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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."

42 of 99 comments (clear)

  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 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!

      =)

  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. 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 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.
    2. Re:Try lojban, not English. by Sargent1 · · Score: 2, Interesting
  4. 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.

  5. Obligatory Homestar Runner reference by angryflute · · Score: 5, Funny

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

  6. 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.

  7. 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.

  8. 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].

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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

  14. 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.

  15. 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.

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

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

  17. 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 Dmala · · Score: 3, Insightful

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

      Which is probably why they're free these days.

    2. 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.
  18. 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 NashCarey · · Score: 2, Informative

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

  19. 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

  20. 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.

  21. 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?

  22. 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.

  23. 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.

  24. 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.

  25. 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/

  26. 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 :)
  27. 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).

  28. 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.