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  1. The Madeleine Effect

    "The Madeleine Effect" is a digital story project, an artistic look at ways to incorporate a creative text based story in the linear format and language styling of a novel into the game world. 

    I believe that when a primarily text-based fiction story is created in a visual narrative medium, it can be utilized to prompt the user to act as a character. The user therefore may be guided to perform through a narrative. I am interested in looking at interactive fiction from the perspective of a writer aiming to invite meaningful interaction leading towards playful behaviors, or acting, on the part of the player. 

    "The Madeleine Effect" is a fiction story that is experienced through both digital and print media. The story interface aims to be interactive through the player's performance, which is demonstrated by inputting text into the story while playing a defined role. The interactivity in this project is focused at this time so as to more easily observe the ideas I am exploring. My hope is that this project will spur thought and conversation about ideas for increased interactivity and a more intelligent technical structure.

    Scott Rettberg - 08.01.2013 - 16:16

  2. Echo Chambers: The Colossal Cave within House of Leaves

    Inspired by Mark Z. Danielewki’s z House of Leaves (2000) and Will Crowther’s Colossal Cave Adventure (1975), It is Pitch Black renders a mysterious, non-visual environment in the form of a text-based videogame. Although Danielewski’s novel participates in the lusory logic of digital games, functions as a paradigmatic post-digital text, and includes a diverse range of media, the book contains no mention of videogames within its pages. It is Pitch Black imagines a missing appendix or additional chapter (like the four pages of hexadecimal code only included in the original hardcover publication) which takes the form of a text-based adventure game that the Navidson children may have played throughout their ordeal. Inspired by Crowther’s inaugural adventure game yet operating according to the idiom of a 3D navigable space, It is Pitch Black foregrounds the tension between the human experience of play and the microtemporal processes of a computer.

    Daniela Ørvik - 19.02.2015 - 15:11

  3. Interactive Narrative and the Art of Steering Through Possible Worlds

    The world of game development is heavily male dominated and sexism is notoriously endemic in online gaming and videogames. In this context, as a feminist woman and sole writer, developer and designer of an interactive digital narrative, I am something of a rarity. Doing it all myself may seem perverse, especially in a field where collaboration is common, but the ability to author code myself is empowering and, crucially, gives me independence - a development environment of one's own - a classic feminist goal. In this presentation, I will discuss how these factors are reflected in the interplay of genre, narrative, discourse, gameplay, game logic, character development and thematic content in my interactive digital narrative, Stitched Up (currently a work-in-progress).

    Christine Wilks - 16.06.2016 - 17:30

  4. Nijmeegs avontuur

    Nijmeegs Avontuur (ook bekend als Nijmegen Avontuur) van Couwenberg Software en Courbois Software is uitgebracht aan het begin van de jaren 80, dus rond 1980. De originele versie werd uitgebracht voor de Commodore PET, de opgenomen versie hier was een hernieuwde versie voor de Commodore 64. Dit Nederlandse tekstadventure wordt gezien als één van de eerste officiële computerspellen in Nederland. Het Nederlands Instituut voor Beeld en Geluid in Hilversum nam het spel zelfs als eerste titel op in de Nederlandse Games Canon, die in 2018 werd gepubliceerd

    Siebe Bluijs - 25.03.2021 - 17:20

  5. De steen der wijzen (Magic Stone)

    The first text adventure game by pioneering software company Radarsoft (John Vanderaart). Players had to make their way through the storyworld by typing in commands on their keyboards.

    Siebe Bluijs - 25.03.2021 - 17:37