Interactive fiction overview 2: Community and Writing
I omitted several key items in my last post. One is the online community for IF, which includes self-regulated competitions, and the other is the rather massive topic of how to start writing your own IF.
Community
I think the most heavily populated community area has to be the Usenet newsgroups: rec.arts.int-fiction and rec.games.int-fiction, both of which are archived by Google Groups, so you don’t need a newsreader or access to Usenet. (I vastly prefer the newsreader option, however – I use Xnews on Windows and Pan on Linux – and have free access to text-only Usenet through eternal-september.org). I’ve had very quick, helpful replies to my questions when I’ve posted, and the archives of the group are fascinating reading.
Other congregation points include, but are not limited to:
- Intfiction.org, a forum
- The ifMUD, which also conducts live playthroughs on Saturdays (3pm EST/8pm GMT)
- The IFWiki, which is, unsurprisingly, a wiki for IF topics and news. It’s pretty exhaustive.
Competitions
Competitions seem to drive a lot of IF releases, and there are several each year. Browsing the results lists is a good way to find the best games. Notable among them are:
- Annual IF Competition Started in 1995 with the aim of encouraging new, short works of IF. Games should be playable in two hours or less. (List of results by year)
- Spring Thing is for longer and higher quality works of IF, and is scheduled at the opposite time of year to the Annual IF Comp. There is a small entry fee. (List of results by year)
- XYZZY Awards – an awards ceremony for IF games, with awards such as “Best Game”, “Best Setting” and “Best Puzzle”. Games published in the previous year are eligible for nomination. (List of results by year)
There is a full list of competitions at the IFWiki.
Writing
The first question a potential IF author must answer is: which authoring system to use? Inform 7 and TADS 3 are possibly the most popular – or at least the most talked-about on raif – but there are many others. The most obvious difference between I7 and other systems is that it’s natural language. Compare these two pieces of code:
Inform 7:
Deep in the Forest is a room. "Through the deep foliage you glimpse a building to the west. A track leads to the northeast." Clearing is northeast of Deep in the Forest. "A tall sycamore tree stands in the middle of this clearing. One path winds to the southwest, and another to the north." Instead of going north in Clearing, say "You decide against going that way right now." A tree is in Clearing. "Standing proud in the middle of the clearing, the stout tree looks like it should be easy to climb." Understand "tall" and "sycamore" as the tree. At the top of the tree is above Clearing. "You cling precariously to the trunk, next to a firm, narrow branch."
TADS 3:
forest : OutdoorRoom 'Deep in the Forest'
"Through the deep foliage you glimpse a building to the west. A track leads to the northeast. "
northeast = clearing
;
clearing : OutdoorRoom 'Clearing'
"A tall sycamore tree stands in the middle of this clearing. One path winds to the southwest, and another to the north. "
southwest = forest
up = topOfTree
north : FakeConnector {"You decide against going that way right now. "}
;
+ tree : Fixture 'tall sycamore tree' 'tree'
"Standing proud in the middle of the clearing, the stout tree looks like it should be easy to climb. "
;
topOfTree : OutdoorRoom 'At the top of the tree'
"You cling precariously to the trunk, next to a firm, narrow branch. "
down = clearing
;
These produce more or less the same result, but in very different ways. Of course, the example given here is simple, and both systems become a little more difficult when you want to perform more complex actions. There’s a better comparison over at Brass Lantern.
Both are extremely well documented – TADS 3 comes with the ‘bookshelf’, also viewable online, and Inform 7′s manuals are Writing With Inform and The Recipe Book, the latter of which contains many annotated and often amusing examples (one of my favourites is The Facts Were These, a nod to Pushing Daisies). There’s also a cool introductory screencast, and the Inform 7 handbook is a useful addition to the documentation, taking you gently through the process of writing your first game.
When it comes to doing the actual writing, you could do no better than to refer to Emily Short’s blog – she has a wonderful selection of articles (start with Writing IF and work your way down the sidebar). In addition:
- The IFWiki has a lengthy selection of notable past topics on raif, many of which discuss writing and design.
- Back issues of XYZZYnews
- Back issues of SPAG
- Brass Lantern’s writers page
- Chapter 8 of the Inform Designer’s manual, by Graham Nelson
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