Vocab Term: Interactive Fiction (IF)
Definition: This involves a text-based choice narrative in an entirely realized world model. This means there is some means of movement/ character control. Though, most actions are primarily the result of users’ clicking and choosing which actions to perform based on a text prompt.
DH Source
: IF is different from hypertext literature for two reasons: 1. Even though there can be a choice-based component to hypertext literature, these choices don’t rely on the use of parsed input responses. 2. IF relies on a virtual world models. An example of parsed inputs include the following:
“Take the Box.”
“Open the door.”
“Ask the Queen about the Treasure” (Short 1).
“The design of IF is thus intended not to offer…immersion, but to request and require it” (Short 1).
Commentary: The element of choice has certain immersive qualities. Depending on the world model, IF can even be more of an immersive-story driven game than most “open world” games where players assume the role of an avatar. Does IF strike a good balance with making players feel as though they’re an avatar making a choice in an interesting narrative? I think IF games are structured in a way where players are able to both enjoy the narrative while also being able to make compelling choices. To create games with a DH focus, I think IF is an excellent gaming blueprint from which to create more immersive experiences.
Short, Emily. “Interactive Fiction.” The Johns Hopkins Guide to Digital Media, Johns Hopkins University Press, 2014.