Style Guideline
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- | '''Interactive fiction''' | + | '''Interactive fiction''' (also known as ''Choose-your-own-adventure'' and '''decision mazes'' in educational circles) are stories with branching plots that serve as a medium for gameplay. Each plot branch is called a [[fork|decision fork]], and each option available at a decision fork is called a [[decision path]]. |
- | The reader plays the game by choosing which of the branches ([[decision | + | The reader plays the game by choosing which of the branches ([[decision path]]s) of the storyline to follow. This usually occurs at the end of any given page; the reader will then be prompted to choose between one of several possible courses of action for the plot to follow. In print media, the reader will be directed to turn to the appropriate page or section. In electronic media, the reader simply clicks adecision path and gets a new screen, with a new [[fork|decision fork]], [[narrative connector]], or [[dead end]]. Interactive fiction has multiple possible endings, at least one of which is a "win" with most or all of the rest being "losses"; the added replay value of the game is one of the primary reasons for its appeal. |
==Conventions of the Genre== | ==Conventions of the Genre== |
Revision as of 17:59, 2 October 2006
'Interactive fiction (also known as Choose-your-own-adventure and decision mazes in educational circles) are stories with branching plots that serve as a medium for gameplay. Each plot branch is called a decision fork, and each option available at a decision fork is called a decision path.
The reader plays the game by choosing which of the branches (decision paths) of the storyline to follow. This usually occurs at the end of any given page; the reader will then be prompted to choose between one of several possible courses of action for the plot to follow. In print media, the reader will be directed to turn to the appropriate page or section. In electronic media, the reader simply clicks adecision path and gets a new screen, with a new decision fork, narrative connector, or dead end. Interactive fiction has multiple possible endings, at least one of which is a "win" with most or all of the rest being "losses"; the added replay value of the game is one of the primary reasons for its appeal.
Conventions of the Genre
Point of View
Interactive fiction is written as though the reader were the protagonist, and is written in second person narration.
Multiple Endings
The types of multiple endings that interactive fiction includes:
- At least one -- but often a few -- endings depicting the most desired resolution (e.g., the villain's plans are foiled and he/she subsequently either arrested or killed) and the protagonist is rewarded handsomely.
- Endings that result in death, either of the main character, one or more "friends," or both, because of an incorrect choice the reader made. Often, this plot twist involves the villain learning of the good guys' investigation, subsequent confrontation and deadly resolution.
- Other endings that may either be satisfactory (but not the most desired ending) or unsatisfactory (but not always totally bad).
- Surprise endings, such as the reader becoming the villain.