Category: Non-Fiction

Bruno Dias

Dialogue and Player Choice

July 31st, 2019 by

There’s a lot to say about writing compelling dialogue in an interactive format, but for this month’s column I want to drill down to the question of player intentionality as it relates to dialogue. Intentionality, of course, is the player’s ability to not only have goals within the fiction of the game, but to knowingly […]

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Experimenting in IF

June 12th, 2019 by

Experimenting in IF When was the last time a piece of interactive fiction blew you away with the fact that it was even possible? What was the last game where you thought, “I can’t believe that was made in _______?” Parser interactive fiction has a long, if currently stagnant history—something between a tradition and a […]

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Making Interactive Fiction: Interiority

November 13th, 2018 by

One of the things that sets prose fiction apart from other media is its ability to piece apart the thoughts and feelings of a character in a direct, unmediated way. In prose, it’s very natural to simply peer into a character’s inner thoughts. But that’s not the only option, and in interactive writing, there are […]

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Making Interactive Fiction: The Branch and the Merge

October 11th, 2018 by

Branching stories run naturally into the problem of combinatorial explosion. If you keep writing different variants for each choice the player could make, eventually you end up with too many branches to write or manage. Sam Kabo Ashwell calls this structure the “time cave,” and while it has been used in the past, the amount […]

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Making Interactive Fiction: Adapting from Other Genres

September 11th, 2018 by

The best kind of interactivity in a story is interactivity that resonates with its themes and characters. One useful approach to thinking about design issues is to adapt models from other genres. Even if the result doesn’t much resemble the starting point, it’s productive to have a guide to direct where you’re going. Emily Short’s […]

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Making Interactive Fiction: Scenes

August 21st, 2018 by

Whether we outline first, or just start writing, any prose story longer than a short vignette will break down into distinct scenes. In interactive narrative, this works a little differently: IF and games sometimes make it hard to cut from one story beat to another; stories aren’t necessarily one continuous line of events where we […]

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Making Interactive Fiction: Narrative Design for Writers (part 1)

June 12th, 2018 by

This is part one of a two-part series about narrative design aimed at traditional-media writers and IF authors. First things first: What is narrative design? The real answer is that the role of “narrative designer” is relatively new in the games industry and has something of a fluid or even vague meaning. Different teams will […]

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2015-11-24 · 5 minutes

Story: Yehuda Amichai
Interactivity: sub-Q

Ecclesiastes was wrong about that.

A man doesn't have time in his life/to have time for everything.

00+ min - Nano / 05+ min - Micro / Non-Fiction / Single / Text-Based