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  1. 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

  2. Depression Quest

    Depression Quest is an interactive fiction game where you play as someone living with depression. You are given a series of everyday life events and have to attempt to manage your illness, relationships, job, and possible treatment. This game aims to show other sufferers of depression that they are not alone in their feelings, and to illustrate to people who may not understand the illness the depths of what it can do to people.

    (Source: Official Website)

    Thor Baukhol Madsen - 19.02.2015 - 15:39

  3. Analogue: A Hate Story

    Analogue: A Hate Story is a visual novel in the style of many Japanese titles in the same genre . It was first published on the author's website and then on the gaming service Steam. The game tells an interactive story of transhumanism, traditional marriage, loneliness, and cosplay. The journey through the final section of the history of a generation spaceship before its failure. The two major characters you interact with in the story are the ships two remaining AI, an archivist AI named *Hyun-ae and a security AI named *Mute, the two ask the player vastly different questions and give entirely different views on the fall of the generation ship. The player is tasked with finding the truth of the tale by listening to both AI as well as building a sort of relationship with them and can end the story at any time by downloading what data they have and leaving the ship to its final fate, however this presents us with the worst of the possible endings. The choices the player makes throughout the story also affect the sequel of the work Hate Plus continuing the interactive work to show another section of the generationships story and gives more insight into the AI themselves.

    Kris Kepner - 02.04.2015 - 16:45

  4. From Beyond

    The installation plays with the boundaries of form and consciousness through play with the material and the immaterial. From Beyond invites the reader to interact with a digitally augmented Ouija Board. The Ouija Board (also known as the “talking board”) is well-explored in popular culture as a device that is traditionally employed in an attempt to communicate with the dead, who are themselves voiceless and thus can be “heard” only through the indication of written letters. The board is thus itself an interface that plays at the boundaries of the real and the presumed supernatural, as it operates through superstition: readers place their fingers on the planchette and it moves to answer questions, with a “Yes” or “No” placed on the board. Likewise, our digitally enhanced Ouija Board invites the user to guide a planchette (a pointer) as a tactile interface for making binary decisions while traversing a hypertextual work on a screen that serves as a lens between the reader’s world and the world of the story.

    Hannah Ackermans - 08.09.2015 - 09:45

  5. Kuryokhin: Second Life

    Kuryokhin: Second Life is a (meta)simulator of Sergey Kuryokhin’s afterlife, an IF loosely based on the bio of the avantgarde composer and the legendary leader of Leningrad’s cultural life in the 1980s and early 1990s. (Meta)simulator allows you to earn scores in health, knowledge and madness, while giving you opportunities to rethink the paths of the post-Soviet culture and politics. At a certain point one discovers that the unfolding story is just an attempt of media-archaeologists from the far future to reconstruct the lost simulator of Kuryokhin (therefrom the concept of metasimulation). (source: ELO 2015 catalog)

    Hannah Ackermans - 12.09.2015 - 11:48

  6. The End of the White Subway

    Concept "The End of the White Subway" is a strange little text-game that bears some resemblance to a text adventure or interactive fiction... more or less the way a toadstool resembles a geranium. Is this a game? If being a game requires consequential decisions, controllable actions, differential outcomes, and quantification (score), then it's a game. If your definition includes fun, well... This project is really more like a time simulator -- though in some ways every game is that. It invites you to think about the passing of time (all those moments you'll never get back), the way things change even as they stay the same, what you think you are doing when you can't do much of anything, and how you know when it's time to leave the train. What You Can Do Ride the train from station to station: either click Continue or simply press any key while you are in Train mode. (You'll need to click once in the text window, or use the Continue link initially, in order to set focus.) Each station of your passage comprises a screenful of text. The text is always different, or perhaps always the same. Look at things: The Earth is full of them.

    Hannah Ackermans - 30.11.2015 - 07:19

  7. Digital: A Love Story

    A computer mystery/romance set five minutes into the future of 1988. I can guarantee at least ONE of the following is a real feature: discover a vast conspiracy lurking on the internet, save the world by exploiting a buffer overflow, get away with telephone fraud, or hack the Gibson! Which one? You'll just have to dial in and see. Welcome to the 20th Century.

    (Source: Authors's statement, ELC3)

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    Christine Love’s Digital: A Love Story is a visual novel set “five-minutes into the future of 1988” and invites the player back into the early days of the Internet through the interface of an Amiga-esque computer. The graphical interface of white text on a blue background accompanies the metaphor of the local BBS (bulletin board system) as a happening space for conspiracy and flirting. All the core interaction takes place through dialing into this system, which has multiple characters and threads that can be explored through sending out replies to advance the story. The work is strongly grounded in early hacker culture and William Gibsen-inspired models of artificial intelligence.

    Scott Rettberg - 01.09.2016 - 15:36

  8. "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

  9. La femme qui ne supportait pas les ordinateurs

    L'une des premières œuvres de fiction interactive réalisée par une créatrice, La femme qui ne supportait pas les ordinateurs, est un examen des harcèlements sexuels dans la cyberculture. Le jeu, écrit par Chine Lanzmann et codé par Jean-Louis Le Breton, permet au joueur de se faire passer pour une femme qui doit faire face à de nombreux séducteurs. Fait intéressant, l'un des prédateurs sexuels est un ordinateur. Le jeu est stylisé sur un chat sur Minitel, où plusieurs questions sont posées au joueur. Elle ne peut taper que deux réponses : "oui" ou "non", qui influencent le résultat du jeu. Cependant, plus le joueur s'implique dans le chat simulé, moins il a de chances d'éviter l'une des six fins, toutes négatives.

    Filip Jankowski - 06.05.2018 - 20:14

  10. Beyond Tomorrow

    "Beyond Tomorrow" is an interactive text-based science fiction game made in Twine. The player assumes control of a wealthy business empire whose goal is to lead a successful expansion into space. The story revolves around the different choices and consequences one must face when encountering new planets and worlds. The game includes four unique planets that each has its different expansion possibilities and conflicts. The style of play is entirely up to the player and allows for either a violent or peaceful playthrough, as well as a combination of the two. Some of the themes explored in the game are power, imperialism, law and order, and warfare. 
    (Source: Author's description)

    Filip Falk - 05.06.2019 - 23:26

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