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  1. Book and Volume

    An interactive fiction written in Inform and running on the Z-Machine, Book and Volumes simulates an eventful day in a near-present factory town. The interactor is not offered adventure, monsters to defeat, or treasures to find, but a chance to perform the routine tasks of an information-technology worker. As Brian Kerr wrote, "It's about a sysadmin in the weird, charming cyber-Gotham of nTopia who spends the last working day of his/her/its life rebooting servers and reacting to frantic pages from an unseen supervisor. ('Net extremely hoseled. Engine team being hideously masticated by this outage. Demo rapidly approaching. Get to the cages. Reboot the servers. Hasten. Do not rest. Please. All five of them.') What’s the game really about? Knut, a resident of nTopia, pegs it: 'Reality. Illusion. Theme is reality versus illusion. Must discern reality. And illusion.

    (Source: Author's description from the Electronic Literature Collection, volume 2)

     

    Eric Dean Rasmussen - 08.03.2011 - 14:45

  2. Workplace is Mediaspace is Cityscape: Nick Montfort on Book and Volume

    Workplace is Mediaspace is Cityscape: Nick Montfort on Book and Volume

    Eric Dean Rasmussen - 08.03.2011 - 14:54

  3. Everybody Dies

    Everybody Dies

    Scott Rettberg - 15.04.2011 - 14:10

  4. All Roads

    Venice. The tight winding alleys and long dirty canals. Easy to become lost here, where every street emerges somewhere unexpected. In the central square a scaffold has been erected for your neck, and if only you can escape for long enough you might survive, but in this city all roads lead back to Piazza San Marco and the Hanging Clock.

    (Source: Author's description from Electronic Literature Collection Volume 1)

    Eric Dean Rasmussen - 18.04.2011 - 12:53

  5. Bad Machine

    Bad Machine is codework that works. It presents a surface of text that blends English with structures and tropes from programming languages, database queries and reports, error messages, and other forms of machine communication. But it is also a functioning interactive fiction, capable of accepting commands and being figured out by the assiduous reader. The machinery of program and language is at work here, as those who are up to the challenge of Bad Machine can discover. (Source: Electronic Literature Collection, Vol. 1).

    Eric Dean Rasmussen - 18.04.2011 - 12:59

  6. Savoir-Faire

    One of the strengths of interactive fiction is that it is able to simulate a rich world, even one that has unusual physical and magical laws. In Savoir-Faire, the (usually cliché) elements of a treasure-hunt and a world suffused by magic are situated, unusually, in 18th-century France; a young man has come back to his childhood home to ask for a loan and has found it oddly abandoned. The special workings of Savoir-Faire's world open memories and unlock relationships between things, adding resonance to this intricate, difficult play of puzzles.

    (Source: Electronic Literature Collection, Vol. 1).

    Eric Dean Rasmussen - 28.04.2011 - 15:13

  7. Ad Verbum

    Ad Verbum is a Oulipo-inspired wordplay-based game.

    Scott Rettberg - 20.05.2011 - 12:00

  8. Command Lines: Aesthetics and Technique in Interactive Fiction and New Media

    The Interactive Fiction (IF) genre describes text-based narrative experiences in which a person interacts with a computer simulation by typing text phrases (usually commands in the imperative mood) and reading software-generated text responses (usually statements in the second person present tense). Re-examining historical and contemporary IF illuminates the larger fields of electronic literature and game studies. Intertwined aesthetic and technical developments in IF from 1977 to the present are analyzed in terms of language (person, tense, and mood), narrative theory (Iser's gaps, the fabula / sjuzet distinction), game studies / ludology (player apprehension of rules, evaluation of strategic advancement), and filmic representation (subjective POV, time-loops). Two general methodological concepts for digital humanities analyses are developed in relation to IF: implied code, which facilitates studying the interactor's mental model of an interactive work; and frustration aesthetics, which facilitates analysis of the constraints that structure interactive experiences.

    Patricia Tomaszek - 27.05.2011 - 15:41

  9. Curveship: An Interactive Fiction System for Interactive Narrating

    From the publication: Interactive fiction (often called “IF”) is a venerable thread of creative computing that includes Adventure, Zork, and the computer game The Hitchhiker’s Guide to the Galaxy as well as innovative recent work. These programs are usually known as “games,” appropriately, but they can also be rich forms of text-based computer simulation, dialog systems, and examples of computational literary art. Theorists of narrative have long distinguished between the level of underlying content or story (which can usefully be seen as corresponding to the simulated world in interactive fiction) and that of expression or discourse (corresponding to the textual exchange between computer and user). While IF development systems have offered a great deal of power and flexibility to author/programmers by providing a computational model of the fictional world, previous systems have not systematically distinguished between the telling and what is told.

    Patricia Tomaszek - 22.07.2011 - 18:44

  10. Portal

    Portal is a mix between a computer novel and an interactive game. It was published for the Amiga in 1986 byActivision, written by Rob Swigart, produced by Brad Fregger and programmed by Nexa Corporation.

    Jill Walker Rettberg - 27.07.2011 - 16:00

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