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Explore the world of interactive fiction, delving into narrative voice, plot interaction, and game classes. Learn to craft your own IF story with tips on design, transparency, and flow. Discover the strengths of Inform and design advice to shape your narrative in this engaging text-based adventure.
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Interactive Fiction A beginner’s guide
What Is IF • Immersion with Text input • Narrative voice • More Story than Game
Classes of IF • Strong story, lots of plot interaction • Strong story, less/no plot interaction • Weak story, lots of interaction
Choose Your Starting Point • Plot • Character • Scenario/Incident • Puzzle/Mechanic • Theme • Message
What IF is GOOD for • Low budget • Tolkein/Animation • Novels • IF Bias?
Topics – Real or Fantasy? • Show us something new • Common mistakes • Overly familiar settings • Hollywood Clichés
Making your Story Interactive Using Inform
The Strengths of Inform • Custom Behaviors for Unique Objects • Hats • Books • Boxes • Cards
The Strengths of Inform • Limited, Built-in Simulation • Movement • Location • Containment • Clothes • Item Use (on/off)
Declarative Implementations • Define new objects with custom abilities • Shoes • Clothing • State for tied or untied laces • Create “tie” and “untie” actions • Add code to prevent walking w/untied laces
A shoe puzzle? • Laces separate • Barefoot player • No laces – shoes fall off • Uncrossable area
Simulation – Better or Worse? • Defining “lace-ness” of other objects • String • Roots from the ground • Hair • Not enough objects
The Big Secret: • Nearly every puzzle = locked door or container • Challenge = Transparency • Shoes • Are they readily available? • Can the user find the laces? • If not – can the player build laces? • Can the player build shoes???
IF Design Problems The Shoe Example
Transparency • Three cases: • Uncrossable area, findable shoes • Uncrossable area that makes it clear that shoes are needed, buildable shoes • Uncrossable area, isn’t clear shoes are needed, buildable shoes
Transparency • “Natural” or “Intrinsic” properties • Pot Example • Handle as shiv? • Realistic, but not transparent • Unless you demonstrate it before the player acquires the pot
Simulation • Reality vs. Abstraction • Constraining Interactions • Rope • Cards • Emily Short • Magic transforms object shape, size, material
Complexity • Linearity – boring, but necessary • Shoes, Water, Paint • Design & Object Constraints • Simulation & Unexpected Solutions • The N2 Problem
Designing Flow • Challenging/Engaging the player • FLOW charts – • Show how events occur “in time” • Sequentially • Parallel • Arbitrary order • Interlocking components
Time and Location • Time is inherently spatial • Objects are inherently time-bound • Availability of objects in “play time” • Location of player in “play space”
Tips/Tricks Design advice
Starting Points • Story – how does the player feel? • Setting – what does the story contribute? • Character – how will you do it w/o NPCs?
General Rules • N2 Problem – avoid treasure hunts • Believability more important than reality • Pay attention to the complexity • Map out your story • Make decisions based on feasibility
Controlling Complexity • Don’t make too many objects • Do the math • Plot Clock • Limit mobility • Limit what is mobile in general • Remove objects at certain points
Thanks • Sean Barrett, author of “Heroes” and other IF gems, can be reached at: buzzard@nothings.org