Twisty Little Passages by Nick Montfort (book review) [Misc]

[I wrote this review when the book was released, and also posted an abbreviated version at Amazon.]

Book cover for Twisty Little Passages
Just over ten years ago, I was holed up in the University of Colorado at Boulder‘s Norlin library, researching interactive fiction. I was a grad student in English, and had a final paper due in my Literary Theory class. Activision had recently released the Lost Treasures of Infocom bundle, reawakening my childhood love of IF, and I felt inspired to write a paper that connected reader-response theory to the actual reader-responsiveness of text adventures. I wanted to cite and to engage with previous academic work on IF, but unfortunately, though unsurprisingly, it had received very little serious critical attention. Sure, I found a few articles here and there, but what I really needed was something substantial, something that offered a critical vocabulary for talking about interactive fiction, that placed it in a literary context, and that presented a basic history of the form.

What I needed was Nick Montfort’s Twisty Little Passages. How strange and funny that ten years later, the paper I wrote for that class finds itself cited in the first book-length academic treatment of interactive fiction. True, the citation only occurs in a passing (and correct) dismissal of reader-response theory as anything but a very limited way into talking about IF, but it makes me feel like part of history nonetheless. Montfort’s book is just what IF needs to establish its rightful place in the scholarly discourse surrounding electronic literature, and indeed literature, full stop. It never fails to be informative, and frequently succeeds at being sharply insightful about the literary elements of IF.

However, Twisty Little Passages is quite suitable for readers outside the ivory tower as well. Though the book is clearly aimed at an academic audience, Montfort’s prose is blessedly jargon-free, clear, and effective, with generous doses of humor thrown in for good measure. Even in its most theoretical moments, the book manages to balance impressive rigor with unfailing clarity, a feat all too rare in literary theory. Consequently, it’s an entertaining read for general audiences and English professors alike. If you’re an IF aficionado like me, you’ll find Twisty Little Passages enlightening and fun, and if there’s anyone in your life who genuinely wants to know what interactive fiction is and why they should care, hand them this book.

Just the bibliography alone is a noteworthy achievement; Montfort has synthesized the already extant body of formal IF scholarship and mainstream coverage with much of the important amateur IF theory produced by people like Graham Nelson and Emily Short. Also included are a range of other contributions from the IF community and pieces covering the book’s other concerns, including riddles and computer science. In addition, there is a formidable collection of IF works cited, a list comprising much of the most influential interactive fiction of the past thirty years.

Something else that the bibliography makes clear is the value of Montfort’s personal connections. It’s peppered with references to emails and private conversations with some of the leading lights of IF history: Robert Pinsky, Graham Nelson, Steve Meretzky, and others. Montfort’s ability to gather such firsthand information highlights one of the most important things about Twisty Little Passages: not only is it the first book-length treatment of interactive fiction, it is the first formal treatment I’ve seen that approaches IF from the inside out, rather than from the position of a quizzical spectator. Montfort’s extensive experience in both the academic and IF communities lends him a brand of authority that previous commentators on IF lacked.

Of course, authority only gets you so far — it’s what you do with that authority that counts. That’s what makes the first two chapters of Twisty Little Passages such a particular pleasure: Montfort not only knows what he’s talking about when it comes to IF, he’s got quite a bit of original insight to offer about its literary and theoretical contexts. As with many works of literary criticism that seek to approach an underscrutinized area, the project of this book’s first chapter is not only to expose the topic’s theoretical underpinnings but to define and delimit a specific vocabulary for use in discussing it. Montfort does an excellent job of providing a clear definition of IF (and indeed of making the case for the term “interactive fiction”) and of defining a set of terms to identify the subcomponents of the IF experience. For example, according to the book, a session is “what happens during the execution of an IF program. [It] begins when an IF program starts running [and] ends when the program terminates”, while a traversal is “a course extending from a prologue to a final reply, and from an initial situation to a final situation” — thus a traversal can encompass many sessions (as frequently happens in the case of long, complex games), or a session can encompass many traversals (as happens with short games with high replay value.) Of course, at bottom the choice of terms is more or less arbitrary, but it is crucial that we be able to name the various parts of the IF experience — they are our stepping stones to more sophisticated discussions. Twisty Little Passages lays this groundwork admirably.

On the whole, this book seems more interested in surveying the territory of IF than in making unified arguments about it, but the exception to this is chapter two, where Montfort makes the case that the most important literary progenitor of IF is the riddle, and takes a counterpoint to the most famous analogy and contextualization of IF from the last decade:

The riddle, like an IF work, must express itself clearly enough to be solved, obliquely enough to be challenging, and beautifully enough to be compelling. These are all different aspects of the same goal; they are not in competition. An excellent interactive fiction work is no more “a crossword at war with a narrative” (Nelson 1995a) than a poem is sound at war with sense.

