My old friend T.A.G.

I spent a few hours playing Bronze, Violet, and Shade (Varicella) in preparation for class this week, and my previous experience with this genre helped me get beyond the opening hurdles in each.  Encountering “Interactive Fiction” in this class has been like running into an old friend who has changed dramatically since you last saw him.  I.F. seems like a respectable guy, all dressed up and running with an impressive crowd of academics from the likes of MIT, but when I look at him closely I cannot help but see “Text Adventure Game,” my old friend T.A.G., the simple guy with the small vocabulary who was great at helping me pass the time sitting at my 386 PC years ago.  Good times.

I have created “interactive fiction” myself in the past.  I never thought of it as writing or fiction, though; at the time, I was simply writing a computer game with the skills I had (using words), without requiring the ones I lacked (using graphics).  Designing an interactive game of this sort seems to me to involve more game design than creative writing skills.  A game is designed with one or more paths in mind; if the user completes all required tasks in the correct order, a certain outcome will be attained (player will get a prize, slay the dragon, etc.).  If the player deviates from this path, they will fall short of the goal, either becoming stuck or reaching the end of the game.  Fiction, on the other hand, is usually designed with multiple possible interpretations. The clever author does not tell the reader *everything* that happens, but rather leaves some feelings and actions for the reader to guess.

The documentary Get Lamp includes an interview with a gentleman who thought he found a bug in an early I.F. game because when he typed “drink bottle” he literally drank the bottle, which then disappeared.  From the game design perspective, I think it is far more likely that the designer thought about what to do if a player typed “drink bottle,” and decided it would be clever to allow the character to consume the bottle.*  Most fiction writers I know would be quite bored doing the basics of game design, such as defining every possible command and the associated outcomes, which are frequently repetitive (go east: cannot go that way, etc.).

*<Correction, Nov. 2: “drink bottle” was a real bug, per the comment on this post from Jason Scott.>

I once created an interactive game based on my job at the time, working in the IT department of a hospital, for the enjoyment of my coworkers.  As I recall, the object was to print and deliver patient reports to the nurse stations in the hospital before the deadline.  The player was confronted with many challenges unique to our workplace, such as a “herd of visitors” that would crush anyone attempting to use the hospital elevator rather than the stairs.  There was also a troll lurking amid the electrical cables beneath the floor of the computer room, causing mischief.

I must admit that my game had one or two interesting story lines, and that it reflected some modestly creative thinking on my part.  Compared to my efforts at writing fiction, however, creating the story line of an interactive game seems much flatter and less complex.  When I write fiction, I strive to create a story that works on several different levels, supporting both literal and figurative interpretations.  A game, in my experience, typically operates on a purely literal level (examine table, get lamp, etc.), rarely venturing into symbolism.

So, while I understand that interactive fiction does involve some elements of creativity and storytelling, I believe the end result does not come close to the experience of reading a work of fine literature.  I think of I.F. as more game than story.  I suppose it depends upon how much effort the designer puts into the writing.  Simply coming up with lists of verbs, objects, and responses is not creative writing as I define it.  In his YouTube video “Exploring Interactive Fiction,” Nick Monfort mentions what at least one designer attempted in terms of character development, which moves a bit closer to creative writing.  I think future designers should try varying motivations and emotions, and strive to provide non-linear outcomes.

In other words, I suspect that a simple poem or short story can convey a far richer and more complex experience to the reader than any of the forms of interactive fiction we have considered.  As an example, I humbly offer a poem comprising only commands a user might enter in an interactive fiction game:

CLIMB UP
EXAMINE TRACK
OPEN DOOR
LOOK BACK

In interactive fiction, the commands above are likely to produce results that are strictly linear; in poetry, they serve as pointers to limitless meanings.

3 thoughts on “My old friend T.A.G.”

  1. I know you were just using it as a jumping off point, but no. The person who describes the DRINK BOTTLE bug goes on to describe how it lets him drink everything in the room including himself. And since he was at the time a betatester for the software, and the bug was then removed before the game was released, it was a bug.

    1. Thank you, sir, for the authoritative correction. I enjoy allowing players to suffer the consequences of their bad decisions (such as letting them hit a wall if they move in the wrong direction), but I suppose drinking oneself is a bit unrealistic!
      Your documentary Get Lamp is providing a great resource for my English class this week. I must watch it again, more carefully.

  2. Woah, Jason Scott just commented on your blog post.

    But anyway…when you say “I think future designers should try varying motivations and emotions, and strive to provide non-linear outcomes,” I think the IF we played (read?) for class, Violet, kind of accomplished this. At least as far as I got.

    I thought this work was more about the characters, their emotions, their motivations and their interactions with other people than it was about reaching a certain goal or achieving a certain outcome. Sure, there were things you were supposed to do and things you weren’t supposed to do. But I think there was a lot of literary richness in the text, if you looked past the “interactivity” of it (i.e. the basic commands). I think there’s a lot of potential for deeper plot structures and symbolism in these texts.

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