Galatea is my first released foray into interactive fiction. It is a single conversation with a single character, which can end any of a number of ways depending on the player’s decisions. Unlike traditional IF, it has no single path to victory. Instead there are a large number of endings, some more satisfactory than others, of which many could be considered “win” states. It takes only a few minutes of play to arrive at an ending, but considerably longer to find all of them.
The Quest WebEditor is the world’s first online visual text adventure maker. It is (almost) the entire desktop version of Quest, but transplanted into a web browser. So, now you can create a text adventure game, with no prior programming experience, and without downloading any software.
In interactive fiction (IF for short), you don't just read the story — you get to shape it. Usually you'll be typing instructions for one of the characters to follow — and unlike in a "choose your own adventure" story, you're not just picking from a menu, but can type anything you can think of.
Interactive fiction was the first great computer-game craze. By 1990, all the text game companies were closed, or about to be. But... the games didn’t go away. And a community of IF fans — still interested in sophisticated, complex, involving, literate gameplay — continued to create them.
I’ve been part of that community for a decade and a half. This is what I’ve been doing.
Interactive Fiction (a.k.a. text adventures), a curious cross-medium blending videogames and literature, defined computer entertainment at the start of the PC era. Jason McIntosh demonstrates some examples of modern interactive fiction, ponders the challenges that the medium faces in today's digital-game landscape, and offers some starting points for players first discovering this unique kind of game.
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