This is a brilliant and entirely convincing comparison. Montfort gives us a brief history of the riddle, and draws the necessary parallels to demonstrate IF’s similarities with it, leaving us with a new paradigm within which to view interactive fiction. Best of all, this angle of approach allows IF to be both story and game, both art and amusement, without detracting from the value of either.

Chapters three through seven, indeed the bulk of the book, are devoted to delineating the history of IF, from its mainframe beginnings to the current amateur renaissance. It’s an entertaining journey, and Montfort’s encapsulation of IF history is concise, approachable, and extremely informative. I found it a little frustrating, though, because it must of necessity skim over the ground rather quickly, especially as it moves into the Infocom era and beyond. Consequently, there are many moments of intriguing literary analysis of IF games, but they end almost as soon as they begin — practically every page contains material that could make a full article in itself. By the time I reached the end of the book, a sort of epilogue that takes inventory of the various ways in which the tropes of interactive fiction have made their way into our culture, I was already wishing for a sequel, one that assayed a more in-depth discussion of games like Mindwheel and Photopia instead of the tantalizing tidbits we get here.

Montfort has already done some of this sort of work, such as an article written with Stuart Moulthrop for an Australian digital arts conference, analyzing the role of Princess Charlotte in Adam Cadre’s Varicella. However, not much work of that sort could appear without Twisty Little Passages preceding it, just as in-depth conversations can rarely occur prior to introductions. This book creates a foundation for the inclusion of IF in literary discussions, and for further examination of specific IF works. Perhaps if we look back on IF criticism in another ten years, we’ll see that introduction as the most important service Twisty Little Passages performs.

Paul O’Brian
11 January 2004

Landscape and Character in IF [Misc]

[The following article was my contribution to the 2011 IF Theory Reader]

If we reduce interactive fiction to its essence, we can view it as a triangular relationship between three basic elements: Landscape, Character, and Action. It’s possible to write IF without objects, plot, NPCs or myriad other ingredients, but as soon as that first room description appears, it introduces a landscape, just as the first prompt ushers in the concept of Action.1 I would further argue that the interaction between these two elements inevitably creates some concept of Character. The character that emerges is the being that would perform the actions selected when presented with the landscape (and situation) at hand. Even if that character is not human, not organic, or not even embodied (an omniscient narrator, for instance, though that voice is almost never used in IF because of the form’s powerful insistence on connecting Action with viewpoint), Action must have an agent, and that agent is what we call the Player Character.

In this formulation, the only one of the triumvirate completely under the game’s control is Landscape. Action is entirely in the hands of the player, and Character lies halfway between the two. That last statement may require a bit more unpacking. If Character is determined by Action, why isn’t it entirely in the hands of the player as well? The answer is that while Action does determine Character, it isn’t the sole determining factor. The game itself can shape character by statements as blatant as “You’re Tracy Valencia,” or by something as subtle as a particular word choice in a parser response. However, I would contend that while blatant character-shaping statements and even subtle nudges from default responses are far from inevitable in IF, some sense of landscape must be included in any IF game, and that both the design and the description of this landscape are extremely powerful factors in determining character. It is my aim in this essay to examine the ways in which Landscape influences and creates Character, and to raise what I hope will be some interesting questions about the nature of their interrelationship.

MAP DESIGN

[This section contains minor spoilers for Adventure, Planet Of The Infinite Minds, Strangers In The Night, and Suspect. It contains medium-level spoilers for Lost New York and Stone Cell, and major spoilers for Shade and 1981.]

Space is continuous. The landscape of interactive fiction, however, consists of discrete units, connected to each other in various ordinary and sometimes extraordinary ways.2 By convention we call these units “rooms”, but in fact they can be anything from a tiny subsection of a room to an entire town, country, planet, or universe. How does a game’s subdivision of continuous space affect our perception of the character in that game? Let’s look at some examples.

An illuminating comparison exists between two pieces of IF with urban settings: Neil DeMause’s Lost New York (1996) and Rich Pizor’s Strangers In The Night (1999). In the former, the character travels through Manhattan and other areas of New York City during various points in history. The game frequently compresses neighborhoods, boroughs, and other such swaths of territory into single rooms, albeit lovingly described ones:

Lower East Side
The scene around you is one unmatched in any other time and place in human history: Acres of identical four- and five-story tenements packed cheek-to-jowl with people, people who spill out onto the sidewalks and fire escapes in search of a little space, a little air. The el tracks continue down the street to the north and south; to the east, the tenements seem to stretch on forever, though you're pretty sure they eventually end at the East River shore.

Within each time period, these areas connect to each other directly, even though they may have been separated by miles in reality. Occasionally, a “traveling message” such as “You trudge north for close to a mile, finally arriving at…” will interpose itself between locations, but more often the traveling interval passes instantaneously and without comment.

