would not point to the Neverwinter Nights campaign or any particular one of its user-made modules (although I haven't played many), but to Planescape: Torment, which was essentially created using a precursor of Aurora, has a similar interface, yet features an extremely sophisticated story with far more raw text than any Infocom game I've ever played (granted, Infocom games were limited by the memory of the "lowest common denominator" computer in their day).

    What I do have contention with, though, is the ease of creating something unique with the Aurora toolkit--as you pointed out, Aurora is to film as Inform/TADS/etc are to books, and as such I think Aurora does require a lot more effort on the part of the author (or authors), especially when they want to create something that isn't already a "prop" created by Bioware or another designer. When I was using the Aurora toolkit, I found myself constantly having to find the "closest thing" to whatever objects or people I wanted populating my world; and the final result always looked a lot like something out of the Neverwinter Nights campaign, no matter how unique and "different" I tried making it. In fact, the only things that really separated my module from something Bioware or anyone else might have made were the item descriptions and dialogue I wrote: pure, simple words. With text-based interactive fiction, however, words shape far more than descriptions and dialogue.

    Using Inform or TADS, it would be possible for a single person to write a fantasy epic, a contemporary coming-of-age story, a futuristic social commentary, or a science fiction mystery. If they were to try the same thing with Aurora, the only one they could really do on their own would be the first; any others would require a good bit of 3d modeling, texturing, 2d art, sound effects, and (optionally) music.

    On the programming end, I would also contend that making any major modifications to Aurora would be fundamentally more difficult since you're dealing with a real-time 3d world, whereas text-based IF uses a turn-based textual one.

    Granted, these two things are like apples and oranges, but I felt that using Inform was far easier than using Aurora; with Aurora I spent a lot more time trying to figure how to do what I wanted to do, whereas with Inform I just "did it" and things almost always seemed to work the way I expected them to. Granted, a lot of this is because Inform and TADS are also far better documented than Aurora (at least when I used Aurora, which was back in 2002).