Reference Desk – #2 – Interactive Fiction

Innovation in Fiction

As a software developer, innovation is part of my everyday life. My job is to grow and improve the software I’m responsible for. I use technologies that are regularly updated, and new tech is always being invented to improve on the old. Innovation is everywhere, and it’s constant.

As a writer, “innovation” is a much more nebulous term.

You might call challenging, complex language and structure innovative. James Joyce is popular largely because of this. Or you might consider experiments in formatting and typography to be innovative, such as Danielewski’s House of Leaves. But how innovative are these things, really? They’re still words, printed inside a book. You still read them from front to back. They’re still attempting to deliver a story from the writer to the reader.

Fiction has been around for so long, and it is so ubiquitous, that it’s difficult to find ways to truly innovate. But I’d argue there is at least one type of fiction that is genuinely innovating, by testing and expanding the boundaries of what fiction can be. As you might have guessed from the title, it’s called interactive fiction.

Where most fiction involves the creator (such as a writer or director) delivering a story to the consumer (a reader or viewer), interactive fiction turns this on its head, and says that the consumer should be an active participant in the story. This is a fairly broad scope, and can include media as diverse as books, movies and video games.

Choose Your Own Adventure

One of the most iconic forms of interactive fiction is the Choose Your Own Adventure book series that was popular in the ’80s and ’90s. This was probably my first experience with interactive fiction. These books, aimed at kids, contained a branching narrative that used a second-person perspective to make the reader the protagonist. Every few pages, the reader would be presented with a choice (usually with two options, occasionally with more). Each choice pointed the reader to a specific page where the story would continue.

These stories approached interactive fiction from the angle of books with choices, but this was the time period where personal computing was beginning to come into its own on a large scale, and others were approaching interactive fiction from a different direction: stories told through computer software.

Video Games

Games like Zork and its sequels provided a narrative in text, but also included game elements such as puzzles and simple battles. By using the computer to parse commands from the player, a much richer set of interactions could be developed. Even simple (and often cryptic) commands like “go north” or “hit troll” gave the player much more freedom than the binary options provided by Choose Your Own Adventure.

(Unfortunately, the promise of parsers that could effectively parse arbitrary plain-text commands from users never materialized. Modern computer scientists and tech giants still haven’t managed to produce AI that can carry on a simple conversation, decades later.)

As computer graphics advanced, these story-focused games would influence the graphical adventure games of the ’90s, popularized by LucasArts and Sierra, and role-playing games all the way up to the present day.

The limitations of early computer graphics were a boon to interactive fiction. Some games painted rich and detailed worlds in text at least partly because graphics were so limited. However, the graphics have become more and more advanced, effectively killing the commercial viability of genres like text and graphical adventure games.

In modern times, it’s still possible to find games that pride themselves on narrative depth – huge AAA role-playing and adventure games, and all manner of small-team indies. However, even as graphics and gameplay have advanced tremendously, there seems to be comparatively little exploration of how the player can interact with the narrative in interesting ways. Much of the interesting work on this front is happening not in the huge, successful game studios with multi-million dollar budgets, but in small, independent studios with niche audiences.

Fallen London

One such example is Fallen London, a browser game that has been around for a decade and continues to put out new content every few weeks. Fallen London has some of the classic video game trappings: character stats in the form of vague attributes (watchful, shadowy, dangerous, and persuasive), as well as an expansive item system. However, all of these systems work in service of the story. The story itself is branching and immense – millions of words doled out a few paragraphs at a time.

The story is the main content and the reward. Whereas most free games would ask players to pay for shiny graphical customizations and costumes, convenience features, or a bigger, sharper sword, Fallen London offers pay-to-play stories, and rewards cleverness or hard work with more words and perhaps the chance to learn something about a character or faction in the sprawling story.

Rather than the simple binary options of Choose Your Own Adventure, or the flexible-but-sometimes-inscrutable commands of Zork, Fallen London uses a system of semi-randomized “opportunity cards” that the player draws. Each card offers an opportunity – a small story or snippet of a larger narrative. Which cards can appear in a player’s deck depends on the location of their character, as well as the character’s attribute scores and qualities. Qualities can be anything from a profession to living arrangements to acquaintances to quirks of personality. The choices available are dependent on a wide variety of choices already made by the player along with a bit of luck and randomness.

This kind of game shows the immense range of possibilities available when game systems that have normally been used for gameplay are turned toward deep, interactive narrative, where the player can feel like their choices matter. Failbetter Games, the makers of Fallen London, have been coming up with new and innovative systems for interactive fiction for years.

Exploring Interactive Fiction

While interactive fiction remains something of a niche, it has many vibrant and growing communities. There has probably never been a better time to explore.

I’d highly recommend at least dabbling in Fallen London. It’s free to play, but has an energy system that limits how frequently the player can take action. They’ve also built up an impressive library of additional stories for purchase.

The Interactive Fiction tag on Steam shows hundreds of games, ranging from classic text-adventure RPGs to visual novels.

The Interactive Fiction Database, Interactive Fiction Archive, and the Interactive Fiction Community Forum are all great resources to find interesting works.

Writing Interactive Fiction

The quantity and quality of tools for writing interactive fiction has exploded in recent years.

To get started, or just play around a little, Twine and InkleWriter are two excellent, free tools that can be used without any programming experience.

However, depending on how elaborate you want to get, there are many, many tools. Some of these can be quite technical. At the most technical end of the spectrum, there are many interactive fiction writers who code their own engines so they can tell their stories with very specific forms of interaction. The IF Community Forum has a section dedicated to tools that is a great resource.

The Craft of Interactive Fiction

One of the most exciting things about IF is that it’s still a relatively new and fresh medium. Authors are still exploring how it can be used, and innovation is happening all the time. Much like traditional fiction, one of the best ways to learn is to read or play a few stories. There are also plenty of discussions going on if you like to dig deep into theory and analysis.

  • The Failbetter Blog – The makers of Fallen London have interesting insights on narrative structure, as well as making interactive fiction as a business.
  • Emily Short – The only individual I’ll mention here, and it’s because she is the most prolific and insightful author I’ve found on the topic of interactive fiction. Check out her blog and her talks. She also has some great resource lists for digging deeper.
  • The Interactive Fiction Community Forum – A wealth of discussion on the technical and literary details of writing IF.

Try it Out

This is a topic that really interests me, so I’m sure I’ll be coming back to it again in the future. For now, if it sounds interesting to you, try writing a bit of interactive fiction yourself, and let me know what you come up with!

Author: Samuel Johnston

Professional software developer, unprofessional writer, and generally interested in almost everything.

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