A Design System for Interactive Fiction Just as film might be called a form of literature which needs technology to be read (a cinema projector or a television set) and to be written (a camera), interactive fiction is read with the aid of a computer. On this analogy, Inform is a piece of software enabling any modern computer to be used as the camera, or the film studio, to create works of interactive fiction. To read the resulting works, you and your audience need only a simpler piece of software called an interpreter. In this genre of fiction, the computer describes a world and the player types instructions like touch the mirror for the protagonist character to follow; the computer responds by describing the result, and so on until a story is told. Interactive fiction emerged from the old-style "adventure game" (c.1975) and tends to be a playful genre, which must sometimes be teased out as though it were a cryptic crossword puzzle. But this doesn't prevent it from being an artistic medium, which has attracted (for instance) the former U.S. Poet Laureate, Robert Pinsky, and the novelists Thomas M. Disch and Michael Crichton. An interactive fiction is not a child's puzzle-book, with a maze on one page and a rebus on the next, but nor is it a novel. Neither pure interaction nor pure fiction, it lies in a strange and still largely unexplored land in between. Since its invention (by Graham Nelson in 1993), Inform has been used to design some hundreds of works of interactive fiction, in eight languages, reviewed in periodicals ranging in specialisation from XYZZYnews to The New York Times. It accounts for around ten thousand postings per year to Internet newsgroups. Commercially, Inform has been used as a multimedia games prototyping tool. Academically, it has turned up in syllabuses and seminars from computer science to theoretical architecture, and appears in books such as Cybertext: Perspectives on Ergodic Literature (E. J. Aarseth, Johns Hopkins Press, 1997). Having started as a revival of the then-disused Infocom adventure game format, the Z-Machine, Inform came full circle when it produced Infocom's only text game of the 1990s: Zork: The Undiscovered Underground, by Mike Berlyn and Marc Blank.
v6.33.1_p2 :: 0 :: gentoo
- Artistic-2 Inform
- amd64 x86 ~amd64-linux ~ppc ~ppc-macos ~sparc ~x86-linux
- USE flags
- Add support for GNU Emacs
- Robin H. Johnson · gentoo
Drop $Id$ per council decision in bug #611234.
Signed-off-by: Robin H. Johnson <email@example.com>
- Robin H. Johnson · gentoo
proj/gentoo: Initial commit
This commit represents a new era for Gentoo: Storing the gentoo-x86 tree in Git, as converted from CVS. This commit is the start of the NEW history. Any historical data is intended to be grafted onto this point. Creation process: 1. Take final CVS checkout snapshot 2. Remove ALL ChangeLog* files 3. Transform all Manifests to thin 4. Remove empty Manifests 5. Convert all stale $Header$/$Id$ CVS keywords to non-expanded Git $Id$ 5.1. Do not touch files with -kb/-ko keyword flags. Signed-off-by: Robin H. Johnson <firstname.lastname@example.org> X-Thanks: Alec Warner <email@example.com> - did the GSoC 2006 migration tests X-Thanks: Robin H. Johnson <firstname.lastname@example.org> - infra guy, herding this project X-Thanks: Nguyen Thai Ngoc Duy <email@example.com> - Former Gentoo developer, wrote Git features for the migration X-Thanks: Brian Harring <firstname.lastname@example.org> - wrote much python to improve cvs2svn X-Thanks: Rich Freeman <email@example.com> - validation scripts X-Thanks: Patrick Lauer <firstname.lastname@example.org> - Gentoo dev, running new 2014 work in migration X-Thanks: Michał Górny <email@example.com> - scripts, QA, nagging X-Thanks: All of other Gentoo developers - many ideas and lots of paint on the bikeshed