- In your own words, explain the difference between a parser interactive fiction game and a choose your path interactive fiction game.
Parser interactive fiction game are games without graphics, with chuck of texts and cursors. The players would type in their course of different actions or where they want to explore in the game, and the game will response to what the players will see or what happen next.
Choose your path interactive game are games that have chuck of texts with multiple choice the player can choose from. The choice that the players make will direct them to different pages of the game.
- Name an example of a parser game.
Zork: The Great Underground Empire – Part 1 written by Marc Blank, Dave Liebling, Bruce Daniels and Tim Anderson, Published by Infocom in 1980.
- Name an example of a choose your own path game.
Sugarcane Island written by Edward Packer, published in 1976.
The Cave of Time written by Edward Packer, published in 1979.
- Why does she say interactive fiction virtually died out in the mid-1990s?
Interactive fiction virtually died out in the mid-1990s due to competitions.
- Why does she say poetry is an important element of interactive fiction writing? What example does she use?
Poetry is an important element of interactive fiction writing because when words are the only ways for you to communicate your characters and stories, you want to make the word as powerful as you can. An example that she uses was from “With those who we love alive” by Porpentine.
- Why does she say that ambiguity is not only unavoidable but also necessary?
Ambiguity is unavoidable but also necessary because the game does not have the graphics and an infinite space for all the possible texts and details, therefore the players have to fill in that details with their imaginations.
- What’s important about complicity?
Complicity is important because it can give the players an actual choices and decisions to make the game feel more realistic to the players.