Some small bugs that were preventing the Inform 7 extensions RSS feed from appearing quite right under Firefox and Safari (two different bugs) have now, we think, been resolved.
I knew you’d be thrilled.
Some small bugs that were preventing the Inform 7 extensions RSS feed from appearing quite right under Firefox and Safari (two different bugs) have now, we think, been resolved.
I knew you’d be thrilled.
Recently someone emailed me with the following question:
Going on the assumption that if you like to write, you must also like to read, I was wondering if you would be willing to share any books/short stories/writings — anything non-IF — that you really enjoyed or perhaps even inspired your style of story-telling.
I’ve had a pretty busy week and haven’t gotten around to answering, but I thought it might be an interesting one to throw out here, and see what other people think about IF-inspiring conventional writing.
So, a couple answers of my own:
For those who are interested, the introductory article and blog post for the Guardian’s text adventure project:
http://www.guardian.co.uk/technology/2008/apr/30/textadventure
When I plan plot-heavy IF, I think of it in terms of a sequence of scenes. This doesn’t mean that the gameplay needs to be rigidly linear: scenes can occur in varying orders, or there can be plot branches, or scenes that can be skipped depending on player action. But I nonetheless do the organization in terms of scenes. A scene has a definite beginning and a definite end. It usually has to take place in a specific area of the game map (which may mean that the player triggers it by entering that area [as in City of Secrets] or that I move the player myself when the scene is scheduled to start). Following some writing advice I got long ago, I try to make most of the scenes end with some kind of clear hook. At the end of the scene, the player should ideally have a new take on what is happening, or a new problem to solve, or a new question about what is going to happen next. Exciting the player’s curiosity about something is especially powerful in getting the player to keep playing.
But the conventional writing advice tends to be insufficient when it comes to the types of scene that IF supports. I find that in interactive fiction my scenes tend to come in several styles, identifiable by the sort of interaction I expect from the player.
In rough order of intensity, they are
The source code for When in Rome 1 and 2 has been updated so that it will compile under the latest build; this is the first time in a while that that has been true.
…is up. This is a milestone in a number of ways: it’s the 15th Birthday edition of Inform, and it finishes a number of things that have been in progress since January of last year. The Mac IDE comes with a simply awesome table of contents, which lets you view just a small section of your code at a time, or zip back up to the top level; this will filter through to Windows as well. I already find this so essential that during the testing phase I hated those occasions when I had to go back to using the last official build to test user problems…