Search

Search content of the knowledge base.

The search found 2 results in 0.008 seconds.

Search results

  1. Common Ground: One Night in a Three-story House

    Common Ground: One Night in a Three-story House is the story of a poor suburban family told interactively through text.

    (Source: 2002 ELO State of the Arts gallery)

    A three-chapter game (with an epilogue) in which you're a different character in each chapter. The twist is that each chapter covers roughly the same space of time, and you interact with the other two characters, to varying degrees, when you're in each pair of shoes. The gameplay is a bit restrictive--the game doesn't allow for a lot of variation--but the characters themselves are well developed and the interactions feel reasonably realistic. The game even does a passable job of recording the actions you take when you're one character and playing them back when you're a different character, observing the antics of the first. Very short--20-30 minutes to play through at most--but worth playing; it largely eschews puzzles in favor of character interaction in a way that little IF attempts.

    (Source: Review by Duncan Stevens, BAF's guide to the IF Archive)

     

    Scott Rettberg - 17.01.2013 - 13:26

  2. Blue Lacuna: Lessons Learned Writing the World's Longest Interactive Fiction

    Blue Lacuna is an ambitious new long form interactive fiction comprising nearly 400,000 words of prose and natural language source code. The longest work yet produced in the Inform 7 language, it is also among the most substantial text-based story games in existence, an interactive novel with an average play time of fifteen to twenty hours. In development between 2006 and 2009, Blue Lacuna features several experiments of interest to creators of long-form interactive stories. This paper describes these experiments and performs an anecdotal post-mortem on what succeeded and failed in the project's realization. I focus on how successful I was at achieving my three principal goals: 1) simplifying the IF interface so those unfamiliar with the medium can easily participate, 2) telling a story which revolves around the player's ability to make choices with real dramatic repercussions, and 3) creating a character able to form a complex relationship with the player across the span of a novel-length story.

    Audun Andreassen - 10.04.2013 - 11:24