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	<title>Ludus Novus &#187; Interactive Fiction</title>
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	<link>http://ludusnovus.net</link>
	<description>The Art of Interaction</description>
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		<copyright>2006-2008 </copyright>
	<managingEditor>Gregory.Weir@gmail.com (Gregory Weir)</managingEditor>
	<webMaster>Gregory.Weir@gmail.com (Gregory Weir)</webMaster>
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	<itunes:summary>The Art of Interaction</itunes:summary>
	<itunes:keywords>ludology, games, game, design, rpgs, interactive, fiction, video, game, theory, interactive, art</itunes:keywords>
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	<itunes:author>Gregory Weir</itunes:author>
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		<title>The Bryant Collection Released</title>
		<link>http://ludusnovus.net/2009/04/01/the-bryant-collection-released/</link>
		<comments>http://ludusnovus.net/2009/04/01/the-bryant-collection-released/#comments</comments>
		<pubDate>Wed, 01 Apr 2009 05:12:32 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[bryant]]></category>
		<category><![CDATA[game releases]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=419</guid>
		<description><![CDATA[Right on the heels of my last release, here&#8217;s my April game, The Bryant Collection. This one is a bit of a cop-out; it&#8217;s not actually my game. Instead, it&#8217;s a translation of someone else&#8217;s work into interactive fiction. An excerpt from my release post on RGIF: A few months ago, I found an old [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/games/bryantcollection.zblorb"><img src="http://ludusnovus.net/images/bryant200x200.jpg" class="leadimage" /></a></p>
<p>Right on the heels of my last release, here&#8217;s my April game, <i>The Bryant Collection</i>.  This one is a bit of a cop-out; it&#8217;s not actually <em>my</em> game.  Instead, it&#8217;s a translation of someone else&#8217;s work into interactive fiction.</p>
<p>An excerpt from my <a href="http://groups.google.com/group/rec.games.int-fiction/browse_thread/thread/71691fd9a498faca">release post on RGIF</a>:</p>
<blockquote><p>A few months ago, I found an old strongbox at a garage sale.  The box was full of papers written by a woman named Laura Bryant.  The majority of the stuff in the box was a collection of what she called &#8220;story worlds.&#8221;</p>
<p>These story worlds are akin to interactive fiction or roleplaying games; they&#8217;re designed for one player and one mediator who serves as the parser or the game master.  The earliest date on a story world in the box is 1964, which means these works predate Crowther and Woods&#8217;s <i>Adventure</i>, <i>Dungeons &#038; Dragons</i>, or Wesely&#8217;s <i>Braunstein</i>.  The Bryant Collection contains the five stories that I found the most interesting and feasible to convert to IF:</p>
<ul>
<li>&#8220;The End of the World&#8221; is a story about lunch.</li>
<li>&#8220;Morning in the Garden&#8221; is a story about dealing with annoying people.</li>
<li>&#8220;Tower of Hanoi&#8221; is a rather interesting little puzzle, but not what you think.  It came with a sort of feelie in the strongbox, which is included as an IF object.</li>
<li>&#8220;Going Home Again&#8221; is a story about growing up.</li>
<li>&#8220;Undelivered Love Letter&#8221; is a story about airports.</li>
</ul>
</blockquote>
<p><a href="http://ludusnovus.net/games/bryantcollection.zblorb"><strong>Download <i>The Bryant Collection</i>.</strong></a></p>
<p>For more information, including links to interpreters that will run the game, see <a href="http://ludusnovus.net/my-games/the-bryant-collection/">the game page</a>.</p>
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		<title>The Interactive Fiction Genre</title>
		<link>http://ludusnovus.net/2008/09/08/the-interactive-fiction-genre/</link>
		<comments>http://ludusnovus.net/2008/09/08/the-interactive-fiction-genre/#comments</comments>
		<pubDate>Mon, 08 Sep 2008 12:00:08 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[genre]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=35</guid>
		<description><![CDATA[In my last podcast, I didn&#8217;t even bring up interactive fiction, which suffers from genre staleness as much or more than other types of games. If you have a text game, you&#8217;re almost guaranteed that you&#8217;ve got a nonviolent, turn-based game where you solve puzzles in a game with a specific sort of world model. [...]]]></description>
			<content:encoded><![CDATA[<p>In my <a href="http://ludusnovus.net/2008/09/06/ludus-novus-012-genre-fiction/">last podcast</a>, I didn&#8217;t even bring up interactive fiction, which suffers from genre staleness as much or more than other types of games.  If you have a text game, you&#8217;re almost guaranteed that you&#8217;ve got a nonviolent, turn-based game where you solve puzzles in a game with a specific sort of world model.  Sure, there are a few exceptions: <a href="http://spacecatrocketship.blogspot.com/">C.E.J. Pacian</a>&#8216;s <i><a href="http://spacecatrocketship.blogspot.com/2008/03/gun-mute-download-now.html">Gun Mute</a></i>, <a href="http://www.joltcountry.com/index.php">Robb Sherwin</a>&#8216;s <i><a href="http://www.joltcountry.com/games/necroticdrift.html">Necrotic Drift</a></i>, and <a href="http://adamcadre.ac">Adam Cadre</a>&#8216;s <i><a href="http://adamcadre.ac/if.html#Lock&#038;Key">Lock &#038; Key</a></i>, to name a few.  But by and large, interactive fiction is cerebral and derivative of the seminal works: <i>Colossal Cave Adventure</i>, <i>Zork</i>, and Graham Nelson&#8217;s <i><a href="http://www.ifwiki.org/index.php/Curses">Curses</a></i>.</p>
<p>Where is the interactive fiction that simulates colonizing space?  Where are the text games that have the same playful feeling as <i>Katamari Damacy</i>?  Why are text adventures always either puzzle-filled exploration games or highbrow, slow-paced stories?</p>
<p>I&#8217;m being a bit cruel, I think.  But I still can&#8217;t think of a single piece of interactive fiction that I&#8217;d pick up and play for fun after finishing it once.  There&#8217;s no gameplay to most IF except puzzle solving and figuring out what happens next.  A good friend of mine once pointed out that in interactive fiction, you never really <em>do</em> stuff.</p>
<p>I&#8217;d like to see that change.</p>
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		<slash:comments>2</slash:comments>
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