29 NOV 2025 by ideonexus

 Early Anti-Piracy Measures Made Digital Preservation Diff...

Unfortunately for posterity, and for those who purchased and interacted with Moonmist when it was first released, Infocom chose not to include the descriptions of the world in the software at all. In order to figure out what the player character's surroundings are like, the interactor has to consult the manual, which has to be kept on hand during play and read alongside the computer text. This was done to make illegal copying of the game difficult-the nondigital manual would have to be copied...
Folksonomies: interactive fiction
Folksonomies: interactive fiction
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29 NOV 2025 by ideonexus

 Zork's Inaccessibility Shielded it from the Satanic Panic

Gathering treasure is an important part of Zork II, but assembling the booty in a trophy case is not the ultimate goal. In order to win, the interactor must have the player character supply these treasures to a powerful demon. This demon (like the robot) will do the adventurer a critical service-after he is propitiated. From the standpoint of the adventurer, Zork II adds a new and innovative motivation to the usual drive to plunder: Satanism. Such demonic elements were also found in Zork: The...
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29 NOV 2025 by ideonexus

 Interactive Fiction, Like Riddles, Lack Replay Value

Infocom's interactive fiction, like most interactive fiction, is generally held by players to not have replay value in the usual sense, much as one cannot simply "replay" a riddle to which one knows the answer (although one can pose it to another, think about it again once the answer has been forgotten, or appreciate it in new ways with knowledge of the solution). Critics have noted that "once this kind of finite interactive fiction has been mastered, it generally ceases to hold the reader's ...
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04 NOV 2025 by ideonexus

 Interactive Fiction has "Potential Narrative"

A work of IF is not itself a narrative; it is an interactive computer program. A narrative is “the representation of real or fictive events and situations in a time sequence” (Prince 1980, 180); this can result from an interactive session but does not describe any IF work itself. Similarly, interactive fiction is not a story in the sense of the things that happen in a narrative, or more precisely, “the content plane of narrative as opposed to its expression or discourse; the ‘what’ ...
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