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The people had always gathered on moonless nights to hear the stories, since the time of their ancestors' ancestors. The heat of the fire and the glow in the storyteller's eyes made the past present, and the path to the future clear. The power in the telling was immense, subtle, divine. What man would dare subvert it?
It figures that your pickup would die on a night like this and leave you stranded in the dark New Mexico desert. But nothing else figures about this night, man. Nothing at all. An example game for Aaron A. Reed's book Creating Interactive Fiction with Inform 7.
18 Cadence is an experiment in interactive narrative, asking players to build something from pieces of story. There was a house at 18 Cadence Street. It was built in 1900. It burned to the ground in the year 2000. In between, people lived there: soldiers, mothers, bankers, stoners; people with secrets, with chores, with dreams, with regrets, with too much stuff or not enough, with sleepless nights, with laughter and with each other. In 18 Cadence, you can explore a century of living and assemble your own story from thousands of narrative fragments. Capture one life or juxtapose people from different eras. Slide, position, and recombine details like magnetic poetry. Decide what's worth telling, and what should be left out. What story will you tell?
A piece of Interactive Fiction written by Aaron A. Reed. Winner of the Best Game award in the 2009 XYZZY Awards.
A darkly comedic adventure of "interactive damage-control" following the exploits of wealthy socialite Julia Hawthorne through a country club.
Step into the bare feet of the Grim Reaper for a day and make sure that five pesky souls keep their appointment with the afterlife.
A blurb? They expect you to write? You're Lottie Plum so you're not going into writing. You sing. And dance and act up a storm while everyone else can only manage a puddle. You belong at Bridger. No matter what it takes.
You are in your girlfriend's studio. Before you deal with your other errands, you have to feed Britney's fish.
As the most famous self-published Science Fiction author residing in Hillview, you are eminently qualified to judge their annual Elementary School Science Fair.
Nord and Bert Couldn't Make Head or Tail of It is a text adventure game revolving around puns and wordplays. Idioms and clichés have become real-world objects in the town of Punster, and the player has to sort them out in order to win. There are seven separate scenarios that can be played in any order, as well as the final one that can be accessed only after having completed all seven. These scenarios are: - The Shopping Bizarre: Products in a grocery store have been replaced by nonsensical homonyms (such as "chocolate moose"), and the player has to revert them to their normal form. - Playing Jacks: Equipped with an item called "Jack of All Traits", the player has to construct words beginning with "Jack" to solve puzzles. - Buy the Farm: Clichéd expressions must be used in their literal meaning while exploring a farm. - Eat Your Words: More literal idioms used in a diner. - Act the Part: The protagonist is teleported into a 1950's-style sitcom, where he must perform visual gags. - Manor of Speaking: The protagonist explores a strange house in a more traditional humorous Infocom-style manner. - Shake a Tower: Letters in expressions have to be re-arranged to create humorous new meanings. - Meet the Mayor: The final chapter of the game, mixing elements of the others as the protagonist faces the mayor of Punster.