Archive for September, 2009

Spaceship! Review

Spaceship! logo Spaceship! is a group-generated text adventure from the readers of The Grauniad The Guardian’s Games blog. It’s also on the IFDB here.

The premise is pretty straightforward: you (the Captain) are stuck on your (broken) spaceship and must jump through several (puzzle-adorned) hoops to get it working again. Read the rest of this entry »

Posted at 21:26 on 30/09/09 | 3 Comments | Filed under: Reviews

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:

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:

Posted at 14:00 on 22/09/09 | Comments Off | Filed under: Meta

Interactive fiction: an overview

This is by no means a complete collection of all things IF, but it contains the sites and resources that I’ve found most useful.

Getting started

History

Interpreters

Interpreters are the pieces of software that are required to play IF games. Because there are many different programs for writing IF, there are many different interpreters, which is why this list is a little intimidating. It should, however, cover most types of game files and operating systems.

  • Gargoyle plays ADRIFT, AdvSys, AGT, Alan, Glulx, Hugo, JACL, Level 9, Magnetic, TADS 2, TADS 3, and Z-code (except version 6) game files. (Windows, Unix)
  • Git plays Z-code and Glulx game files. (Windows)
  • Spatterlight plays ADRIFT, AdvSys, AGT, Alan, Glulx, Hugo, Level 9, Magnetic, TADS 2, TADS 3, and Z-code (except version 6) game files. (Mac OSX)
  • Zoom plays Z-code and Glulx game files. (Mac OSX, Unix.)

Finding games to play

  • The Interactive fiction database is probably the best place to find games. It’s searchable, and if you create an account you can keep track of games you’ve played or intend to play. You can also review/rate games, and view or create recommended lists.
  • Parchment is an online interpreter with a long list of playable games.

Games for beginners

While most (if not all) games have a list of commands in the help menu, some have been made especially for newcomers to the genre.

  • Bronze – has a tutorial mode, and is one of my favourite works of IF.
  • Dreamhold – has a tutorial mode.
  • Mrs. Pepper’s Nasty Secret – has a tutorial mode.
  • Suveh Nux – a short but well-implemented one-room puzzle game. Optional built-in hints.
  • Theatre – not specifically for beginners, but a classic of the genre and a good way to really familiarise yourself with modern IF. Built-in hints.
Posted at 00:33 on 21/09/09 | Comments Off | Filed under: Meta

Titles and origins

In naming this blog (which for some time ran the risk of being called Title Goes Here) I have drawn on the grand tradition of Using Phrases From Old Text Adventure Games (if you can call it a grand tradition, which I’m not at all sure you can, seeing as how I now can’t think of any other sites to do this apart from Get Lamp, which is in fact a documentary – but still! Oh, wait, there’s XYZZYnews as well. I’m saved.).

“Blasting requires dynamite” is the pithy phrase that’s produced when a player types “blast” at certain points in Adventure (a.k.a. Colossal Cave Adventure), the first text adventure game. I chose it because it’s been part of my family’s lexicon for years, and thus seems appropriate.

Text adventure games – or as we now call them, interactive fiction – have long been an interest of mine. My first encounter with the genre was a game for the BBC Micro (so memorable that I’ve forgotten both the title and the content!), which I played at a tender age. I didn’t play one again for many years, but the early grounding proved useful. Now I’m trying to write one using Inform 7, and I’ll be chronicling my adventures along the way in this blog.

Posted at 15:35 on 19/09/09 | 2 Comments | Filed under: Meta