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Text adventure
Text adventure













text adventure
  1. Text adventure archive#
  2. Text adventure code#

Text adventure code#

Knowing which author wrote the game you're playing helps a lot (good authors are probably really pulling a psych, new or bad authors probably just didn't bother to code the furniture).

text adventure

  • Empty Room Psych: The unintentional version is far more common.
  • Easy Amnesia: Sometimes justified by plot, sometimes not.
  • Easter Egg: Typically in the form of a Shout-Out to classics of the genre.
  • An Aesop: Rarely played straight, usually warped in some way, because True Art Is Incomprehensible (or offensive).
  • Contrast Gamebooks, which may be the "tabletop / literary" version, or Interactive Comic, which extends this trope to Webcomics. If you're thinking of 3D story-driven adventure games with very little challenge or gameplay, that's Environmental Narrative Game. This evolution kicked off by Interactive Fiction (also known as Text Adventure) is what eventually led to the MMORPG.Īrguably the most modern form of Interactive Fiction is the " Visual Novel" derived from Romance Games, but in general, these stories tend to be much less interactive than the classics were, since they don't have a Text Parser, or even much of an interface. The Adventure Game progressed directly from early text-based adventures, and is graphic-intensive but similarly story-oriented. The Multi-User Dungeon (MUD), the MUCK and the MUSH or Multi User Shared Hallucination are related games with very early origins, which emphasize the roleplaying aspect of user-generated online environments. An annual contest sponsored by the community typically draws more than 20 entries per year, and the hobby continues to evolve and improve.

    Text adventure archive#

    Shortly after the major players disappeared from the market, a lively amateur scene sprung up on the Internet, centred around the Interactive Fiction Archive ( ) and the Usenet newsgroups -fiction and -fiction, thanks to the appearance of good-quality programming tools that have allowed recent amateur efforts to equal or exceed the quality of commercial games from the heyday of the genre. Interactive Fiction was once the industry standard for long-form narratives now implemented in computer Role Playing Games, but fell out of commercial viability during the late 1980s as text parsers were rapidly displaced by icon-and-menu and Point-and-Click interfaces. And even when graphical adventure games and RPGs began to appear, text adventures were allowed to be more complex and wide-ranging than the graphical versions due to text taking up far less limited disk space and memory than graphics and sound.

    text adventure

    (In non-English-speaking countries, graphical adventures had far more success in the 1980s than text-only adventures, which were rarely translated and thus posed a formidable language barrier.) Many text adventures were promoted with the concept that the player's imagination was capable of producing far more extravagant and realistic images than were possible on computers of the day. It was only when computers that could display color graphics became affordable in the early 1980s that the text adventure started to be replaced by various programs that used graphics capability a few text adventures were remade in graphical form at this time. Graphics output wasn't possible because most places had no systems available for on-screen graphics. Original Adventure was written in the programming language FORTRAN and was designed to run on the Mainframes and Minicomputers of the late 1960s and early 1970s. The obvious reason why they were in text form is that was the only means of output available. Interactive Fiction is a term originally introduced by the seminal Adventure Game company Infocom to describe its line of more "serious" long-form text adventures back in the Golden Era, and has become the dominant term in the 21st century as the genre became an increasingly specialised market aimed at an increasingly "literary" audience. During this period such games were almost universally known as "text adventures". The genre began with the original adventure game, Colossal Cave, and really took off in the early 1980s, with offerings such as the Zork trilogy and later, more literary works, such as Trinity and A Mind Forever Voyaging. Early games, and games from purist companies like Infocom, were nothing more than bare text, but some later offerings added pictures, sound and limited mouse input (one game, Leather Goddesses of Phobos, even included plot-relevant scratch-and-sniff cards as Feelies) - but the primary form of interaction was still through descriptive text and typed commands. Interactive fiction games are adventure games in which the interaction is almost entirely text-based.















    Text adventure