Interactive Fiction: Involves gamer as character whose choices determine a story's direction.
However, in the
interactive fiction, the reader will have to change his or her conception of what an item is.
In the 2003 book Twisty Little Passages, Nick Montfort, a scholar of digital media at the Massachusetts Institute of Technology's Program in Writing and Humanistic Studies, suggests that "in the future,
interactive fiction may provide even more appealing possibilities for the interactor.
In Murray's
interactive fiction course at M.I.T., students experiment with "kaleidoscopic" hypertext stories that allow the reader to enter the point of view of each of the different characters, thereby "capturing delicate dramatic moments with new immediacy." Murray is intrigued by the notion of replaying the same story choosing different outcomes, forms she believes are better representations of the turn-of-the-millennium mindset than the linear novel: "We no longer believe in a single reality, a single integrating view of the world or even the reliability of a single angle of perception.
I stayed with the text only options and found them to be amusing
interactive fiction. Along the same lines is the Mystery Corner (http://www.cruzio.com/~mystcor/mcor.htm) which is an interactive mystery or as the graphic on the page says a "murder u wrote".
The electronic book is more interactive, as he demonstrates in his chapter on "
interactive fiction," where the reader actually becomes an author.
Bryan Loyall, and their co-workers created this simulated cat, who inhabits a virtual apartment, as part of an experiment in "
interactive fiction." They sought to construct a creature that reacts convincingly enough to persuade any person invading its territory that it's a real cat.
Thought Police
Interactive Fiction (TPI Fiction) is a DIY publisher utilizing electronic distribution and print on demand technology to release its products.
He argues that the best way to understand the additions and changes after Chaucer's death in 1400 is as
interactive fiction, and that they are as historically revealing and important as any other widely read literature.
Game genres under investigation included prey/predator, real-time strategy, and
interactive fiction. In addition to the oral presentation sessions, OPS hosted an invited talk by Chris Bateman, managing director of International Hobo and coauthor of the 21st Century Game Design textbook.