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  1. Vespers

    Vespers is an interactive fiction game written in 2005 by Jason Devlin that placed first at the 2005 Interactive Fiction Competition. It also won the XYZZY Awards for Best Game, Best NPCs, Best Setting, and Best Writing. Set in a 15th century Italian monastery, it is chiefly a horror-themed morality game, where the player takes moral decisions, which then affect the ending. However, whilst playing the game, it isn't obvious that these are moral dilemmas, and the game actively encourages the player to take the evil path.

    Jill Walker Rettberg - 02.07.2013 - 23:08

  2. Bronze

    Bronze is a puzzle-oriented adaptation of Beauty and the Beast with an expansive geography for the inveterate explorer. Features help for novice players, a detailed adaptive hint system to assist players who get lost, and a number of features to make navigating a large space more pleasant.

    Jill Walker Rettberg - 02.07.2013 - 23:43

  3. La hermandad de los escribanos

    In the hypertext story La hermandad de los escribanos the reader becomes the main character. The story is in a folder that can be directly downloaded from the website. A fraternity founded in the Middle Ages takes control of the user and he must read the narrative in a determinate time with enough attention to answer to a number of questions. The work combines text with multimedia elements once it is incorporated characteristics of interactive games. It is different from a game in the fact that the most important thing is the story and not the interactivity. It is a narrative in which everything is put in the right order and apart from the interactivity it can be read coherently.

    Maya Zalbidea - 23.07.2014 - 00:10

  4. "Whom the Tellling Changed"

    Author description: In this interactive short story, author Aaron A. Reed explores what storytelling meant to the earliest civilizations and what it will mean in the 21st century. The player takes the role of a villager thousands of years ago whose people have gathered to hear their storyteller tell part of the epic of Gilgamesh. As the player traverses the mostly linear plot, he or she accumulates a history based on decisions both important and trivial that ultimately impact the outcome and significance of the frame story. Hypertext-like keywords allow the player to raise points in the interior story, persuading the crowd and other characters to corresponding points of view, while a more robust interactive fiction parser allows the player to interact extensively with the frame story.

    Pål Kjelkenes - 05.12.2016 - 02:24