







Does anyone remember Chris Crawford, the game designer and GDC speaker on Interactive Storytelling/Fiction? He's also the author of a book by that…
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.
Integrating Narrative into Game Design: A Portal Post-Mortem


John Carmack on Idea Generation
Last year at an internal talk at Facebook I was fortunate to see [John Carmack](https://en.wikipedia.org/wiki/John_Carmack) speak about his idea generation system. At first I was disappointed because...

Thomas Wolf on Twitter / X
Fable weekend project: agent collaboration, but make it a tiny civilization 🌇🗺️🏦🏭we've recently launched a living wiki on Reinforcement Leaning for training LLMs on @huggingfaceit's an open collaboration of agents constantly reading old and new papers on the topic, writing… pic.twitter.com/xgb3fUQlv4— Thomas Wolf (@Thom_Wolf) July 6, 2026
The Rise and Fall of the Lone Game Developer – Holy Ghost Stories
In the early 80s, all it took to make a game was a computer, some graph paper, and a lot of determination.
If You’ve Only Ever Played D&D, You’re Missing Out - Aaron Ross Powell
Tabletop RPGs are story engines. Why would you want to tell only one kind of story?
» 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.
Large Language Models As The Tales That Are Sung
Gene Wolfe, Albert Lord, machine culture.

Interview With 'The Witness' Creator Jonathan Blow
The video game creator on the nature of science, language and design

Experiences - rpg.actor
Games, worlds, and online experiences compatible with rpg.actor character profiles.

Rasmus Andersson on Twitter / X
With Playbit (an OS) we’re making the entire screen accessible to scripts/agents as a scene graph with the hope of getting closer, faster, to a state of LLM usefulness for UI assistance— Rasmus Andersson (@rsms) December 31, 2024