Interacting with New Media

After reading Nick Montfort’s Fourth Era piece, I decided to play our assigned interactive fiction The Dreamhold in the good spirit of digital media and get the iPhone version of it. To me I was taken aback at first by the fact that interactive fiction was being explored by developers onto new mediums of operations. As Montfort alluded to, book formats of interactive fiction came out shortly with popular stories such as The Hobbit in this form. In the same way, the iPhone and iPad versions, as I started to play, kept the same type of format as needed for all traditional interaction fictions: namely, I type in a typical response, “examine”, “north”, “look at”, etc. and it blurts out a response in which I can creatively imagine myself as the protagonist in the world described by the set of codes given by the programmer through the computer, or in this case, the iPhone. Yet the app expanded on this a bit, where a set of help options and settings were available to me, as well as an easy-to-access map, etc. In one sense, the iPhone version took out some of the essence of what I think interactive fiction is: that is, to place you in an unfamiliar environment and for you as the “interactor” to figure out exactly what’s going on through text. In a way, the text was your only hope to play the game and not only interact with the world given to you in the game but you as the player interacting with the text. Any possible traces of clues would be explored. Here, not only could I easily access any sort of hint from what was given but I could ask for help from a third-party, namely, the “narrator.” While Montfort argues that a third-party “narrator” can and should be used to create and cause a more distinctive and unique chain of events that happen in the world to make it more immersive, and though I do understand that part of what the first section of Dreamhold attempts to do is to introduce newcomers into the world of interactive fiction, I also believe that the use of the narrator as a help guide loses to a unique aspect of interactive fiction: namely the sense of being lost! It’s from this sense that I wanted to play further, explore the world, and let loose my imagination. From it I grew to appreciate interactive fiction in the first place and I believe causes many people to continue to enjoy it today.

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