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PostPosted: Tue Mar 27, 2012 11:21 am 
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Inspired by Conrad Cook's post over in the "Other Development Systems" subforum, I'd like to make a single-page resource for people who are just stumbling into the world of interactive narrative, wanting to make a story, and wondering what system would be best for them to use. I'm picturing this as a list of profiles listing the basic information about each system, with lots of links to help people find out more. (UI-wise, I'd love to make the page filterable by various criteria, and provide the ability to link to particular profiles.) As far as scope, I think it should be very wide-ranging as to which systems to include, from hypertext to parser IF to Ren'Ai to choice-based games.

Here's a list off the top of my head: TADS 2, TADS 3, Inform 6, Inform 7, Quest, Hugo, ADRIFT, ChoiceScript, Twine/Twee/AdventureCow, Undum, Ramus, Ren'Py, Vorple, Bloomengine, SCUMM

However! That's a lot of writing to do, much of it on things I don't necessarily know about. So, I need your help! You could suggest a system that I don't have listed, or you could write up a profile. (Or... both?) Stylistically, I'd like to keep a neutral-to-positive tone and focus on the big distinctions between systems, while remaining fairly concise. If you contribute a profile, let me know if you want authorial credit and/or a link to your website. I reserve the right to edit for tone or grammar/spelling.

Here's an example profile, for Inform 7, which demonstrates the categories of information that I think it would be useful to have:

Quote:
What does it make:
Inform 7 is for creating text-based interactive stories with a modern-style parser. It has some support for the inclusion of images and sound.

How does the author use it:
Inform 7 is a rules-based programming language with a distinctive natural language syntax. The built-in world model is fairly simple, but there are many user-contributed extensions that support a wide variety of modified behaviors. Inform 7 has an Integrated Design Environment that allows the author to view the code and story side by side and automates some tasks.

How does the reader/player use it:
Players type commands to advance the story. (Some extensions create clickable hyperlinks or menu-style navigation.)

Inform 7 is capable of creating stories in two different formats: z-code and Glulx. Both require interpreters to run. Z-code is the smaller, lighter format; it can only be used for smaller games, but it has interpreters available for almost every imaginable platform. Glulx can be used for larger projects, and allows images and sounds.

Web capable?
Yes. The z-code interpreter "Parchment" is fully functional and stable, and the Glulx interpreter "Quixe" is in development (though it does not yet support the image and sound functionality of Glulx). Inform 7 can automate web-ready releases with either interpreter. For further web integration, see the profile on Vorple.

Main/official site:
http://inform7.com/

"Cloak of Darkness" Implementation:
http://www.firthworks.com/roger/cloak/inform/index.html

Documentation and support:
Built-in documentation, also available at http://inform7.com/learn/manuals/
Jim Aikin's "Inform 7 Handbook" http://www.musicwords.net/if/i7hb.htm
Ron Newcomb's "Inform 7 for Programmers" (pdf) www.plover.net/~pscion/Inform%207%20for ... ammers.pdf
Aaron Reed's "Creating Interactive Fiction with Inform 7" http://inform7.textories.com/
Further support links at viewtopic.php?f=7&t=3988
Support forum (be sure to mention Inform 7 in your subject line) at viewforum.php?f=7

Tags: has an IDE, parser IF, Turing-complete, web capable


(I welcome feedback on the above profile. I think I may have said some things that are no longer true. Also, I have no idea whether or not to capitalize "glulx." And I use a lot of hyphens, all the time. I'm also not sure where to mention playfic.com -- since it's a pruned-down version of Inform 7, perhaps it should get its own profile?)


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PostPosted: Tue Mar 27, 2012 12:18 pm 
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I think I would err on the side of Englishierness. "Inform 7 is a rules-based programming language with a distinctive natural language syntax" doesn't seem like it would mean as much to a novice as "Inform 7 programs look like they're written in English, and are based on a list of rules saying how to respond to actions a player takes." Though that latter sentence might not capture the distinction from object-oriented stuff.

