infovore + books + interactivefiction   3

Creating Interactive Fiction with Inform 7 - The Gameshelf
"More important: the game, Sand-dancer, is a good game. It is not the sort of example that exists to have one of everything in the manual. It is the sort of game that exists to make IF better. Aaron puts it together on your workbench. You can see the parts going in, and I don't mean rules and action constructs now; I mean character, background, voice, theme, and narrative drive. He explains what he's doing, and what each game element is for. He talks about story structure and shape of interactivity. He discusses what you have to do to get the player involved and what you have to do to put the player in control." This sounds great. Add-to-cart.
if  inform7  interactivefiction  books 
september 2010 by infovore
>TILT AT WINDMILLS: Creating Interactive Fiction with Inform 7: Coming August 2010
"The book assumes no prior knowledge of programming, but also doesn't treat I7 like a regular programming language: loops, for instance, are barely mentioned. In fact, Thinking in Inform 7 might have been a good title." This sounds great.
if  interactivefiction  books  programming  inform7 
july 2010 by infovore
CYOA
"if the Choose Your Own Adventure books are just another Finite State Machine, it should be possible to use some of the same techniques to examine their structure." And so begins a lovely, lovely post on data visualisation, and what visualisation can tell us about the changing editorial strategy of CYOA books. Be sure to check out the "animations" at the top of the page. It's all very beautiful.
visualisation  nodebox  cyoa  books  interactivefiction  statemachines  analysis  trees  networks 
november 2009 by infovore

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