Note: this includes mild “spoilers” to the games on the syllabus, so if you haven’t played them yet or don’t want hints, wait to read my post! 🙂
Montfort does a wonderful job of laying out the surprising number of intricacies in interactive fiction. I found both his video and his “Toward a Theory of Interactive Fiction” work to be very helpful, especially for those of us lacking in knowledge of IF. He explains how the world of IF has been mostly neglected academically, which I found surprising. He also noted that most narratologists don’t consider IF works narratives. This got me thinking about the reading we did earlier in the semester–Aarseth, Eskelinen, and Koster–about narratives, stories and games.
Aarseth said that games and stories have distinct artistic potentials. Koster thought that stories could be part of games but that games needn’t necessarily be classified as stories. Eskelinen said that games “are seen as interactive narratives” and “procedural stories.” With that in mind, look at what Montfort says about IF works. They are not necessarily games, even though they “present a world which is pleasant to explore, but which has no quest or intrigue. There may be no final reply that is a ‘winning’ one, perhaps no final reply at all. Because of this it makes more sense in theoretical discussion to refer to a work of IF.”
Montfort also says that scholars of narratives don’t consider IF works narratives because they lack a time sequence. I understand this, because depending on what you input, you may get a different response, one that does not always work sequentially. He also says scholars don’t consider IF works a story because it doesn’t include the “what” of a narrative–what is considered an “ordinary story.”
This got my head spinning. Interactive fiction, a text-based, interactive world, isn’t even considered a story. Not to mention that in some instances, it can’t even be considered a game. So where’s the hope for any other game to be considered a story?
I’ve been thinking about this for a day or so now and still haven’t come up with an answer. IF works are simulations of worlds. They include interactors (us) and characters (simulated people), inputs, outputs–many of the elements of a typical game. Many of them even have an explicitly stated final reply that constitutes winning or losing. So why aren’t we exploring these works as games?
I played through the three games and found them all interesting in their own right. Aisle was neat, because it presented an initial situation that changed depending on the input. Bronze was probably the most complex, offering 55 rooms and an incredibly complex story (yes, I’m going to call it a story). When I arrived at the treasure room, I came upon a locked cage that had objects I was pretty sure I needed in it. So, I typed “open cage.” It told me I didn’t have the key to open it. Then, I typed “find key.” It responded: “The current problem cannot be fully dealt with until you have addressed another issue; further exploration is called for.” I thought this was really interesting–and now, once I finish this post, I’m going to go find the key.
P.S. For Bronze, keep an eye on the black bar at the top of the screen. It provides a really good compass and a note of how many rooms you’ve explored. I can see how maps/writing out directions would be really, really helpful in this. I kept typing directions over and over, not remembering where I’d been before or needed to go!