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- From: dag@hpsemc.cup.hp.com (David A Graves)
- Date: Mon, 16 Nov 1992 20:52:09 GMT
- Subject: FAQ (Frequently Asked Questions)
- Message-ID: <3150115@hpsemc.cup.hp.com>
- Organization: HP VAB Programs
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!sdd.hp.com!hpscit.sc.hp.com!scd.hp.com!hpscdm!hplextra!hpcss01!hpsemc!dag
- Newsgroups: rec.arts.int-fiction
- Lines: 290
-
- 1) What is the purpose of this news group?
- 2) What topics are appropriate here?
- 3) What languages are available for writing text adventures?
- 4) Where can I read more about Interactive Fiction theory?
- 5) Who is doing R&D in Interactive Fiction?
- 6) What happened to that great publisher of adventures, InfoCom?
- 7) What is IF anyway? What *are* you people talking about?
-
- 1) What is the purpose of this news group? Rec.arts.int-fiction is a news
- group for discussion of Interactive Fiction (IF). We do talk about adventure
- games here, but the discussions are from the viewpoint of "the advancement of
- Interactive Fiction". Discussions range from Adventure games and Interactive
- Fantasy to Hypertext, with emphasis on the development of IF as a new literary
- genre and/or a new form of computer-based art/entertainment. Discussions of
- adventure implementation languages is appropriate in this group, as well as
- ideas on applying popular technologies (such as Object Oriented programming)
- to problems in Interactive Fiction development (such as environment
- representation, parsing, and natural language generation).
-
- 2) What topics are appropriate here? Please don't post questions about
- specific adventure game puzzles to this news group, as it was set up only for
- discussions of the *development* of Interactive Fiction. Please post your
- queries about adventure game puzzles to rec.games.int-fiction, where they are
- more likely to get a favorable response. (Readers of rec.games.int-fiction
- love to trade hints on games, while readers of this group want to talk design,
- theory, and implementation). Discussions of MUDs (multi-user domains) belong
- on rec.games.mud. Info on LARPs (live-action role playing games) can be found
- in rec.games.frp.*. Posting to more than one group is not a good idea.
- Select the appropriate news group and post only to that one.
-
- 3) What systems are available for developing interactive fiction (or
- adventures), and where can I get the software? Here are a few of the most
- frequently mentioned ones:
-
- ADL: Adventure Definition Language by Ross Cunniff (cunniff@fc.hp.com) and
- Tim Brengle. No object-oriented programming, but still a robust and
- flexible system. LISP syntax. Excellent parsing capabilities.
- Source code (in C) is available. Runs on IBM PC, Amiga, Atari ST,
- Unix, and VAX, could be ported to any platform. ADL is available
- from your local comp.sources.games archive, for example:
- ftp ftp.uu.net, under /usenet/comp.source.games/volume2/adl
-
- AdvSys: Adventure Authoring System by David Betz. LISP Syntax, fully
- object-oriented, very powerful. Written up in BYTE magazine, May
- 1987. This was probably the most well-known adventure system, but
- recently seems to be eclipsed by ALAN and TADS. Source code is
- available for compiler and interpreter (written in C), so the
- language is portable to all platforms. No debugger is available.
- A good choice for the hard-core language hacker or LISP enthusiast.
- Available on comp.sources.games archives, for example:
- ftp ftp.uu.net, under /usenet/comp.source.games/volume2/advsys
-
- ALAN: Adventure Language, by Thomas Nilsson and Gorfo (thoni@softlab.se,
- gorfo@ida.liu.se), Sweden. Syntax similar to English. The main
- difference between ALAN and the others is the non-programming design
- of the language. No object-oriented programming features. Source
- code not available. Manual includes a tutorial on adventure game
- design. System is distributed free by email from the ALAN owners
- only, no BBS or ftp sites. Send email to alan-request@softlab.se
- with a one line body of the form: SEND <request>, where <request> is
- TEXT or POSTSCRIPT (for documentation), AMIGA, SUN, or VAX/VMS (for
- executables). A port to MSDOS version is in progress, and a MAC
- version is planned.
-
- TADS: Text Adventure Development System by Michael Roberts.
- (73737.417@compuserve.com). Shareware, object-oriented programming
- capabilities. Source code for TADS is not available. Excellent
- documentation (including tips on adventure game design) for those
- who register ($40). Example adventures written in TADS are
- available. The "Unnkulian" games were written in TADS (contact is
- Dave Baggett, dmb@ai.mit.edu; source code for the Unnkulian
- adventures is not available). TADS runs on IBM PC, Macintosh, and
- Atari ST. Available from many sites, including:
-
- msdos.archive.umich.edu: msdos/games/adventure
- atari.archive.umich.edu: atari/games/Tads
- mac.archive.umich.edu: mac.bin/game/gameutil (via Appletalk only)
-
- If you can't download a copy, you get it from:
- High Energy Software, P.O. Box 50422, Palo Alto CA 94303.
- The $40 shareware fee covers the code and documentation (recommended).
