Sometimes people write to me asking for suggested lists of interactive fiction that fit particular criteria. When that happens, I like to publish the results to my blog rather than just answer by email — both in order to establish a resource for other people in the future, and in case commenters here have additional thoughts that might be useful.
Yesterday I was on a panel that included Richard Beard. He is an author of novels (including the OuLiPian Damascus, which constrained itself to use no words not in a specific issue of the Times) and nonfiction, as well as a contributor to PAPERCUT, an enhanced ebook app. Today he wrote to me for suggested IF — perhaps prompted by my vehement assertion during the panel that there’s lots of interactive fiction that is not simply an enhancement of a pre-existing static text:
I’m particularly interested in any experience that is excitingly different from reading a book, but still recognisable as reading (rather than, say, wordy gaming). This would seem to mean experiments with narrative, with new ways of enfolding form and content and new ways of enlivening conventional storytelling techniques.
“Recognisable as reading rather than wordy gaming” seems to me to exclude parser-based works, since those require typed input: probably not a “reading” activity. Otherwise I would include last year’s Map and Midnight. Swordfight., both of which are certainly experimenting with allowing a plot to be radically reshaped (but within a predictable system) by the reader’s actions. I’d also mention Analogue: A Hate Story for its compelling use of a database narrative structure; Lime Ergot for evoking the reader’s curiosity and telling its story through telescoping descriptions; What Fuwa Bansaku Found for its reweaving of translated Japanese poetry into a new story. Alethicorp‘s storytelling via a faux corporate website probably also includes too many non-reading actions.
The request suggests that the writer might not be looking for something like 80 Days, which — though very much an experiment in narrative and remixable vignettes — bears enough game markers in terms of scores and goals that it might be off-putting to a readerly audience. Anything from StoryNexus is probably off the table, thanks to the card metaphor and overt mechanics. The emphasis on reading would also seem to exclude interactive film, interactive audio, and interactive comics.
Even the Choice of Games catalog — though almost purely textual — might seem too game-like, given that there are success and failure possibilities and some stats-tracking is expected if you want to get the best outcome. (Otherwise, as a first taste of CoG for someone interested in readerly merits, my picks would be The City’s Thirst for general prose quality and imagery, and Slammed! for its investment in its character arcs.)
And given the desire to actually try the works in question, I unfortunately also cannot suggest anything from the Versu project, since those apps are now unavailable.
So now that I’ve eliminated many many honorable mentions:
I have written a new Exceptional Friends story for 
There were a lot of other considerations, though. This wasn’t, it couldn’t be, the kind of port that preserves the gameplay experience of the original. The original is a parser-based game with a lot of noun-hunting, and people get stuck on it sometimes, not sure what to do next or how to drive things forward. Versu is designed to surface those affordances, not to hide them; to produce forward movement, not a halting sense of difficult discovery. Versu characters talk, a lot, even if the player doesn’t say much.
At the same time — this Galatea felt more active than the old one ever did. And there was also the point-of-view shift. The way Versu works, a protagonist and all the NPCs have to be instantiated as characters in more or less the same way. There was therefore a parity in Versu between the player and Galatea that never existed in the original code base. The original code models topics and things to say about topics; the character Galatea’s emotions and reactions are hung off of those, triggered by the player’s questions and gestures, and only ever very rarely by additional daemons that add one- or two-turn-later follow-ups. In Versu, Galatea and the protagonist were both modeled as agents with a range of social possibilities open to them, and it was a matter of run-time choice which of those agents were driven by the player. What that meant (among other things) was that I could make Galatea a playable character and go through the same scenes and the same dialogue as her, for the first time.