Zarf’s Interactive Fiction (2017)
eblong.com
eblong.com
It's many hours worth of adventure, and has a brilliant mechanic where you are in a world where real objects can be transformed by modifying their spelling (and, later, other linguistic tricks).
So you might have a Can, but you need to drive far away, so you turn your Can into a Car with your Letter-changing Device. Or maybe you use your Homonym Machine to turn the wooden Bat in your hand to a Bat that flies around. The possibilities are endless, and the game has considered an amazing number of them.
It's all set in a deep and realistic European island, with laws regarding linguistic manipulation, etc.
Another good IF game is "Blue Lacuna" by Aaron Reed which has its own website. I'm about 1/3 the way through. I practically wept in the first 15 minutes of play. The technology and writing of modern IF far surpasses the INFOCOM games of the 80s.
I'll accumulate a bunch of replies here, if that's okay...
First, I apologize for having a web page that implies that I haven't done any IF since 2017. Cragne Manor actually came out in late 2018, and I added it to my IF page, but I forgot to update the "last updated" date. (Fixed now.)
I'm still messing around with IF ideas. I'm working on a prototype for a non-parser-based IF system. It's a work in progress and I don't have anything to show off yet; we'll see how far it gets over the summer.
I suspect that dozens, nay, scores of people are trying to make IF work on Alexa. It's not an area that I'm working on myself, but I know some of the folks at Earplay (mentioned above). My understanding is that getting Alexa to respond to commands is pretty easy; the hard part is designing a game that plays well in narrated form.
Yes, I can sometimes be spotted wandering around the Somerville/Cambridge area. We have a monthly IF meetup at MIT: http://pr-if.org/ Anyone is welcome to drop in.
And also! If I may spend a moment promoting a current project... we are organizing an IF conference called NarraScope this summer. It will be held at MIT, June 14-16.
It will be cool. People should come.
Also the symbolic way it handles alchemy, such that objects are understood to be aligned with various planets or aromas, allowing you to get creative with alchemical recipes, is probably the closest I've seen to "real" alchemy.
Just checked again and still no android port, guess I should buy it again for desktop as everything I've heard about it does sound amazing.
See Other Works: https://en.wikipedia.org/wiki/Andrew_Plotkin
Even if you don't play, do yourself a favour and read "Lighan ses Lion". Brilliant idea.
If you have previously played System's Twilight and want a new game along the same lines, check out System Syzygy[2] which is directly inspired by System's Twilight (and similar games from the same era like 3 in Three and The Fool's Errand). It's also written in Rust(!) and fully open source(!!)[3] in case you want to get a peak under the hood (or cheat a bit).
[1] https://archive.org/details/SystemsTwilight
Oh, cool—I've never even heard of that. Thanks for sharing!
Twisty Little Passages - An Approach to Interactive Fiction By Nick Montfort
No one's going to pay for text-based IF games and no one wants to install software to play them. The web is the ideal delivery channel for the medium, but no one seems interested in making good publishing tools for it.
(To be clear, I’m not saying it isn't possible, just that the tools for doing so are fiddly and ugly.)
Parchment seems to work well for Z machine games: http://iplayif.com/?story=http%3A%2F%2Fwww.ifarchive.org%2Fi...
Andrew Plotkin, featured in this submission, wrote the Quixe interpreter [0] for this purpose, which is bundled into Inform 7.
The Interactive Fiction Database [1] has—again, for years—an instant "Play Online" button on the listing of any supported game, powered by Parchment [2], which is even older than Quixe.
You must not have checked very thoroughly.
[0] https://eblong.com/zarf/glulx/quixe/
And Choice of Games has been successfully charging for their choice-based IF games for years (successfully enough that they're considered a professional market for writers by the SFWA).[1] Their games are playable on the web, but they also distribute apps for iOS and Android.
[0] https://www.springthing.net/2019/play.html [1] https://www.choiceofgames.com/
You can play them all here: https://clickventures.clickhole.com/
And Wired did a piece a few years back about how the Clickhole team originally developed the idea: https://www.wired.com/2016/03/clickhole-adventure-games/
Socratic Monographs are basically longform articles and goes deep into a subject but the way they do it through conversations. It may enable people to engage more with a subject deeply rather than skimming.
Happy to see there are people who want better IF tools.
Current rules (2017 edition): http://www.cmukgb.org/ctfws/
Zarf's original rules (1995): https://eblong.com/zarf/capture-flag-rules.html
Harvard's spinoff: http://www.hrsfa.org/photos/lotze/ctfws/harvard-rules2.html
not voice controlled though
You enter a dank, dimly lit room, water trickling off to the side, reflecting the fire from your torch. You become aware of a disturbing, low grinding sound, low growl... off to the north, and a cool breeze following you in the exit to the east.
Two things:
Displaying text, with a soundscape would be amazing and, I'll bet, immersive.
The second order might be a mix of spoken word and soundscape that has directionality. You hear most of it, details are spoken, say on move.
North.
Quickly spoken room details: exits to north, east, water trickle.
Soundscape is looping.
On next command, look, turn, move, repeat.
Voice and or text for user input.
I want to pop in earbuds and either speak or type, and let my minds eye fill in the rest.
No time right now, so I just put it here.
Go!
Demo: https://storyharp.com/
Speech output is supported in clients Frotz[2], Git[3].
Talking back should be possible with OS methods or Sphinx or whatever. I think speech input for IF case is more about 3rd party tool for controlling terminal with voice.
I also thought about one-handed chord keyboards, so you can kick back or walk and listen while typing with one hand. Unfortunately, there're no practical solutions and prices for keyboards like "twiddler" are insane.
[1] https://github.com/erkyrath/lectrote/releases [2] https://www.davidkinder.co.uk/frotz.html [3] https://ifarchive.org/indexes/if-archiveXprogrammingXglulxXi...
Every video game is "interactive fiction." These are "text adventures" and have been known as such since more or less the beginning.
Same for "MOBA" and the like. eugh. /peeve
Quoting from the XZIP documentation: "ZIP is the lowest level of Infocom's multi-tier interactive fiction creation and execution system."
I don't know how much competing IF companies, like Level 9, tried to use the term. Infocom may have treated it as a trademark; I haven't checked.
Post-golden-age, hobbyists were congregating on the rec.arts.int-fiction newsgroup starting in 1992 or 1993. The newsgroup wasn't actually started by Infocom fans -- it was more serious literary-hypertext people who tried to co-opt the term! But that didn't stick, and it was all parser/text games and Z-code software by 1994. So "IF" was solidly held by that community through the 2000s, when IFComp and the IF Archive started to clue in to Twine and the larger space of text-based games.
As for the words "interactive fiction" -- of course their literal meaning is wildly off from how the genre is understood. Genre labels are always silly when read literally. (Contemplate "science fiction" and "fantasy", which do not mean "stories about scientists" and "made-up stories".)
(I have a soft spot for the term "adventure game", which -- for a few years -- literally meant "a game like Adventure, aka Colossal Cave." But it's changed since then, and I mean since 1982.)