-
- Each of these systems contain a compiler, an interpreter for the compiled
- "virtual machine code". All are text-only systems. Many of these systems are
- downloadable from your local source server or archive site.
-
- 4) Where can I read more about Interactive Fiction theory? Some recommended
- background reading on Interactive Fiction includes:
-
- Buckles, Mary Ann. "Interactive Fiction: the Computer Storygame
- 'Adventure'" (University of California at San Diego, 1985). Focuses only
- on the original adventure game. Limited in scope, but a fun read for any
- hard-core fan of Interactive Fiction theory.
-
- Laurel, Brenda. "Towards the Design of a Computer-based Interactive Fantasy
- System" (Ohio State University 1986). See also her "Computers as Theatre"
- (1991, Addison-Wesley Publishing Co, ISBN 0-201-51048-0). This book extends
- the work that Laurel began in her PhD dissertation.
-
- Meehan, James. "The Metanovel: Writing Stories by Computer" (Yale 1976)
- Meehan used the natural language technology of Roger Schank's Yale group
- to construct some primitive Aesop's fables.
-
- Sloane, Sarah. "Interactive Fiction, Virtual Realities, and the
- Reading-Writing Relationship" (Ohio State University 1991). Sloane presents
- her views on narrative theory, as well as analyizing IF R&D in progress at
- CMU (led by Joe Bates) and at Interactive Fantasies (Brengle and Graves).
-
- These four PhD dissertations are available for ~$50 each from University
- Microfilms, 800-521-0600. (Half price for students).
-
- The following are also recommended:
-
- Lebowitz, Michael. "Creating Characters in a Story-Telling Universe"
- Poetics, 13, 171-194. (1984). Poetics is a periodical; check your library.
-
- Thurber, Macy & Pope. "The Book, the Computer and the Humanities"
- (Aug '91 issue of T.H.E. Journal (Technology in Higher Education)
- Discusses a project to foster critical thinking using a computer with
- hypertext and interactive elements becomes a humanistic new medium.
-
- References on "rules" for story generation. Most of these authors never
- guessed computers would exist, but that shouldn't stop you from using their
- work as the start for your "AI rule base" for plot unit integration.
-
- Aristotle. "The Poetics". Translated by Ingram Bywater. In "Rhetoric and
- Poetics of Aristotle". New York: The Modern Library, 1954. Aristotle
- defines the basic elements used to construct stories and drama, although
- his model is frequently attacked by modern narrative-theory researchers.
-
- Campbell, Joseph. "Hero with a Thousand Faces" (1949). New Jersey:
- Prinston University Press. Campbell defines the elements which are common
- to heroic folktales in all cultures, forming a single template, which is
- called "the monomyth".
-
- Polti, Georges. "The Thiry-Six Dramatic Situations" (1916). Boston: The
- Writer, Inc. (617) 423-3157. ~$10. This is really quite unique and
- brilliant, identifying a truly interesting and challenging subset of
- story-outlines useful in developing a plot knowledge base.
-
- Propp, Vladimir. "Morphology of the Folk Tale" (1968). University of
- Texas Press, Austin. Written about the same time as Polti's analysis.
-
- Artcom (electronic) Magazine #43 and #44 (Nov & Dec '90) were devoted to
- Interactive Fiction. These two back issues are available by e-mail. Send
- requests to dag@hpsemc.cup.hp.com, with Subject: ArtCom.
-
- David Graves has published a few papers on Interactive Fiction technology,
- which are available by e-mail. They are: "Second Generation Adventure Games"
- (which focuses on the physical world model, parsing, text generation, and
- simple agent planning), "Bringing Characters to Life" (which sumarizes the
- progress in Artificial Personality over the last two decades), and "Plot
- Automation" based on my presentation at the Computer Game Developer's
- Conference in spring of '91. To receive all three papers, send mail to
- dag@hpsemc.cup.hp.com, with Subject: Papers.
-
- 5) Who is doing R&D in Interactive Fiction?
-
- The Oz Project, directed by Joseph Bates at the Carnegie-Mellon School of
- Computer Science, is developing technology for high quality interactive
- fiction. Their goal is to provide users with the experience of living in
- a dramatically interesting simulated world that includes simulated people.
- Their focus is on the simulations behind the interface, which they call
- the deep structure of virtual reality. A good first reference for their
- work appears the journal PRESENCE:
-
- Bates, Joseph, 1992. Virtual Reality, Art, and Entertainment.
- PRESENCE: Teleoperators and Virtual Environments 1:1, 133-138.
- MIT Press. Cambridge, MA.
-
- The article's bibiography contains references to their more technical papers.
-
- In 1989, the Oz folks conducted a search for those doing reseach and
- development in Interactive Fiction. Many individuals responded, stating their
- interest in the results, but the search revealed only the Oz project itself,
- and the team of Brengle and Graves. (See references above). Many others are
- developing IF using traditional methods, of course.
-
- 6) What happened to that great publisher of adventures, InfoCom?
