Interactive Fiction Then and Now
Flipkin writes "Interactive Fiction was immensely popular in the 80s and believe it or not has a strong, albeit small, following today. MobyGames takes a look at the origins and history of Interactive Fiction and where it is heading." These games really were some of the best I've ever played.
Were my first interractive fiction, I used to love those. Especially the ones where you could die really easily.
-Eric (former alum of the Kobra MUD)
SJW: Someone who has run out of real oppression, and has to fake it.
Dang, why didn't the link go through? The URL for "Read Game": http://www.escapistmagazine.com/issue/7/12
Myself, I reccomend Return to Ditch Day and The Plant (as well as Adam Cadre's works.)
Anyone else played these?
I recently read "Twisty Little Passages" ( http://www.amazon.com/gp/product/0262134365/ ) by Nick Montfort which despite its horribly self-consciously academic approach (it's all about developing a "theory" of IF for lit. crit. purposes) still has some interesting sections about the history of IF and comparing the various approaches to the field against each other.
It also introduced me to my favourite work of IF, "For a change" by Dan Schmidt, which is really proof that the genre has more to offer than you might have expected. He's a genius, and it's beautiful.
Give it a go online here: http://paperstack.com/for_a_change/ (requires Java) or download the ZCode files from Dan's site: http://www.dfan.org/IF/
--- These are not words: wierd, genious, rediculous
Wow, I'm really surprised that this article could completely miss online IF (otherwise known as MUDs). Not only are there commercial entities successfully running online IF (such as Iron Realms it allows for a much larger story to be told.
The big problem with IF is that you can't do whatever you want. You're limited to what the creator was able to forsee and program. Not so with MUDs, which are able to have long and rich stories. The reason MUDs are able to overcome this limitation is that they have staff running it all the time, who are constantly adding new code updates and story updates.
An example of a player run storyline is in ArmageddonMUD, which is based on Dark Sun. In it a player playing a dwarf decided to free his fellow dwarves who were slaves in the obsidian mines, and lay seige to the city-state that had kept them enslaved. This was entirely thought up by players, and with the staff's help, done by the players.
MMOs sometimes attempt to be roleplaying games, to enable an interactive story to be told. But they're even further limited by the fact that, you can't do what you want. You can only do what animations have been coded. Again, MUDs don't have this limitation, with any action being able to be provided by emoting. MUDs have the advantage over IFs in that they are multiuser. Whereas in an IF there's no-one but yourself.
So I'm very surprised that something discussing interactive fiction, including it's future (which IMO are MUDs, with more and more being created every day while others continue to be run for over 10 years), didn't feel the need to mention MUDs.
Yes, but the confusion is that Interactive Fiction was called Adventure Games long before these graphical ones (which evolved from the textual ones) came about.
Anonymous Cowards suck.
I play these games on my Palm with Frotz, a Z-code interpreter. Frotz exists for a variety of platforms, including Unix, Windows CE, GameBoy Advanced, Windows, KDE etc. Many of the interactive fiction games are in Z-code format.