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The New Interactive Fiction
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Infocom closed in 1989, and for a while it looked as though the kind of game I love had closed with it. It hadn't. All through the nineties, people who grew up on Zork have been writing new text games of their own, and giving them away. Some of them are as good as anything on my shelf. A few are better, and I don't say that lightly.

This page is for anyone who has finished the old games and wants more. It's also my reading list, so expect it to keep growing.


The Tools

Inform, by Graham Nelson, an Englishman who first put it out in 1993. Inform turns a game you've written into a story file in the very same format Infocom used for its own games. That means the little programs people have written to play the old Infocom files will play the new Inform games too. (I use one called Frotz. There are versions for nearly every computer.)

TADS, the Text Adventure Development System, by Mike Roberts, which goes back to the late eighties. It has its own format and its own program to run the games, and some of the very best new games are written in it.

Both cost nothing. Both come with manuals far better than most of the software manuals that cross my desk at work. I've been teaching myself Inform on my lunch hours since February. I am writing a small game set in a public library after closing time. It is about a third done. Please don't hold your breath, but if you hear the date stamp move by itself, you'll know where it came from.


Curses

Graham Nelson wrote Curses (1993) to show what Inform could do, and it showed. You start out in the attic of your family's rambling old house, looking for a tourist map of Paris, and you end up somewhere, and somewhen, else entirely. It's enormous and clever and very English, and its puzzles are as hard as anything in Spellbreaker. Allow a winter. It was the game that told a lot of us that the old kind of game wasn't over.


The Annual Competition

Every fall since 1995, there has been a competition for new interactive fiction. Anyone can enter, the games have to be short enough to play in about two hours, and anyone who plays them can vote. It is the best thing that has happened to these games since Infocom. Every year it turns up a few writers nobody had heard of, and the next year everybody has.

The winners so far:

YearWinner
1995Two divisions that first year: A Change in the Weather by Andrew Plotkin (Inform), and Uncle Zebulon's Will by Magnus Olsson (TADS).
1996The Meteor, the Stone and a Long Glass of Sherbet by Angela M. Horns. Best title in the history of the form.
1997The Edifice by Lucian P. Smith.
1998Photopia by Adam Cadre. See below. Then go play it. Then come back.

This year's entries come out in the fall, and I've already cleared my evenings for them. I'll post my favorites here once the votes are counted.


Six I'd Put in Your Hands
*Christminster (1995, Gareth Rees). An old English college town, and a young woman looking for her missing brother. Beautifully written, fairly clued, and the closest thing I've found to a new Infocom game.
*Jigsaw (1995, Graham Nelson). It begins at a party on New Year's Eve, 1999, of all nights, and then it sends you traveling through the whole century. Very long and very rewarding. I'm saving my second play-through for this New Year's.
*So Far (1996, Andrew Plotkin). Strange, dreamlike and hard. It starts in a theater and goes places I can't describe. Not for a first game. Absolutely for a fifth.
*Photopia (1998, Adam Cadre). Short, almost no puzzles, and some of the text is in color. It's about a girl named Alley, and it's the only computer game that has ever made me cry at my desk on a lunch break. I won't tell you anything else.
*Spider and Web (1998, Andrew Plotkin). A spy is being questioned, and you tell the story of how you got caught. Then the story you told starts to matter. The cleverest game on this page, and I've been at it a year.
*Anchorhead (1998, Michael Gentry). Newlyweds inherit an old house in a gloomy New England seaport, and there is something wrong with the town. It's long, and wonderfully creepy. Play it with the lights on, and lock the door. I live in New England, and it didn't help.

And a small surprise from the old guard: in 1997 Activision gave away a brand-new little Zork game for free, Zork: The Undiscovered Underground, written by Marc Blank and Mike Berlyn, two of Infocom's original authors. It's short, and silly, and it felt like getting a letter from an old friend.


Where to Find Them

Every game on this page, and Inform and TADS and Frotz, can be found on the Interactive Fiction Archive, a big FTP site in Germany that the whole community keeps up. Your web browser can open an FTP site just like a page.

For conversation, the newsgroups: rec.games.int-fiction for playing, and rec.arts.int-fiction for writing. They're friendly, and remarkably patient with beginners, which is more than I can say for most of Usenet.

For reviews, SPAG, the Society for the Preservation of Adventure Games, which has been reviewing the new games, carefully and with good manners, for years.


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Last updated September 21, 1999