The business about formats and interpreters seems like it might be confusing as well, although possibly the way to take care of that would be in a global introduction to the whole thing: Some languages output games in different file formats, some of them produce files that are run with special programs and some produce things you put up on the web (do any produce standalone apps?), that sort of thing.

Excellent work, though!


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PostPosted: Tue Mar 27, 2012 1:43 pm 
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Perhaps it would be appropriate to put this on ifwiki.org?


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PostPosted: Tue Mar 27, 2012 1:54 pm 
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matt w wrote:
I think I would err on the side of Englishierness. "Inform 7 is a rules-based programming language with a distinctive natural language syntax" doesn't seem like it would mean as much to a novice as "Inform 7 programs look like they're written in English, and are based on a list of rules saying how to respond to actions a player takes." Though that latter sentence might not capture the distinction from object-oriented stuff.

The business about formats and interpreters seems like it might be confusing as well, although possibly the way to take care of that would be in a global introduction to the whole thing: Some languages output games in different file formats, some of them produce files that are run with special programs and some produce things you put up on the web (do any produce standalone apps?), that sort of thing.

A global introduction would be good, but of course that's going to start reading like an essay, because this is not a simple topic. When you mention "a modern-style parser" in the Inform profile, for instance, that's a phrase that would have to be unpacked into a couple of paragraphs.

Yes, TADS 3 will produce stand-alone Windows apps (.exe files), but not apps for MacOS or Linux.


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PostPosted: Tue Mar 27, 2012 2:15 pm 
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tove wrote:
Here's a list off the top of my head: TADS 2, TADS 3, Inform 6, Inform 7, Quest, Hugo, ADRIFT, ChoiceScript, Twine/Twee/AdventureCow, Undum, Ramus, Ren'Py, Vorple, Bloomengine, SCUMM


SCUMMVM is used to interpret existing private game engines that have been implemented or reverse-engineered, but there are precious few tools for authoring games it can understand, which I understand has been done only twice by high-level hackers. (Most likely are ones made for AGI, the first and more primitive Sierra adventure game engine, though it may someday be able to run homebrew games made using Sierra's later SCI.) If you want to walk down that road you can also look at other engines used to make similar graphical adventure games, chief among them Chris Jones' AGS and similar programs like eg. SLUDGE as well as the newer Wintermute and the positively ancient World Builder -- none of which are currently supported by SCUMMVM but all of which might be someday. (Of course, if you're persistant and perverse, you could well use Klick 'n Play, a Wolf3D map editor or Pinball Construction Set or one of its contemporaries (OK, Stuart Smith's Adventure Construction Set would be more likely) to tell a curious and brief slice of interactive fiction. Any tool will do. We haven't yet seen a game about ghosts writing clues in a haunted spreadsheet but I'm holding out for it: Cornerstone 2 -- Revenge of the Poison Pill.)

More historical tools for text adventures as we knew them would include the Quill and PAW, while some early graphic adventure tools would include GAC and STAC. In the "totally obscure" category I was always interested in seeing a clear evaluation of the Gamescape engine that powered Marooned Again and its predecessor for CYOA hijinks, but I don't know if anyone other than its author ever published anything made with it. I've only seen one program made using Questwriter for the C64 (if we're serious about getting retro here) but it also seemed to have some potential for generating at least Scott Adams-level IF.

I appreciate however that you're not explicitly soliciting a list of every game-making program known to man, but rather ideas about perhaps sorting them taxonomically and presenting them to would-be developers.


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PostPosted: Tue Mar 27, 2012 2:50 pm 
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Jim Aikin wrote:
A global introduction would be good, but of course that's going to start reading like an essay, because this is not a simple topic. When you mention "a modern-style parser" in the Inform profile, for instance, that's a phrase that would have to be unpacked into a couple of paragraphs.


Maybe something like a glossary, then. Something like this:

Quote:
Parser: In games that accept typed commands, the part of the program that understands commands.
Interpreter: An application that allows you to play games in certain file formats that do not run as stand-alone applications. (Most interpreters run many different types of file, produced by different authoring systems.)


