Tech Tools: Interactive Fiction

Screenshot of Zork in 1980
Image by the-​​tml via Flickr

Though it has taken me much longer than I planned to get back to this topic, I want to share with you today what I believe is an out­stand­ing and prob­a­bly very obscure tool that would be excel­lent for gifted students.

Think back a few years. No, fur­ther back. A lit­tle fur­ther. When home com­put­ers had mem­ory mea­sured in kilo­bytes, an 8-​​color mon­i­tor was high res­o­lu­tion, and disks were floppy.

The cutting-​​edge trend in com­puter enter­tain­ment was some­thing called a “text adven­ture game.” Zork is the clas­sic exam­ple of games in this genre, but there were dozens of them. They had no graph­ics and no need for a con­troller, because the entire means of inter­act­ing with the game was through text.

For those who have never played a text adven­ture, here is a typ­i­cal sequence of moves you might see in one of these games (this is part of the sam­ple tran­script that was in the instruc­tion man­ual for the orig­i­nal Zork):

West of House
 You are standing in an open field west of a white house,
 with a boarded front door.
 There is a small mailbox here.
>OPEN MAILBOX
 Opening the mailbox reveals a leaflet.
>READ LEAFLET
 (taken)
 "WELCOME TO ZORK!
ZORK is a game of adventure, danger, and low cunning. In it you
will explore some of the most amazing territory ever seen by
mortals. No  computer should be without one!"
[...later in the adventure...]
>APPLY THE BRAKES
The Frobozz Magic Go-Cart coasts to a stop.

Moss-Lined Tunnel, in the Go-Cart
This is a long east-west tunnel whose walls are covered
with green and yellow mosses.
There is a jewel-studded monkey wrench here.
A bent and rusty monkey wrench is lying here.

>TAKE THE WRENCH
Which wrench do you mean, the jeweled monkey wrench
or the rusty monkey wrench?

>JEWELED
You can't reach it from inside the Go-Cart.

>WEST
You're not going anywhere until you stand up.

>GET OUT OF THE GO-CART
You are on your own feet again.

>TAKE THE JEWELED WRENCH
Taken.

>WEST
Lumber Yard
This is a huge room lined with metal shelves. There are exits
to the east, northeast, and west.
There is a small cardboard box here.
Piled on one of the shelves is a supply of lumber.

>TAKE THE BOX AND THE LUMBER
small cardboard box: Taken.
supply of lumber: Your load is too heavy.


The basic idea is that the user types sim­ple com­mands telling the com­puter what you want to do as the char­ac­ter you are play­ing. You can pick up objects, exam­ine them, move around, put things on top of other things, and so on. The object of most of these games is to explore the world of the story and solve puz­zles of some sort.

When com­puter graph­ics got bet­ter, com­puter games became more visual and never looked back. But a few peo­ple kept the con­cept alive, and today there is a thriv­ing com­mu­nity ded­i­cated to actively devel­op­ing what is now called Inter­ac­tive Fic­tion (often called IF). There are even peo­ple who do aca­d­e­mic research into the the­ory and prac­tices of IF and its applications.

What is excit­ing today about IF is that there are now free tools avail­able for cre­at­ing your own sto­ries. Two of the most mature and actively devel­oped are TADS and Inform. I am inter­ested in the pos­si­bil­i­ties of using these tools with gifted stu­dents for a num­ber of reasons.

First, stu­dents writ­ing IF need to actively develop a vari­ety of impor­tant skills that are par­tic­u­larly of inter­est to gifted educators:

  • Design
  • Log­i­cal reasoning
  • Cre­ativ­ity
  • Crit­i­cal thinking
  • Prob­lem solving

What is espe­cially inter­est­ing is that all of these skills are organ­i­cally inte­grated into the devel­op­ment process. Stu­dents must think about the design of their geo­graph­i­cal world and the design of their plot. They must antic­i­pate many dif­fer­ent actions and avenues that the player might take. They need to con­tem­plate the sub­tleties of lan­guage and learn about the logic a com­puter uses to parse words and phrases into mean­ing­ful com­puter code. They need to plan and exe­cute puz­zles, and leave enough clues for the player to be able to solve them, but not so many that the solu­tions are trivial.

The best part: even young stu­dents have the capa­bil­ity to plan and build sim­ple inter­ac­tive sto­ries using these pow­er­ful tools. So much of the com­plex pro­gram­ming is built into the sys­tem and the lan­guage that stu­dents can cre­ate func­tional, com­plete scenes with just a few sim­ple sen­tences of text.

The pos­si­bil­i­ties and impli­ca­tions are far too exten­sive for me to go into more detail here, but the Inform site has an entire sec­tion devoted to teach­ing with IF. Peruse that a while, learn about how to down­load and play some games—there are many that are quite suit­able for kids, includ­ing one that I’ve writ­ten myself (the reviews were mediocre, but fin­ish­ing the project was to me a major accom­plish­ment). What other ideas do you have about using IF in edu­ca­tion? What pos­si­bil­i­ties does this raise? Share your thoughts in the comments.

Reblog this post [with Zemanta]

Tags:

5 Responses to “Tech Tools: Interactive Fiction”

  1. Thomas Boito | March 5, 2010 at 10:59 am #

    This was inter­est­ing. I’d for­got­ten about those things. Noth­ing ever com­pletely goes away, does it? They just get repurposed.

  2. Kelly Tenkely | March 6, 2010 at 8:12 pm #

    IF is a great way to get stu­dents think­ing about problem/​solution in writ­ing and think­ing crit­i­cally. Writ­ing this way would have stu­dents going through the entire writ­ing process. I love the ideas!

  3. Gerald Aungst | March 7, 2010 at 2:48 pm #

    @Kelly, one of the things I like about it is how describ­ing an object in the code makes it act like a lit­eral, phys­i­cal thing. The author has to think through how the player/​reader is likely to inter­act with the object, so descrip­tions have to be rich and actions have to be planned.

    It’s great for learn­ing char­ac­ter­i­za­tion, too, since you have to plan out mul­ti­ple con­ver­sa­tion paths depend­ing on what the player/​reader decides to talk about. The author has to think deeply about the char­ac­ter and under­stand far more than ever gets seen in the final product.

    Descrip­tions of places must be clear and evoca­tive, since they must not only build a pic­ture in the reader’s mind, but they must actu­ally work as described. Writ­ers can learn a lot about the craft of writ­ing by work­ing on small por­tions of IF code.

  4. Emily Starr | March 31, 2010 at 3:42 pm #

    I love this idea like the old “Choose Your Own Adven­ture” books. Sto­ries could be writ­ten incor­po­rat­ing a vari­ety of cur­ricu­lum subjects.

    This activ­ity would be won­der­ful to get ele­men­tary stu­dents apply­ing com­pre­hen­sion skills such as cause and effect, sequenc­ing, and predicting.

Trackbacks/Pingbacks

  1. Best Tech Tools for Gifted Students | Quisitivity - March 4, 2010

    […] Inter­ac­tive Fiction […]

Leave a Reply