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."
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.
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.
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."
The coolest voice ever.
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
Help Fight SPAM today!
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.
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Click here, you know you wanna!
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
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.
Requiem
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!
=)