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Twisty Little Passages: An Approach to Interactive Fiction (Mit Press) Paperback – February 11, 2005
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Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.
Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.
- Print length286 pages
- LanguageEnglish
- PublisherMIT Press
- Publication dateFebruary 11, 2005
- Grade level12 and up
- Reading age18 years and up
- Dimensions8.78 x 6.18 x 0.69 inches
- ISBN-100262633183
- ISBN-13978-0262633185
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However, the extensive history of the early years of interactive fiction, from the start in academia with works on the Arpanet, like ADVENT, through the roughly one decade of commercially successful text adventures in the US and overseas, ending with the rise of indie text adventures and open-source authoring tools was very extensive and very thorough.
If you have fond memories of the glory days of Infocom or would like to discover some of these bygone classics, this book is well worth the read as a reference guide to the founding of interactive fiction. Just don't expect it to reflect the current state-of-the-art. There are resources on the web like ifcomp and itch.io for that.
But there's nothing can suck the love out of a subject as much as dry, academic writing with bracketed source notations every few sentences.
Spending a goodly portion of the beginning of the book defining just what the heck Interactive Fiction is is unnecessary and esoteric. A few paragraphs of real English would have covered what Montfort took chapters to do in dry, academic speak.
Still, his individual delvings into some of the classics were detailed and appreciated, even if those chapters themselves were somewhat dryly- and dully-written, the subject matter itself kept me interested, as I love those classic games.
It's clear he knows his IF history, and it's clear he's played many of the best games in the genre. If you're interested in an academic study of Interactive Fiction, as I said, this is it.
I was just wishing he had written about the subject with as much love and passion as he appears to have for the subject. Alas, this was written as if to please a committee of thesis adjudicators.
Steve Meretzky's review is right on. This book surely makes you want to fire up a computer and start writing IF. It sure made me want to dive into a good INFOCOM game again, as I still do quite often.
Another great in the field, Graham Nelson, author of INFORM and some of the best games out there, is also right in what this book can achieve, but I just wish it did so in text as elloquent as either of these writers has produced. Two of my heroes. I've played just about everything Meretzky's produced in the genre, and I'm currently using INFORM and reading through Nelson's excellent Inform Designers' Manual 4.
I hope my review doesn't discourage you from a discovery of some of the most inventive and fun games in existence, long before there were anything like realistic graphics on computers, as these games are well worth discovering. I just wish someone would convince Montfort to rewrite it with an audience in mind who prefers reading to grading stuffy term papers. Perhaps if he had a good ghost writer...
Sean Huxter.
Long-time IF fan.
However, if you're looking for something which looks into boarder textual contexts like MUDs and MOOs, you'll find these only briefly mentioned. Probably essential reading if you're really into interactive fiction, but not something which I regard as being seminal in the larger body of work related to games, interactive media, and the like.
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Solo in inglese.
E di elevata complessita, sia per lessico che per gli argomenti trattati, che per la profondità delle tesi.







