A Top 20 List of IF

In which I list some nominees for Victor Gijsbers’ Top 50 IF list. And, because I’m me, I explain why those and not others. A lot.

Every four years, Victor Gijsbers puts together a list of the top 50 IF games of all time. To vote for this, one sends Victor a list of the 20 best games; those games that fall on the most “best” lists wind up on the Top 50 list. (You can participate, or see the spreadsheet that contains the current state of play, at the intfiction forum.)

I find this interesting, and also extremely hard to vote for, because I can think of many more than twenty games that have a reasonable claim to be “best” in some regard. So I have to pick some additional criteria in order to filter the thing down.

This year, I’ve deliberately skewed my list towards the criterion of maturity: games that represent what IF has become as a medium, that benefit from thought and careful play, and that communicate something about the human condition that is truthful, important, and hard to convey.

This is not the same thing as recency, but in the nature of things it does mean that the list skews a bit towards games that have come out in the past decade, and often towards works by authors who had already worked in the medium for a long time.

The list therefore omits a lot of games that I find delightful for their playfulness and polish: Lost Pig, Treasures of a Slaver’s Kingdom, Secret Agent Cinder, Brain Guzzlers from Beyond!, Magical Makeover, Midnight. Swordfight, several games by CEJ Pacian, and quite a lot of Ryan Veeder’s catalog.

It leaves out works that do a single thing perfectly — the telescopic narration of Lime Ergot, the linguistic mindbending of The Gostak, the jewel-beauty of The Moonlit Tower, the unfolding horror of My Father’s Long, Long Legs or the puzzle discipline of Suveh Nux. It skips others that impress through their extraordinary ambition and scope, from Tin Star or Blue Lacuna to 1893, Delusions and First Things First. It omits anything where I found myself writing too much extenuating text, any games I thought were great in one respect but got seriously in their own way in some other regard.

The list also skips many canonical works that helped define IF for the community: Zork, Deadline, Curses, Anchorhead, Spider and Web, Photopia, Shade, Rameses, Slouching Towards Bedlam. Even Jigsaw, which wrestles seriously with the weight and meaning of history, is also hampered by too-difficult puzzles and by limiting tropes of text adventures as they existed at the time. Influential and original, many of these games established what was possible in interactive fiction, and many of them are still very entertaining to play; others feel a little faded, documents of a different culture, as awkward to watch as a 90s sitcom. But if you want a list of this kind of canon, IFDB will supply several. I didn’t set out to omit anything because it was canonical, but I found that the criteria I set for this particular list tended to land on other nominees.

Several pieces, from Bloom to Shadow in the Cathedral, I left off the list because the narrative is not yet concluded. (I have hopes Bloom will be completed; I think we’re unlikely ever to get the end of the story of Shadow.)

Also not shown: works that meant a lot to me on a personal level for some reason, but that might not bear that same freight for someone else: Necrotic Drift, with its gut-punch ending about personal responsibility; Plundered Hearts, whose plottiness and NPC focus gave me the first ideas towards the type of IF I would one day want to write.

At the same time, there’s a lot of subjectivity here, and I did leave out some works, like Cape, or The Life (and Deaths) of Dr M, where excellent interaction design and writing served to explore some very significant theme, but where I just couldn’t quite agree with the conclusions; or the excellent Mama Possum, which is poignant and observant but didn’t leave me turning over the significance as much in my own mind, afterward.

Games that I contributed to myself, from Fallen London and Where the Water Tastes Like Wine to Cragne Manor, are also omitted, though I think the trend of anthology fiction with multiple authorial voices is an intensely interesting one and I should definitely write more about that. Later. Not in this list.

So. The list:

Continue reading “A Top 20 List of IF”

Mailbag: Environmental Storytelling

This is actually a reprint of a comment exchange that appeared earlier on this blog, but it’s the kind of question that I typically mailbag, so I’m reproducing it here for visibility.

A question, if I may: I’m not much of a story-writer (as in coming up with the ‘adventure’ part of the equation), but I’m working on a densely interactive VR diorama (http://naam.itch.io/apotu) and a story/plot is starting to emerge from all the incidental detail popping up everywhere, taking shape in my head. It’s more of a situation/slice-of-life thing than a story per se. What would you (or any other reader!) say is a good way to come up with narrative cues to divulge this to the visitor?

I guess I’m mainly struggling with process – how to come up with just the right bits of information to relate to the listener, and how to make that matter.

Start by identifying the bare minimum. What are the 3-7 most important events or beats the player must know about in order to understand your story? What traces might those events have left on the world?

Continue reading “Mailbag: Environmental Storytelling”

The Cambridge Introduction to Narrative (H. Porter Abbott) – Chapters 1-6

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The Cambridge Introduction to Narrative approaches stories from a very different perspective than most of the game writing, novel writing, and screenplay writing books I’ve covered here before; instead, it’s an academic approach to describing what narrative is, based in the field of narratology.

I’m covering this one in some depth, because I think it’s interesting to compare the terminology it uses with the terms common in other types of writing and game writing and interactive fiction guidance. So this post will cover the first portion of the book, and I’ll cover (roughly) the second half next month.

Chapter 1, Narrative and Life, speaks to the idea that narrative is a fundamental human function, that we possibly can’t even form memories without making stories about the events that happened to us, and that we have an instinct to try to work out the history or past narrative of things when we encounter them. Abbott ends this section with a few paintings that challenge us to understand them narratively but also resist casual interpretation.

Among other things, the chapter rather inverts the idea of environmental storytelling as a technique by suggesting that we are constantly making up stories about our environments, and that any space we might enter in a game would be read in this way by players, whether we wanted that or not.

Continue reading “The Cambridge Introduction to Narrative (H. Porter Abbott) – Chapters 1-6”