







An online, self-paced course exploring notable works of interactive fiction. The goal is not to just consume classics but to take them apart to build up your own craft repertoire.
» Huge for the Holidays: Epic Interactive Fiction of the Millennial Period The Digital Antiquarian
After fighting the tendency for decades, I’ve finally learned to accept that I’m a bit of a conservative, if not a downright Luddite, when it comes to my interactive fiction — or my text adventures, as I still persist in calling them. Despite its name, parser-based interactive fiction doesn’t actually strike me as all that good at plot-heavy storytelling. What it does excel at is setting.

Research Fiction: Storytelling, Plot and Design
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Interactive Fiction
Interactive fiction was the first great computer-game craze. Through the early 1980s, the most sophisticated, complex, involving games available were the text adventures. Everyone agreed. Go look up up old videogame rating charts; Infocom was always on the list — with several games.
Fundamentals of Interactivity | Interactive Storytelling Tools for Writers | Chris Crawford

» Retro No More: Interactive Fiction of the Early Comp Era The Digital Antiquarian
In 2002, Paul O’Brian, a prolific author, reviewer, and commentator on the contemporary interactive-fiction scene, attempted to compile a list of those people who had done the most to help text adventures live on beyond the death of Infocom. Among the names he listed were those of Mike Roberts and Graham Nelson, the creators of TADS and Inform; Andrew Plotkin, who contributed crucial technical innovations of his own and authored a number of perplexing, intriguing games; and Adam Cadre, who wrote the single most-played text adventure of the post-Infocom era. None of these names will come as a surprise to anyone who has been even a casual tourist of the interactive-fiction scene over the years. But another of them very well might: that of Gerry Kevin “Whizzard” Wilson. And yet one can make an argument that his skill set was the most unique and thus the most essential of them all.
Alive! animation course in Blender
The most extensive animation course in Blender

Course Hero | Own the study hour
Instant access to millions of Study Resources, Course Notes, Test Prep, 24/7 Homework Help, Tutors, and more. Learn, teach, and study with Course Hero. Get unstuck.

» How Jordan Mechner Made a Different Sort of Interactive Movie (or, The Virtues of Restraint) The Digital Antiquarian
One can learn much about the state of computer gaming in any given period by looking to the metaphors its practitioners are embracing. In the early 1980s, when interfaces were entirely textual and graphics crude or nonexistent, text adventures like those of Infocom were heralded as the vanguard of a new interactive literature destined to augment or entirely supersede non-interactive books. That idea peaked with the mid-decade bookware boom, when just about every entertainment-software publisher (and a few traditional book publishers) were rushing to sign established authors and books to interactive projects. It then proceeded to collapse just as quickly under the weight of its own self-importance when the games proved less compelling and the public less interested than anticipated.
» How Jordan Mechner Made a Different Sort of Interactive Movie (or, The Virtues of Restraint) The Digital Antiquarian
One can learn much about the state of computer gaming in any given period by looking to the metaphors its practitioners are embracing. In the early 1980s, when interfaces were entirely textual and graphics crude or nonexistent, text adventures like those of Infocom were heralded as the vanguard of a new interactive literature destined to augment or entirely supersede non-interactive books. That idea peaked with the mid-decade bookware boom, when just about every entertainment-software publisher (and a few traditional book publishers) were rushing to sign established authors and books to interactive projects. It then proceeded to collapse just as quickly under the weight of its own self-importance when the games proved less compelling and the public less interested than anticipated.
“Just a Tool” and Other Fictions — Natalia Ilyin
Ever one to hope for the best, last semester I suggested that students use ChatGPT as a “research partner” in the big bibliographic project they do in the Fall term of Parallel Narratives , their Junior-level history-and-criticism class. In a 27-person class, only one student took me up on the idea
BookHive | sci-fi spec fic book club ideas
sci-fi spec fic book club ideas — a book shelf by @awarm.space on BookHive
Southland Institute
Through engaging questions of how approaches of progressive, critical, queer, and antiracist pedagogical traditions might be applied to interdisciplinary programming in typography, graphic design, and critical art-making, we are working to assemble a growing toolkit of pedagogies -- all of which are intended to be used, shared, recombined, interpreted, and questioned -- as part of the perpetual project of exploring approaches to sharing and transmitting knowledge.
Cultivating depth and stillness in research
I'm an applied researcher, focused on creating user interfaces that expand what people can think and do. My current focus is an augmented book which actively helps people understand, remember, and use what they read.