It's easy to look at interactive fiction as the kid sister of videogames. She's like videogames, but, less. Less flash, less noise, less action. Quite probably less gameplay -- a cardinal sin. That must be why all her companies failed. She's an stop-gap on the way to greatness, a media subsumed by another, a Medea with no darlings left to murder. Videogames is a young upstart flaunting his interactivity as he lays claim to maturity. Elderly theater ignores him, middle-aged literature tuts at him, twenty-something film just smiles and tries to give him some pointers. But interactive fiction is dazzled by him, copies his mazes and puzzles, emulates his action and timing, impersonates his combative and attritional nature. She lacks her own identity.
The death of the novel has been predicted many times, and it's never happened. Only in prose fiction can we delve into the character's minds and see their thoughts, their feelings, their secrets. All other media can only imply this by what a character chooses to say or do. Interiority shows why characters react the way they do, and those reactions cause others to react, ad infinitum. Interiority illustrates the "think" of Chris Crawford's listen-think-speak feedback loop. Novels have an unbroken causal chain as surely as does any ragdoll physics engine, but the novel's chain weaves in and out of the minds of characters, in and out of the exterior world.
Videogames and interactive fiction share interactivity. Prose fiction and interactive fiction share interiority. When Medea finishes playing with ragdolls and searches for a place of her own, interactive interiority is a good place to start.
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The interactive fiction I've played/read doesn't really let you see into the minds of the other characters since that would take the interest out of interacting with them.
There is a lot that could be learned by videogames from IF, I reckon - and it certainly has a lot more immediate power emotionally than conventional videogames, unconcerned as it is with graphics and NPC animations and the uncanny valley.
That said, although I often wish more people would be aware of, let alone read, IF - unfortunate as it is, there are many reasons for why it resides in the condition it is in at the moment and why it's unlikely to ever make a commercial return, alienating readers of novels for being too gamey and alienating gamers for making them read.
As such, I have to admit I'm not entirely sure what point this article is trying to make or purpose to pursue?
Since it's difficult to get the fiction part right if the protagonist is a blank slate, games have started characterizing the avatar at least a little bit via parser errors or boundaries-of-the-world cases: rather than the parser bluntly stating "you can't do that to the seaside", it'll cloak the reason in the avatar's personality: "Ever since that childhood accident, you've avoided large bodies of water." It isn't delving very deep, but even in cases of heavy conflation this technique is used.
As to your third question, I'm not convinced that interiority would reduce interest in interaction with the characters -- my guess would be quite the opposite -- but it is true that interiority isn't used much in I-F, and when it is, it's frequently as a cutscene.
Which brings me to Valentine's post: I have no idea what interactive interiority would look like, how it would operate, what gameplay tropes would be useful for it let alone be specific to it, or even what the pitfalls and benefits of it could be. These unknowns are specifically why I think it's worth bringing up. The few examples of interactive interiority I've heard of in I-F simply reify the character's mind as rooms, props, and puzzles, turning the interior back into a plain-jane exterior again, turning it visual/physical again. Though that's a valid tack, IMHO this defeats the purpose. "Psychonauts" had to reify because it's in a visual medium; I believe I-F should be able to deal with the mind as directly as other prose media do.
Hey Kim -- I think the internet has done wonders for getting gamers to read, and as they age I wouldn't be surprised if they warm up to it a bit. Though I don't have a clue about how to find or build markets, I feel that there are so many readers in the world, and so many gamers in the world, that some sort of market is inevitable. As Valentine said and I implied in the above post, there are reasons I-F is where it is, just as there's reasons that videogames aren't in the Louvre.