๐Ÿ“š
Study of Interactive Fiction
  • Overview
    • โ˜ธ๏ธWelcome to our study of Interactive Fiction
    • ๐Ÿ’กIdeas for other games to read closely
  • ๐ŸŽฎVideogame book club
    • ๐ŸดNarrative types and choices
      • ๐Ÿค–Choice of Robots
      • ๐Ÿ˜ขDepression Quest
      • ๐ŸถHowling Dogs
      • ๐Ÿ’พDigital: A Love Story
    • ๐Ÿ‘จโ€๐Ÿ”ฌCyberpunk and AI
      • ๐Ÿ‘ฉโ€๐Ÿš€Creatures Such As We
      • ๐Ÿ‘ Sense of Harmony/Universal Hologram
  • ๐ŸงตTwine Tutorials
    • โš’๏ธSetting up
    • ๐ŸŽจGame Design
    • ๐Ÿ”—Link Styles
Powered by GitBook
On this page
  • Schedule
  • Introduction
  • Texts
  1. Overview

Welcome to our study of Interactive Fiction

Schedule

Each week we will have a little book club where we discuss the game and things it reminded us of. We can also look at the design and see how the sausage is made.

Protip: The games and articles listed are hyperlinks!

Week#
Game
Primary theoretical or craft text

1

2

  • The page on the sidebar in 50 years of text games has more links about the background of the development of Depression Quest

3

4

5

6

7

8

  • Chapter 1 of The Power of Parable: How Fiction by Jesus became Fiction About Jesus on Riddle Parables (optional).

9

10

Introduction

Let's study interactive fiction (IF) over the course of 16 weeks.

This course of study will include the games themselves, specific commentary on games, general ludic criticism/theory (but not too much--we are focused on craft), and exercises and ideas about game design. We will focus on choice-based fiction, primarily Twine games, for the first 12 weeks, and we will look at a few visual novel games that do interesting things with choices.

Rather than explore games chronologically, we will study them based on themes. The first unit will focus on narrative designs. We'll start with branch-and-bottleneck, a very common type of narrative design for choice-based games. Choice of Robots does a great job at making the bottlenecks feel natural. Depression Quest is another famous example. Space to Grow, one of the visual novels I helped write, also has this kind of narrative design.

Creatures Such As We has some designs elements in common with dating games, where after making a choice of which person you want to be with, you trigger more interactions with them. Some games have a more linear design, like Digital: A Love Story and Howling Dogs.

For other themes, we'll look more closely at the content of games, discussing the genre of empathy games and other types of games specific to Twine, with a special focus on science fiction and cyberpunk games, which are plentiful.

I want there to be some flexibility in our schedule to allow for illness, being busy, or exploring things that we wind up being interested in. For that reason, every fourth week will be free to allow for catch-up or digressions. One possible digression would be adventure games and "idle" games, like The Longing. Also I think we should read the chapter on tarot and procedural storytelling from Procedural Storytelling in Game Design but I'm not quite sure how to tie it in with a videogame yet.

Texts

General books with related content:

  • The Johns Hopkins Guide to Digital Media

  • Procedural Storytelling in Game Design

Non-textbook resources

There are optional Twine exercises:

NextIdeas for other games to read closely

Last updated 1 year ago

and

of Depression Quest

Howling Dogs via

(here's the if you don't have access to the PDF)

by Porpentine

The 2010 game in (with an online profile )

.

a "stale videogame adaptation"

reviews and

Read about te controversy about the ending of

and

from JHGDM

"PC Personality and Motivations" by Duncan Stevens, pg. 249 in the

;

from JHGDM

"Landscape and Character in IF" by Paul O'Brian, pg. 261 in the and/or "Mapping the Tale: Scene Description in IF" by J. Robinson Wheeler on pg. 299 of the same book

The earliest interactive fiction in analog form didn't track variables. Much of it had endings that branched into completely different storylines--a time cave style of narrative. Consider the Consequences (1930) was a printed book with this structure. is a modern digital example.

See (fair use stipulates that I not share this publicly). Books that deal with text games specifically are:

($10 ebook)

the games discussed here are under videogamesforhumansgamefiles.zip (this comes with the ebook if you buy it)

($25 ebook)

(see also the )

IF Theory Reader (; )

Writing for Games: Theory & Practice (available in )

Emily Short's brief

โ˜ธ๏ธ
You Will Select a Decision
our course materials folder
Videogames for Humans
in the course materials folder
50 Years of Text Games
online portal for 50 Years of Text Games
online ToC
free PDF
the BYU Library through Taylor & Francis ebooks
bibliography and overview of IF history
โš’๏ธTwine Tutorials
Choice of Robots
Moral Dilemmas in Computer Games
Depression Quest
Anhedonia
Representations of Illness in Games
this review
Eczema Angel Orifice
pg. 513 in 50 Years of Text Games
entry on if50
Creation Under Captialism and the Twine Revolution
On Links Exercises in Style
Digital: A Love Story
50 Years of Text Games
here
Interview with Love
Interlude: Animal Farm
review from Paste
Review from The Guardian
Creatures Such As We
by Cara Ellison
by Emily Short
Entry on self-reflexivity in electronic art from The Johns Hopkins Guide to Digital Media
Mass Effect 3 on Critical Distance
Sense of Harmony
Universal Hologram
Entry on Cyberpunk
IF Theory Reader
Open Sorcery
The Absence of Miriam Lane
"Plot Types and Interactivity"
IF Theory Reader
Space to Grow