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Too bad so few people turned up to play the Interactive Fiction Competition this year. Only about ~50 votes per game were recorded on average. I think people like to reminisce rather than play I.F., or maybe we've all been broken by 3D.

The winning game in 2020 was truly whimsical, and the Magpie scored a place in the top-5 again!

https://ifcomp.org/



I play some IF here and there and the comp is my go-to place for what to play. I'm frequently years late though. It's not a thing I think I should track in real time.

Infocom games were nice and all but modern IF is where it's at. The genre moved forward, there's better design, better stories, more interesting mechanics. Gigantic labyrinth worlds that you can't win because you missed a one-time chance to pick up bubblegum in the first area of the game isn't something that is done anymore.


> one-time chance to pick up bubblegum in the first area of the game isn't something that is done anymore.

This is what I said in peer post a few hours ago. That's because the genre has been critically analyzed over the past 50 years.

Although the "click the keyword" modern I.F. really doesn't do it for me. I prefer the open-ended interpreters.

There is a doctoral thesis on this called "Twisty Little Passages". It discusses several "fundamental laws" of I.F. that were derived from the Infocom games of the 70's and 80's, such as your "bubblegum" complaint.

[1] https://www.amazon.com/Twisty-Little-Passages-Approach-Inter...


It's a strange genre, I like it a lot but I can see why there isn't much new content.

One existential problem for the genre is that you really need a physical keyboard -- while the awesome "80 Days" can get by with limited choices, anything parser-based really feels crummy on a smartphone or tablet.

In principle because content generation has slowed down so much it should finally be possible to play everything good. But I don't have a good way to curate a backlog of the IF games I've been meaning to try.

The way I tend to play IF is somewhere between reading a short story and toying with a puzzle, or maybe a bit of something else. I'm happy to lean on hints or walkthroughs to get through content faster. The experience is unique though I wonder if I'll ever bother to introduce it to my kids?

There are absolutely standout entries in the genre, both big and small, that struck some kind of narrative chord and for which the memory of playing is very clear to me ("Vespers', "Anchorhead", "The Meteor, the Stone and a Long Glass of Sherbet", "Photopia", "Shade", "9:05", "In The End", "Christminster", "Theatre", "Curses", "Jigsaw"). It'll be a bummer if these things ever totally vanish.


> One existential problem for the genre is that you really need a physical keyboard -- while the awesome "80 Days" can get by with limited choices, anything parser-based really feels crummy on a smartphone or tablet.

Some of the mobile interpreters try to address some of the keyboard issues - with frequently used verbs &c. as composable buttons. Though given the fairly short input of traditional interactive fiction I'm not sure why it should be much more of a problem than say texting (and indeed one of the mobile interpreters even has a text-message type layout for interaction).

(See Text Fiction: https://textfiction.onyxbits.de/ )


I grew up playing Return to Zork and just missed the original Zorks. I couldn't get into them but really wanted to. I love the execution of IF and the stories they weave. What would be a good modern IF to jump into that isn't as punishing as the original Zorks, and not too hard for an IF newbie? Thank you!


Lost Pig was my starting point for contemporary IF: https://en.wikipedia.org/wiki/Lost_Pig (and it’s probably still my favorite)


For IF newbies, your best bet is probably to just pick great IF games and use hints as needed. (Prefer gradual hints over step-by-step walkthroughs.)

The IF community maintains IFDB, and a list of the top 100 games. https://ifdb.tads.org/viewlist?id=k7rrytlz3wihmx2o (It can take a full minute to load; be patient.)

All of the games on the list are delightful, but a newbie can't really be expected to finish any of them without hints. Luckily, almost all of them offer gradual hints, either linked from IFDB itself or in-game with a HINT command.


Your best option is to browse past IF competition winners. A lot of modern IF places emphasis on story telling based upon setting or situation. Much like a book, it can be difficult to connect with a story if you cannot relate to it in some way. Here is a link to past competitions:

https://ifdb.tads.org/search?browse&comp&sortby=awn


Spider and Web is a very interesting game with many well-used devices and twists.

Photopia leans towards the "fiction" end of "interactive fiction". It's very short and accessible.


Anchorhead.


For those familiar with the original 1998 version, note that a remastered and illustrated edition was released in 2018--worth a replay and a good way of supporting the author! https://store.steampowered.com/app/726870/Anchorhead/


I don't use Steam, but would gladly play this on pretty much anything else.


You can buy it on itch.io as well: https://www.anchorhead-game.com/purchase/


I didn't think it was on itch.io. I'll go ahead and buy it there. Thanks!


I'll second the recommendation for Anchorhead. It's a great lovecraftian horror, the plot draws you in and it's hard to stop until you finish it. Beware of dead ends though so save often.


I prefer the ultraportable freeware (on any machine with a Z8 machine interpreter), but I'd gladly support the author by other means.


Relevant username :)

I fully agree that modern IF is vastly better. I have commented on related threads here before that Emily Short's work has freaking blown me away. I'll take her games over any modern 3D game any day.


Emily Short is a genius.


The writing is beautiful and sophisticated, yet never pretentious or long-winded. It's an absolute joy. Also, she frequently allows for many endings (ex: kill antagonist or romance antagonist) that is either rare of poorly done/simplistic in AAA titles.


I find these games super boring alone but so much fun in small groups.

I think they need to be designed as a facilitator of a story, ultimately played and told by you and your friends.

Kind of like if the story part of D&D was a standalone product where the software is the DM.


In my academic studies using IF to teach CS [1], I've found it can be very powerful to "play" or "tell" stories in person. (These are middle- and high-school students.) Usually, at the end of a class authors will volunteer to share their stories, and then they will ask for a volunteer to be the protagonist while the author reads as the narrator. (This becomes important when the stories are serious and touch on real-life situations where it could be painful to have someone else misread, misinterpret, or make fun of your story.)

[1] Proctor, C., & Garcia, A. (2020). Hogg, L., Stockbridge, K., Achieng-Evenson, C., & SooHoo, S. (Eds.). Student voices in the digital hubbub. Pedagogies of With-ness: Students, Teachers, Voice, and Agency. Myers Educational Press. https://chrisproctor.net/media/publications/proctor_2020_ped...


> but so much fun in small groups.

In my 40+ years playing IF, I never considered this. What an interesting idea. I did play an email correspondence campaign in the early 90's but that was a ton of work for the DM since he was writing pages and pages of story. But it was a fun in-between.


I don't know how to find the reference, but I read somewhere that originally they were meant to be played in groups, sort of a campus-wide puzzle contest.


It's frustrating how hard of a sell the text medium can be, especially with how creative authors have grown to explore what visual media isn't well-suited for. So many of my avid gamer friends just won't give anything with such a minimal UI an honest shot, even if they loved playing similar games in the past when it was more of a necessity.

Incidentally, I was actually thinking of submitting something that I'd been working on for the competition, but I didn't think it would qualify since it was already publicly distributed. It's up at https://writtenrealms.com/worlds/7996/brimstone-prologue, so if anybody is into this kind of thing and has some time to kill, I'd actually love to hear any feedback!


I think a lot of people who would have played IF now play visual novels.




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