Elements of Interactive Fiction: Difference between revisions
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A one-use key is a very basic and common sort of puzzle: one where the solution is to use a specific object in conjunction with another specific object. The first object then serves no other use in the game; a common example of this puzzle is a key that will only unlock one door (which itself has only one key). | A one-use key is a very basic and common sort of puzzle: one where the solution is to use a specific object in conjunction with another specific object. The first object then serves no other use in the game; a common example of this puzzle is a key that will only unlock one door (which itself has only one key). | ||
===Guess the Verb=== | ===Guess the Verb=== | ||
This refers to a puzzle where even when what has to be '''done''' is known, the correct command needs to be found in order to perform the action. Sometimes | This refers to a puzzle where even when what has to be '''done''' is known, the correct command needs to be found in order to perform the action. The unknown element is generally the verb, hence the name, but this is not necessarily the case. | ||
Sometimes working out the correct syntax can intentionally be the puzzle itself, as in [[Lucian Smith]]'s [http://wurb.com/if/game/78 The Edifice], [[Carl Muckenhoupt]]'s [http://wurb.com/if/game/1670 The Gostak] or [[Nick Montfort]]'s [http://wurb.com/if/game/912 Ad Verbum], but usually it arises accidentally because the author has included insufficient synonyms - a deeply frustrating experience for any [[player]]. | |||
One parody of this sort of puzzle was the [[Leonard Richardson]] game [http://wurb.com/if/game/919 Guess the Verb!], in which sub-games were solved by the use of unlikely verbs, which were supplied at the start of each sub-game. | One parody of this sort of puzzle was the [[Leonard Richardson]] game [http://wurb.com/if/game/919 Guess the Verb!], in which sub-games were solved by the use of unlikely verbs, which were supplied at the start of each sub-game. | ||
Revision as of 09:50, 19 January 2005
This index is focused on the widely known elements of an interactive fiction game or story. Please feel free to add or edit the index.
Player Character
Non-Playing Character
Puzzles
Mazes
A maze is a network of locations, often very similar in appearance and without any function except to form the maze. To solve this sort of puzzle, the player character has to get from one point to another within the maze. Standard mazes, with static two-dimensional maps, can be simply solved by mapping. This can be made more difficult by moving rooms about, making them indistinguishable, dynamically generating the maze, introducing secret doors and so on. Often, this means that the maze can only be solved by another puzzle - such as finding a combination of directions one has to go, or pulling a lever that opens up a secret door. Arguably, this means that the maze is no longer a genuine maze puzzle - it just looks like one. Many players and theorists are strongly opposed to the use of maze puzzles, considering the device tedious and overused.
One-use Key
A one-use key is a very basic and common sort of puzzle: one where the solution is to use a specific object in conjunction with another specific object. The first object then serves no other use in the game; a common example of this puzzle is a key that will only unlock one door (which itself has only one key).
Guess the Verb
This refers to a puzzle where even when what has to be done is known, the correct command needs to be found in order to perform the action. The unknown element is generally the verb, hence the name, but this is not necessarily the case.
Sometimes working out the correct syntax can intentionally be the puzzle itself, as in Lucian Smith's The Edifice, Carl Muckenhoupt's The Gostak or Nick Montfort's Ad Verbum, but usually it arises accidentally because the author has included insufficient synonyms - a deeply frustrating experience for any player.
One parody of this sort of puzzle was the Leonard Richardson game Guess the Verb!, in which sub-games were solved by the use of unlikely verbs, which were supplied at the start of each sub-game.