Questing for Choice(s)

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There is a fundamental issue with how we (as academics, players, and creators) view game narratives. This particular art form leaves room for player intervention, for changes and transformations, however, such interactivity has done little to push the boundaries of storytelling beyond alternate endings and perpetual quests. Is this as far as stories can go? … Read more

Why Historicizing Games Matters

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You just can’t exaggerate the importance of D&D to all of the many storygames that have followed it. It really did revolutionize the way we look at stories and games and the combination of the two in a way totally out of proportion to the number of people who have ever actually played it. But then, we could make exactly the same statement about Adventure, couldn’t we? Every story-oriented computer game today, including graphical adventures, can trace its roots straight back to Adventure — and from Adventure, straight back to D&D.

I’m not omniscient, but yes, I think we’d have something like Adventure come along, probably sooner rather than later, absent Crowther and Wood. Would it have used such a flexible parser for interaction, though? I don’t know, really. Certainly the many IF conventions that we still employ that have come down to us from Adventure would be a bit different. We can also say for sure that adventure games wouldn’t be called adventure games — that name is lifted straight from the original Adventure, which might perhaps begin to convey to your readers Adventure‘s importance in the scheme of things.

(From an interview with Jimmy Maher in Adventure Classic Gaming)

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