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CYOA Design, Choices, Patterns and Bottlenecks

23 June 2024 at 08:17
Choice inflection points in gamebooks/interactive fiction/CYOA come in many varieties. There a few standard storyline options in "finite-state" interactive fiction, where you don't keep track of changing statistics, or otherwise do anything other than make choices. Branches and bottlenecks are fundamental to choice paths in these things. Note that spin-off interactive fictions are sometimes belabored with extraneous factors that influence the work's structure. Aspects of making interactive fiction have appeared on the site before (green, greener; blue; bluer).

From Infocom to 80 Days: An oral history of text games and interactive fiction

20 June 2024 at 07:00
Zork running on an Amiga at the Computerspielemuseum in Berlin, Germany.

Enlarge / Zork running on an Amiga at the Computerspielemuseum in Berlin, Germany. (credit: Marcin Wichary (CC by 2.0 Deed))

You are standing at the end of a road before a small brick building.

That simple sentence first appeared on a PDP-10 mainframe in the 1970s, and the words marked the beginning of what we now know as interactive fiction.

From the bare-bones text adventures of the 1980s to the heartfelt hypertext works of Twine creators, interactive fiction is an art form that continues to inspire a loyal audience. The community for interactive fiction, or IF, attracts readers and players alongside developers and creators. It champions an open source ethos and a punk-like individuality.

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