You're welcome.
Incidentally, I've written on interactive fiction before, and in a more personal context. Take a look if you missed it the first time around, because I think it may be one of my better posts.
Let’s
do a joint Chapters 7 and 8, since they’re relatively short.
Chapter 7 is a brief summary of those currently operating in IF
communities (currently being a relative term and in this case
referring exclusively to circa just before 2003), with a focus on
those who are particularly stretching the IF field, or just those
that are most popular. Chapter 8 is a bit on the potential of IF,
and its future possibilities. The summary is mostly going to be a
list of individuals and games, fair warning. Post commercial era,
IFs continued to thrive, but in an independent, experimental
volunteer capacity. // Montfort begins his brief discussion with the
tools necessary to craft a homebrew IF, starting with those who
programmed in BASIC, then naming early kits: The Quill, Graphic
Adventure Creator, Adventur Master, HURD, Generic Adventure Game
System, and the Adventure Game Toolkit (an improvement on GAGS).
Now, the big two are The Adventure Development System by Michael
Roberts, and Nelson’s Inform. Discussion of IFs started with the
Usenet groups—two in particular that talked about playing, and
making. There’s also the Interactive Fiction Archive.// In terms
of academia, Joe Bates’ Oz Project was the big IF initiative.
While it’s mostly defunct now, there’s some trace of it in Mateas
and Stern’s endeavors. // Nelson popularized Inform in 1993 by
releasing it alongside his popular game, Curses, which emphasizes
exploring mental spaces and homes. Nelson is known for his design
work, and his IF works. //Many IFs feature colleges as settings, and
Montfort highlights Rees’ Christminster, which is particularly
noteworthy for how the PC needs to manipulate NPCs to solve puzzles.
// There’s also regular IF competitions, and irregular small
competitions, which highlight the work of the community. // He
briefly follows Andrew Plotkin’s work, including the emotion,
animal NPC and landscape of A Change in the Weather, the memory
construction of Spider and Web, and the riddle-shape of Shade. //
Cadre’s work includes the simulated environment of I-O, the broken
pieces of Photopia, and the renaissance conversation-bases of the
Machievellian Varicella/ // He concludes with a discussion of
interesting attempts—the IFs with a single response, parodies and
hoaxes like Textfire, Emily Short and Galatea, Jon Ingold and
interactor and PC breakdowns.
The
last chapter briefly discusses the influence of IF in culture and
other sources. // He lists its influence in the development of MUDs,
its connections to CRPG, Tim Berners-Lee and how links are like
connections between IF rooms, educational values of IF, and
literature that has a heavy IF influence. // McGath, in 1984, shows
the risk of over-speculating on IF—for Montfort, the big question
is whether they’re ever going to be regarded as serious literature.
//As for why bother, he argues there doesn’t have to be a deep or
thoughtful reason—for fun among the current audience is fine—but
motivations vary. // the future of IF, he argues, should be about
more than a return to commercial success; it should be a broadening
into many different groups and scenes. He concludes that IF is
important, because it shows that the computer can do something
literate.
It’s
odd how Montfort’s arguments slip in and out of his description.
It really drives home that this is a subjective sampling of new IF
stuff, rather than a definitive list. All of the IF sound at least
interesting, but time is brief. Christminster is probably at the
top of my personal lsit, followed by Cadre’s Varicella; I like the
NPC centered stuff. I-0 is neat beans too. The end really hints at
IF’s desire to be literature, which, coming from someone in games,
where the question is is it art rather than is it literature, and the
answer is usually who cares, seems very odd to me. But it’s
indicative of the IF community in particular (to judge from the IF
reader) as well as more generally fears about technology (as
inscribed in The Rise and Fall of the World) and the value placed on
the word. (Which is ridiculous, when you consider the literary worth
of current bestsellers, like 50 Shades of Grey or Twilight). The
educational value of IF is noteworthy for me, if only because that’s
where I first came across IF—it’s a great motivator for learning
some BASIC. I was a bit surpirsed at myself for having such a strong
reaction to learning that Emily Short is a pseudonym. I think
there’s some rather unpleasant sexual connotations going on behind
that for me. But it’s not just that. I think I resent the notion
that she gets to exist in this dual role, as academic on multiple
fronts, and that there’s this in crowd of IF that knows the “true”
person. And I resent the notion that IFs aren’t serious enough or
valuable enough in and of themselves that an author of them would
have to disguise her authorship. And yet I also know it’s fully
her right to do whatever the hell she wants with her identity and her
time. A large portion of this may be sour grapes on my part. I like
the idea of a one-command game end. It’s instantly appealing as
something that takes only a few seconds. The mini-tirade he goes on
regarding score and literary value is something I generally agree
with (and it allows him another shot at Randall) but I can’t help
but think he’s deliberately ignoring the point—you can’t say IF
isn’t gamelike, then deny that the inclusion of gamelike elements
make it seem less like literature and more like a game. I think a
moving work can have a score, but I can’t really name of many
literary works that do. On that note, the connection between IF and
Facade seems a little forced. Yes, it’s a text-based thing, but
the graphics and voice are so important that it seems like something
menu-based has a lot more in common with IF than something like that.
Actually, the graphic involvement is something he never quite
addresses. Is there a difference in IFs that require the graphic
component, and can’t be solved without them? He certainly is quick
to note which graphic games have graphics as mere ornaments. And
finally, to end on a very negative note, the IF community
“perspective” that IF didn’t really get going until the
commercial era ended strikes me as a bit high-minded. The problem
with saying that you want IF to be taken seriously as literature
means you’re also taking on a lot of cultural baggage regarding the
starving artist, and the question of whether serious work can mean
commercial success. Admittedly, removing the financial constraint on
IFs changes their nature considerably, but to deny the IF commercial
phase entirely seems a bit far. (Not that Montfort does that, but
his comments suggest that some have.)
Comments are welcome, if unexpected.
Later Days.
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