Improvisational Interactive Fiction
Slightly more than two weeks ago I asked people to contribute ideas for an interactive fiction game.
Play “Improvised Story #0 – Release 0, First Draft” now!
What Went Right
- The “call to action” was on Twitter, but I have my accounts set up so that most things I post on Twitter also show up on my Facebook page. All the ideas came from Facebook. Nobody on Twitter seemed interested.
- Reusing old code from previous projects. I’ve built up quite the repertoire of IF objects to play with.
- Evocative suggestions. A couple of these were great for sparking the imagination.
- Creating a framework to fit everything together. I’m starting to think that what I’m really best at is creating systems to help things (or people) work together.
- Hacking at Parchment, the tool I’m using to let people play the game over the web. Now that I’ve gained some experience with it, I can do even more cool things.
What Went Wrong
- Overly ambitious ideas. Seriously, a time machine? Not in the “First Draft”, I’m afraid. (I made sure, however, to include at least one idea from each contributor in the first draft.)
- Characters. They’re the most complicated IF objects to create. (I only created one; another will come in a later release.)
- A dearth of puzzles. Puzzles are hard to think up; I had to brainstorm some based on the contributed objects and characters. That was the part of the project where I just kind of sat there grimacing; testing and debugging is annoying, but at least I felt like I was doing something.
What’s Next
More ideas can be implemented. Of course, the project will be even more interesting if more people contribute…