Interactive Fiction Analysis Sample

The pictures don't work here, but this give you an idea of an analysis for Interactive Fiction

So Far is an interactive fiction game that was written by Andrew Plotkin in 1996.During the same year this game was published it won Xyzzy Awards for Best Writing and Best Puzzles. There are two types of interactive fiction: graphic and text. Text adventures came first and this game is an earlier form that allows the reader the ability to tell the protagonist what to do, and the computer generates a response, which creates the story. Graphic adventures are told through pictures rather than text, which would be considered the more advanced way to interact with the game. While it was hard to specifically identify a plot there seemed to be a recurring theme for each location I came across to contain specific moods that extract a certain feel that was consistent with the characters around them and the protagonist (dark, sad, cold, warm).



The game starts by explaining the character is in a dark and hot theater in the midst of summer, and although he is there to watch Rito and Imita who are the main characters in the play he is more concerned about finding Aessa who was suppose to meet him there. In the beginning of the game there is consistent dialogue that revolves around the actual play taking place but also having directions given that help guide you through navigating the theater and other worlds that were discovered. I spent the majority of my experience being lost in the theater trying to figure out what the next step would be to enter into the locked doors in order to reach the people muffling and screaming. Like I mentioned earlier with the settings and moods accompanying one another, there seemed to be a positive correlation between what was going on in the play and how the character was feeling emotionally and physically. The usage of temperature surrounding the environments appeared to be key element as well. I began to notice that what appeared to seem like meaningless descriptions and explanations turned out to include hints and information that was extremely pertinent in the game. The line “a cool touch of air stirs past you” was consistently being presented early on in the game which seemed to have no meaning at all, but you learned it encompassed an event or person that was in trouble or obstacles coming ahead. While I was not able to complete the game, the intensity and realness of the game that was defined by its imagery and emotional ties created a sense of mystery and confusio that I have never experienced with literature before.

Electronic literature can be heavily criticized, yet experiencing this piece opened my eyes to the ability interactive fiction has to instill creativity and focus on the text that brings a whole new component to the readers experience. The involvement you play as a reader through solving puzzles and directing the story opens so many doors for how someone can experience literature even though it might seem to be a little unorthodox from a traditional standpoint. In a similar vein while to some So Far might appear to be a frustrating game, the mental capacity, creativity, and imagination the author has to have in order to properly execute this text can undoubtedly be considered a work of art. Just like a work of art, in the creation of a piece of interactive fiction the author has to be mindful of space, font, color, and images/graphics in order to generate a product that is admired and appreciated. Another part of interactive fiction to recognize is the game like features that are immersed within the literature experience. Firstly we can see in interactive fiction there are people who “win” and finish, and there are others that do not succeed to complete the whole story, which is obviously a main element of a game having winners and losers. Another element we find are the many obstacles and puzzles that are built in the text that requires the readers to complete in order to continue with the story. Just like in games there is always some type of obstacle that stands in the way of winning or ending a game. As a participant in a game or reading interactive fiction the person has some amount of control over certain aspects of the activity, and it might be more or less control depending on the game or literature. Having these game elements as a part of reading makes the experience more challenging and requires a lot more intellectual awareness and acuity. I think it also helps the reader become more involved and perceptive to the content of what is being read, because in order to solve things it demands an attentive read on everything even including the small details.



Overall, my experience with interactive fiction was an interesting experience that required a lot of patience and led to a significant amount frustration for not being able to complete the game. However, I was very intrigued by the amount of mystery and challenges I came up against, and it was an interaction with literature that was unique and something I would recommend for everyone to encounter at some point in their life. It gives you an appreciation for all sorts of literature and the ability to have a control that is not present in most texts