

It’s available as a free download and features a vibrant community, as well as a story database showcasing best practices. Twine is an increasingly popular application for creating stories with multiple endings. Here, my role was not just to have students play a game, but to contextualize their learning. After playing, I asked students how it inspired them to create their own interactive stories. The objective was to give students the feeling of living in British-occupied Boston during the American Revolution-interactive historical fiction. In 2014, GlassLab’s lead designer, Erin Hoffman, and I used Inform to create Time Society Chronicles: Independence. For example, one might read, “The door ahead of you is closed.” To advance the story, the player might decide to type, “Open door.” Inform games are typically single-player-the player types after a command prompt. One example is Inform, a “natural” programming language.

Some have an easier learning curve than others. There are several free authoring tools to write interactive fiction. Telltale Games is currently developing Minecraft: Storymode for Mojang (developer of Minecraft, the popular block-building game). The direction of the story arc hinges on player decisions. Each title features animations followed by dialogue choices. It adapted The Walking Dead (2013), The Wolf Among Us (2013)-based on the Fables comics-and Game of Thrones (2014). One of the leaders in choice-based gaming today is Telltale Games. educational role-playing games rely on the choice-based mechanic. The story decisions are often presented as multiple-choice responses, which are coded as conditional loops, or “if-then statements.” (Incidentally, interactive fiction is often abbreviated as IF.) The Mission U.S. The descendents of text-based adventure games include games with threaded conversation trees. Similarly, when teachers design lessons, multiple modalities should be addressed. When designing virtual worlds, all player types should be considered. In other words, people play games for different reasons-some to socialize, others to collect objects, and others who compete to win. According to Bartle, there are personality types (Bartle’s Player Types), each of which must be considered by a game’s designer. In 1996, designer Richard Bartle published an influential paper titled Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Present day massive multiplayer online (MMO) games like World of Warcraft stem from MUDs. The web enabled multiple players to join together in online virtual worlds. The 1990s introduced the world to text-based MUDs (multi-user dungeons) like Ultima Online. In the mid-1980s, Douglas Adams adapted his best-selling book The Hitchhiker’s Guide to the Galaxy as an interactive title. A Brief History of Text-Based GamingĬomputer-based interactive fiction began in 1975 with Infocom’s Adventure. In 2015, a text adventure adaptation of the film Interstellar was released at the same time as the DVD. Another intriguing text-based game is A Dark Room, an addictive resource management game. For example, Begscape (built with Twine, which I’ll discuss later), puts the reader in the role of a beggar.
#Choose your story games series
It’s also similar to choice-based fiction, like the Choose Your Own Adventure book series that began in the late 1970s.īecause player choice changes the narrative arc, interactive fiction can be used to teach empathy-what it’s like to be in someone else’s shoes. It’s like a digital version of Dungeons & Dragons, the paper-based role-playing game set in a medieval fantasy world. The player/reader makes choices that determine the outcome of the narrative. Essentially text-based, interactive fiction is a genre of games with roots that predate the internet.
