Interactive Digital Narrative: History

Screen Shot 2016-08-31 at 1.12.24 PM.pngInteractive Digital Narrative: History, Theory, and Practice is an academic publication from Routledge that retails for £90/$123 on Amazon, which is why even though it is completely relevant to me and my work, it took me a little while to get around to buying it. I would guess that most people who write IF as a hobby won’t buy it either, which is in some ways a shame, because improving communication between the hobbyist and academic communities would be beneficial in both directions. But a book priced for academic libraries is not the most accessible way to accomplish that.

Consequently, this is not a conventional academic book review. Instead, it’s partly meant as a high-level overview of the contents for people in the IF community who cannot afford to read the book, or who might want to know what sort of thing is in it before plunking down more than $100 for their own copy. Much of the rest is an attempt to join up what is in the book with what I know about historical and contemporary interactive fiction and narrative games.

That I spend a lot of time pointing out related IF work is not meant as a criticism or complaint about the book’s scope of coverage — which is in fact quite broad — but as an attempt to help bridge community divides and suggest points of contact between hobbyist IF and academic digital narrative.

Finally, there’s a lot of content, so I’m going to take this in chunks. This post starts with the history section.

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Minkette on Escape Room design; Secret Studio

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This post is a two-parter. Recently I went to Secret Studio, my third experience with room escapes; and Minkette, one of the creators of Oubliette, came to the Oxford/London IF Meetup to talk about the design and creation process.

I’d asked Minkette to come talk about the kind of storytelling she does: often location-based, often using physical props to communicate backstory or the flavor of the world you’re in.

She started us off with an overview of related projects, including Sleep No More, Wiretapper (reviewed here), and 2.8 Hours Later, a zombie chase game that runs through London. She also spoke about her own Train of Thought, an experience designed for the Underground, in which participants were able to listen to pre-recorded tracks that were meant to be the thoughts of one of the other passengers in their coach. (Here’s an audience member’s description of that experience.)

Next, Minkette took us through the process of constructing the Oubliette escape room, with lots of pictures of the various props in construction. It was fascinating to see what went into these: Oubliette featured a vacuum tube setup that (seemed to) let you pneumatically send messages to other characters, but that was actually just operated by someone pulling a magnet on a string.

But the parts of her talk that were newest to me were the ones where she talked about the psychological purpose of their design choices.

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