...and that might be all that I see that needs explanation in the suggested Inform 7 writeup. (Maybe Integrated Design Environment, and I'd say "two different file formats" rather than "two different formats" -- which I suppose is technically inaccurate, because .z5, .z8, .glx, .zblorb, and .gblorb are all different file formats, but I don't think we need to get into that.) But that way you don't need to define "parser" every time and "interpreter" separately for every language.

"Interpreter" is the big one, I think; people will understand what it is to produce games in HTML and Javascript that you can play directly on the web (like ChoiceScript and Undum), and what it is to produce standalone apps (like TADS), but as I said I don't think that talking about interpreters without explaining them will be super-noob friendly.

It may also be that I have a different idea in mind than everyone else -- I'm thinking about a guide that would be friendly for very noobish people. (Which might include me; I've never been entirely clear about what libraries are.)


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PostPosted: Tue Mar 27, 2012 3:25 pm 
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how about also highlighting with which systems you can make games that you can play on iOS, android etc? I think this is probably a factor for some people.


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PostPosted: Tue Mar 27, 2012 4:04 pm 
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matt w - Thanks for the feedback. I think I do need to do another pass or two on that main sentence. I've been trying not to foreground the natural language-ness of Inform, since "looks like it's English" is a kind of a set up for disappointment in this case, but you're right that the sentence as-is is not particularly approachable. (It's a symptom from sometimes having to write artist statements...)

I'm really not sure how confusing the format stuff is -- it's hard to put myself in the headspace of the total tyro here (as opposed to the limited but passable knoweldge I have). It seems to me that most computer-literate people have some knowledge of different kinds of files, and different kinds of programs to interact with those files. You can't open an mp3 in TextEdit/NotePad, (er, you can, but it will be disappointing) or a jpg in iTunes. Maybe it's weird because we usually think of games as "applications," not "files."

Anyway, it probably comes down to sorting out exactly who the intended audience is. I'm basically picturing the kind of person we get around here in the forum, who know enough about the topic to have googled their way to us, but don't necessarily know what the current state of the art is. I think that a huge list full of some frankly fairly complicated systems is not going to appeal to the absolute beginner anyway.

I'm definitely planning on having some sort of introduction -- if nothing else, a caveat on "this is just a page to help you make interactive stories at all, not how to make good ones" -- and you're right that I should define some terms there.

UnwashedMass- Ah, I almost certainly meant to say SLUDGE. Clearly I should not be the one writing that profile. :)

As for seriousness about getting retro, I'd say I'm serious about covering anything that actually might be an answer to "what system should I use?" So I think criteria like "runs on an average current computer, on an operating system most people have heard of" are useful, as are things like "has users that are active on the internet and might answer questions."

Now that you mention Scott Adams, though, I recall that there were some threads about a SA-style adventure system a little while back. Anybody here know enough about it to write a profile?

peterorme- I agree that mobile compatibility is an important feature for some projects. I wonder if there are systems that specifically target mobile yet*, or just in the way that, if they target javascript/browsers, they are mobile-compatible? Definitely a thing to keep in mind.

*Zarf's working on Inform 7 and iphones, but that's not publicly available yet.


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PostPosted: Tue Mar 27, 2012 4:32 pm 
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For people stumbling upon interactive narrative from non-English speaking parts of the world, it might be of interest what languages games can be written in using the different systems.
Inform 6, Inform 7, and Quest all have support for Spanish, French, German, and one or two more languages. Undum would pretty easily support any language, I suppose. And so on.
(I also seem to recall that there are systems specifically developed for writing games in Russian and Spanish respectively.)

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PostPosted: Tue Mar 27, 2012 5:01 pm 
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Felix wrote:
For people stumbling upon interactive narrative from non-English speaking parts of the world, it might be of interest what languages games can be written in using the different systems.

Oh yes! I totally thought of that when I was originally drafting this thing, which was, uh, as I was falling asleep two nights ago. So I guess I forgot between then and actually writing it down. ;) Good call. (It probably only makes a difference in systems with parsers -- hypertext and choice-based systems don't show any text to the player that wasn't written by the author.)


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