CIRCA:Text Adventure (Computer Game Genre)

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(Definition and Typical Features)
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*'''Items storable in a personal inventory''' -- for example, keys to a door.
*'''Items storable in a personal inventory''' -- for example, keys to a door.
*'''Puzzles with multiple steps''' -- for example, entering the command 'use key in door' might be required to open a door, and only work once the player has used 'look in mailbox' to find the key and 'get key' to add the key item to their personal inventory.
*'''Puzzles with multiple steps''' -- for example, entering the command 'use key in door' might be required to open a door, and only work once the player has used 'look in mailbox' to find the key and 'get key' to add the key item to their personal inventory.
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*'''locations''' -- contexts where certain commands will work. e.g. the command 'look' typically provides a textual description of the area the player last entered and clues such as whether there is a key or a door nearby.
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*'''Locations''' -- contexts where certain commands will work. e.g. the command 'look' typically provides a textual description of the area the player last entered and clues such as whether there is a key or a door nearby.
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*'''alternate narrative outcomes''' -- mistaken actions, ways of gaining or losing 'points' for solving a puzzle in a certain order, or possibly alternate endings to a story based on certain decisions. For example, the [[http://en.wikipedia.org/wiki/Colossal_Cave_Adventure#cite_note-Jerz-2wikipedia] entry for Collosal Cave], the
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*'''Alternate narrative outcomes''' -- mistaken actions, ways of gaining or losing 'points' for solving a puzzle in a certain order, or possibly alternate endings to a story based on certain decisions.
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*'''Procedural events'''-- events based on variables such as probability. For example, the [[http://en.wikipedia.org/wiki/Colossal_Cave_Adventure] Wikipedia] Wikipedia entry for Collosal Cave], the very first text adventure, reports in that game:
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When the player arrives at a location known as "Y2", the player may (with 25% probability) receive the message "A hollow voice says 'PLUGH'." This magic word takes the player between the rooms "inside building" and "Y2".  
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<blockquote>When the player arrives at a location known as "Y2", the player may (with 25% probability) receive the message "A hollow voice says 'PLUGH'." This magic word takes the player between the rooms "inside building" and "Y2".</blockquote>
==interactive fiction==
==interactive fiction==

Revision as of 01:50, 8 January 2013

Definition and Typical Features

Text adventures are a genre of computer game where a player types on a command-line descriptions of intended actions (e.g. 'look,' 'go north,' 'open door with key') which if known by the game program prompt the computer to return clues or descriptions of how the actions performed advance events in a virtual fictional narrative. Typical features of the genre include:

A screenshot of ca. 1977 text-adventure Zork I showing the textual description given when the game starts - As found on Wikipedia.org
  • Textual descriptions-- including locations and objects and the effect of actions as they are called for by commands. Early text adventures designed for computer systems not capable of displaying graphics rely solely on textual description -- later versions of text adventures often incorporate pictures as well as text.
  • Second-person narrative perspective -- the main actor in the narrative is referred to by the pronoun you, indicating the person playing is responsible for instigating the action of the game through their input. E.g. "You are standing in an open field..." (Text shown in the image to the right).
  • Items storable in a personal inventory -- for example, keys to a door.
  • Puzzles with multiple steps -- for example, entering the command 'use key in door' might be required to open a door, and only work once the player has used 'look in mailbox' to find the key and 'get key' to add the key item to their personal inventory.
  • Locations -- contexts where certain commands will work. e.g. the command 'look' typically provides a textual description of the area the player last entered and clues such as whether there is a key or a door nearby.
  • Alternate narrative outcomes -- mistaken actions, ways of gaining or losing 'points' for solving a puzzle in a certain order, or possibly alternate endings to a story based on certain decisions.
  • Procedural events-- events based on variables such as probability. For example, the [[1] Wikipedia] Wikipedia entry for Collosal Cave], the very first text adventure, reports in that game:
When the player arrives at a location known as "Y2", the player may (with 25% probability) receive the message "A hollow voice says 'PLUGH'." This magic word takes the player between the rooms "inside building" and "Y2".

interactive fiction

The genre has also been termed interactive fiction, underscoring its position as an alternative style of fiction to longer-established literary forms such as the novel. A somewhat misleading term, because not all fictions with which one can interact are computer games, least text adventures.


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