Hello all! One of my resolutions for this blog is to feature interactive fiction more, as gamebooks are a type of interactive fiction. So, I am glad to present to you Devi Acharya, editor of Inky Path magazine, a literary magazine for interactive fiction. Issue 1.1 is already out, so why don't you give it a read? It's free!
By the way, XYZZY is a reference to the Colossal Cave Adventure , an interactive fiction game from 1976. If you typed XYZZY in a building near the beginning of the game, you were teleported to a room in the cave. You could also teleport back.
On with the interview...
Tell us about yourself.
The
name's Devi Acharya, and I'm an editor and author of interactive fiction as
well as standard fiction, plays, and whatever else I've got on my mind. When
I'm not pouring my time into writing-related endeavors I'm probably dabbling in
illustration or fiber arts.
Tell us about your magazine, Inky
Path.
Inky
Path is a literary magazine for interactive fiction, stories where the readers
make choices.
Growing
up, I came from a background of interactive fiction development and awareness
of the literary magazine side of things. It was interesting to witness how
those two worlds functioned so independently of one another--the interactive fiction
world, for instance, has many avid followers but few from outside of that
insular circle know much about interactive fiction or consider it of literary
merit. In creating Inky Path I sought to bridge that gap. I want to introduce
new readers, particularly those of the literary world to interactive fiction
and provide a place for those in the IF community to showcase their work.
Inky
is currently accepting year-round, and we accept previously published pieces as
well as excerpts from IF stories. Those interested in submitting can check out
the guidelines for
more information on that--we'd love to see your work!
How often will Inky Path be out?
Inky
Path is released on a quarterly basis, with volumes released at the end of
February, May, August, and November.
Volume
1.2 will be released May 31, so keep your eyes open for that!
What kind of submissions are you
accepting at the moment?
We
are looking for interactive fiction of every type, size, and flavor. We're
talking anything from the standard parser cave-crawling adventure to a hypertext
multimedia production on the choices of a jellyfish. I've always enjoyed
interactive fiction that forces the reader to make hard decisions, that raises
a mirror to "you" and causes you to really question your decisions.
Since
"interactive fiction" is the standard term I've been using it, but
this doesn't exclude other kinds of interactive works. Poetry, scripts, or
epics in interactive mediums are also welcome. And if you have something that
you're not sure will work with the site pass it along and we'll take a look and
let you know.
What do you like about interactive
fiction?
Interactive
fiction is unlike any other medium of expression in that the reader herself is
carrying out the actions in the story, forced to carry the burden of choice
instead of lurk as the silent observer as is standard for most fiction. This of
course lends itself to great scenarios involving morality, psychology, and
other questions of the human condition. For instance, reading about someone
shooting another person is one thing. Having to type
>PUT BULLET IN GUN
>PUT BULLET IN GUN
>AIM
GUN AT MAN
>KILL
MAN WITH GUN
is
another thing altogether. Making the author the agent of her own actions really
forces her to think hard about her choices and the effects of those choices.
What do you think makes good
interactive fiction?
Great
interactive fiction manages to find the balance between plot and puzzle. The
works that I've really enjoyed allow the reader to discover the world around
him without dumping any walls of text, and the puzzles/choices make sense with
the story. Video games have some problems in the past (as this Hitbox Team
article discusses) with merging game narrative and gameplay. While this is
less prevalent in IF, the strongest works I've seen make seamless the
relationship between story and game.
What spoils interactive fiction for
you?
Too
often it feels like authors approach their stories with the mindset of creating
a linear story. Choices are based on a pass/fail scale, where the player either
succeeds and can proceed or fails and meets some ending. Interactive fiction is
only really interactive when choices mean something, when they affect the world
in some way. Even just changing dialogue options or descriptions depending on
the player's choice goes a long way towards making the world feel immersive and
making the player feel in control.
What's the hardest thing about
writing interactive fiction?
As
I mentioned in the last question the strongest interactive fiction allows the
reader to make impactful choices, choices that affect some aspect of the story
or gameplay along the line. This of course is not easy to implement from an
authorial perspective. It either means creating lots of branching paths where
each choice leads to a different alternative or lots of variable tracking. Both
of these things take time and effort to implement and honestly the author might
not think that the player will try to >REMOVE CLOTHES and walk around naked
for the rest of the game without any NPC reaction. This is why it's good to
start small with a strong concept for both how you want the story to go and how
you want that story to grow and change based on choice. A great beta-testing
crew also helps quite a bit.
What's the most exciting thing about
writing interactive fiction?
Interactive
fiction stories are organic. One person's play of a story could be entirely
different from another person's experience. To me it's exciting to think about
how every reader will be impacted by the story and how that experience could
change even for the same reader going through an IF piece again.
What advice would you offer to
someone who wants to write interactive fiction for the first time?
I
would say go for it. As I was trying to figure out the ropes of interactive
fiction I found it daunting to have to find different programs that all had
their own programming and syntax and wikis. I know that I could easily get
caught up in how to implement simulating a liquid in a container that was also
scenery, or sorting through layers of <<if>> statements.
What
really matters is having a story to tell and telling it. Even if you don't know
the ins and outs of programming or syntax, start with what you do know and test
it out. Then try creating another room or another choice. Create small swatches
of stories to test out code and experiment. And don't be afraid to ask around
on various IF communities for support and assistance--we're always happy to
help.
Do you think there is a difference
between gamebooks and interactive fiction?
Gamebooks
are a subset of interactive fiction that accounts for choice-based (CYOA)
games. Parser-based works would be the other side of the IF coin.
What plans do you have for the
magazine in the future?
Aside
from continuing to get the word out about Inky Path, I hope to get more
community-based events, getting members of the IF community together. While
it's still very up-in-the-air, I think that running contests or reviews
(similar to the old Interactive
Fiction Review Conspiracy) would make things more fun and allow people to
share their work with the world without a lot of the harsh critiques they might
get on a site like IFDB. Lit mag traditions like submission rushes and would
also be great to implement!
What other projects do you have
planned?
I've
recently been poking around in the visual novel program Ren'Py. I haven't made a visual novel before
but I'm excited to see the kinds of ways it differs from and is similar to
other IF programs.
I'm
also hoping to attend VuPop this year and hear
some great thoughts on interactive fiction.
What is your wish for interactive
fiction?
I
hope to see a bit more unity as far as all the different IF communities are
concerned. Right now it seems like many people tend to stay in their own little
areas of the web--the folks at Textadventures.co.uk only posting their games to
Textadventures, or Twine people just hanging out on the Twine forum. Again,
this has begun to change recently, especially with the emergence of CYOA
programs in competitions. Part of my hope in the creation of Inky Path was to
bring together these disparate communities by reaching out to and showcasing
all sorts. Hopefully the IF community will be moving this direction in the
future.
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