-
- Around 1986/87 Infocom was having serious financial trouble. Their
- database product, Cornerstone, was expensive to develop but was not
- selling. Activision then bought Infocom. Infocom was relocated to
- Mountain View, California, but most of the staff did not stay with the
- company. Infocom became a label, and Activision went through a radical
- reorganization. Finally, Mediagenic was formed. Medigenic was (and still
- is) the parent company of Activision and Infocom. You may see new products
- come out under the Infocom label, but the original writers have moved on.
-
- 7) What is IF anyway? What *are* you people talking about, anyway? Here are
- some definitions related to IF:
-
- User Paced Sequence: A linear sequence of fixed content.
-
- Progressive Disclosure: Content is fixed, but exposure to the content
- varies.
-
- Point of View Shift: The first-person viewpoint moves between characters.
-
- Browse Around: The player wanders and explores an environment.
-
- Plot Branching: A tree or network of fixed content.
-
- Physical Modeling: The system simulates a physical universe with which
- the player may interact.
-
- Character Modeling: The system simulates characters with whom the player
- may interact. Characters may generate goals, actions, and emotions.
- Character modeling may be broken down into intelligence modeling and
- emotion modeling.
-
- Intelligence Modeling: Rules for simulating intelligent behavior by
- characters. This may include setting goals and making plans to
- achieve them. Since intelligence modeling is typically focused on
- problems of logistics, it is tightly coupled with physical modeling.
-
- Emotion Modeling: Representation of emotions as data, and rules for
- processing that data to derive behaviors consistent with a character's
- perceived personality. Emotion modeling is typically focused on the
- feelings associated with interpersonal interaction.
-
- Dramatic Modeling: The system has a representation for dramatic elements
- (plot fragments) and a "plot calculus". This allows the system do
- plot generation on the fly -- taking into account the actions of the
- player character.
-
- Computer Adapted Story Telling: A presentation of different but consistent
- experiences of the same story. Could be achieved through point of view
- shift, browse around, or plot branching.
-
- Interactive Fiction: Narrative based experiences that tend to be either
- puzzle solving or plot branching. This term is usually applied to
- the "first generation" Adventure games -- those developed in the last
- decade. The second generation of IF is moving towards the development
- of Interactive Fantasy as a new genre.
-
- Interactive Fantasy: A first person dramatic experience. Achieved through
- a combination of physical modeling, character modeling, and dramatic
- modeling. (Consider the Star Trek Holodeck as a vision of a future
- Interactive Fantasy platform).
-
- Interactive Fiction is difficult to define concretely since it is a new
- artistic form, still in its infancy. The first work of computer-based IF was
- a story-game called "Adventure". To this day, games of this type are called
- Adventure games, named after the original instance.
-
- There are many forms of Interactive Fiction, but the one thing they have in
- common is that the reader is allowed some degree of interaction with the
- story. When we talk about IF in this news group, we usually are talking
- about computer-based works of fiction. A traditional book is not interactive
- -- you just read it from front to back, and get the same experience every time.
- Pick-a-path books, however, are interactive; this is probably the lowest form
- of IF. One goal of IF developers is to take advantage of the flexibility of
- the computer to facilitate the creation of new forms of entertainment.
-
- Adventure games are an early form of computer-based IF. They are *Subjective*
- IF, that is, the player has an influence on the "plot" of the story. The
- reader can influence events via his choices about what to do next, the
- ordering of his actions, etc. In *Objective* IF works, the reader has some
- influence on the presentation of the story, but not the content. Consider a
- hypertext-based story, where you can ask for more information on a given
- person or plot event, but you cannot influence the flow of events. InfoComics
- are an example of objective interactive fiction.
-
- IF offers great potential, but since its appearance about a decade ago, its
- growth has been plagued by two problems: how to develop the computer
- technology required to support a work of Interactive Fiction, and how to
- develop stories that exploit this new genre.
-
- Interactive fiction differs from traditional fiction in that the author gives
- up much of the control of the story flow. This is because the reader (or
- player) is allowed to participate to some degree in the shaping of the plot
- through his role as a character in the action. Since the player/protagonist
- will be making decisions about what he will do next, the author must allow for
- multiple paths through a set of plot potentials. The most primitive way of
- doing this is through plot branching: presenting the reader with a small set
- of fixed choices, each set corresponding to a branch in a fixed set of
- potential plot paths. Unfortunately, this technique is intrinsicly limited
- and has historically resulted in relatively uninteresting games.
-
- A more interesting approach (in my opinion) is to create a rich set of plot
- fragments and character behaviors which may be assembled by the computer to
- allow the creation of new stories each time the program is used. In the
- finished product, the individual elements of the story can combine in new and
- wonderful ways not anticipated by the author or programmer.
-
- In this news group, we discuss the technical and artistic aspects of the
- interactive fiction genre. While we occasionally do mention "off-the-shelf"
- IF products, it is typically in the context of comparing and contrasting their
- structure or artistic merit.
-