Style Guideline
From Technomancer
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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. | 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. | ||
- | + | I'm holding a sovoetfcr copy of The Alarna Affair as we speak, I saw several issues at the wig shop at Ramen Convention in Merrilville, IN today and bought it. I am already into the first chapter and will read more. I also have a cute little packet of bookmarks, yay I myself am a self-publishing web comic person, or rather, I have one graphic novel online and plan to expand my website to include more, and my writing as well. I admire your tenacity in getting yourselves and your writing and art out there, I know how daunting and difficult it is, and I myself always wanted the motivation to get my name out there but never managed to muster the courage. So I salute you | |
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Revision as of 13:27, 20 April 2013
Interactive fiction (also known as decision mazes in educational circles, and popularized in the Choose-your-own-adventure series of books) 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.
I'm holding a sovoetfcr copy of The Alarna Affair as we speak, I saw several issues at the wig shop at Ramen Convention in Merrilville, IN today and bought it. I am already into the first chapter and will read more. I also have a cute little packet of bookmarks, yay I myself am a self-publishing web comic person, or rather, I have one graphic novel online and plan to expand my website to include more, and my writing as well. I admire your tenacity in getting yourselves and your writing and art out there, I know how daunting and difficult it is, and I myself always wanted the motivation to get my name out there but never managed to muster the courage. So I salute you