Strangers In The Night, on the other hand, painstakingly sets out its generic city map as a street grid, and provides almost no description for the lion’s share of its locations:

Broadway and 11th
You are at the intersection of Broadway and 11th Avenue. To the southwest is the security door for your apartment building; the Broadway Sineplex (which a few downtown residents still consider an amusing name for a movie theatre) lies to the northeast.

>n
Broadway (10th & 11th)

>n
Broadway and 10th
One of the streetlights is dim here; the shadows that are cast against the sidewalk are oddly deformed, giving the corner an otherworldly feel.

>n
Broadway (9th & 10th)
Somewhere in the distance, a car alarm starts blaring it's [sic] Call of the Wild to the concrete jungle. This is followed a few moments later by the sound of figerglass [sic] crunching and safety windshields shattering until the alarm ceases.

>n
Broadway and 9th

>n
Broadway (8th & 9th)

>n
8th and Broadway
Carl Tuck's Coffehouse [sic] is to the southeast.

At first glance, it might appear that about half the locations contain room descriptions. In fact, however, only the first and the last do; the dim streetlight and the car alarm are random atmospheric messages that can pop up in any street location. In fact, the only time a non-random message, or a description of any kind, appears is when the location adjoins the entrance to a puzzle-solving area, or to the PC’s home. The game’s city grid is comprised of about 80 locations, all of which may well have been compressed into one room in Lost New York.

It’s a natural impulse to discuss these choices as they relate to game design, or to talk about their successes and failures in creating immersion or facilitating strategy. What may not be so natural is to think about how these choices influence the way we think about the player character; I would contend that consciously or not, we perceive these two characters differently based on the way the games construct their surroundings. What we know about the PC of Lost New York is that she3 knows New York City well enough to identify its various areas instantly, even as they appeared over a hundred years ago. In fact, the game’s easy recognition of areas such as “The Goats” and “Ladies Mile”, not to mention the copious historical detail infused into many room descriptions, creates a tension between the game’s identification of the PC as “a tourist” and what we know about her from her subsequent experiences.

Someone who could wander through New York’s past with so much information at hand must be intimately familiar with the city, either through experience or study. Her interest and perception is mostly broad strokes — she’s more interested in generalities of an area than in its specific details, and her sense of history is sweeping rather than finely grained — but her knowledge is quite comprehensive. Even if the game had insisted that this was the PC’s first trip to the city, we would have to conclude that she is someone who for whatever reason has immersed herself in New York City history; how else to explain such detailed knowledge in the midst of the extraordinary experience of time travel? If the game proved unable or unwilling to address and resolve this question, that lacuna could hardly be anything but a flaw in the work, just as it would be in a novel where the main character knows things she shouldn’t.

Unlike the PC of Lost New York, the character in Strangers has almost no interest in ordinary detail, let alone history. He never finds himself musing about ironies or architecture as he treads the streets, and in fact usually notices nothing but the bare identity of the location. Together with the game’s specification of the PC as a vampire, these facts can lead us to a few conclusions about this character. He sees the city not as human tapestry or even interesting backdrop, but rather as a sort of maze he must navigate in order to locate prey. The lack of room descriptions impels us to move quickly from one location to the next, replicating the urgency of the character’s thirst for blood. His disinterest in local color might even be seen as an undead disdain for the fleeting effluvia of mortal life. The game’s overall presentation isn’t quite strong enough to give this effect full potency, but all the same we know quite well that there is a significant difference between these two characters. The Lost New York PC, even if she were a vampire searching the streets for prey, couldn’t help but notice the landscape and be aware of its heritage, while the Strangers PC could be thrust into any time in the city’s history and would evince a similar disregard for anything but the most minimal details of place.

On the other end of the detail spectrum from Strangers is Andrew Plotkin’s Shade (2000), where the entirety of the action appears to be taking place in the player character’s studio apartment. In this one-room environment, however, movement is possible, and the game responds to this movement not by placing the character in a new room (as is the case with most IF), but rather by making a series of alterations to room description and scope for the current room. If the PC is in the center of the apartment, for example, the game first mentions objects close at hand, such as the computer desk and stereo, while reserving mention of the kitchen and bathroom areas for the later parts of the room description. When that character moves to the kitchen, however, text about the counter, the refrigerator, and such occupies the beginning of the room description. The desk and stereo are still visible from that location, and still mentioned, but are only visible, not accessible for touching or other manipulation until the character returns to the center of the apartment.

When Shade was released, this approach to map design was hailed as an innovative subversion of the conventional IF map, which it is. It is also a fitting choice for characterization purposes. The overlapping, connected nature of the apartment landscape makes clear to us that this is an environment with which the character is intimately familiar, and that even while he inhabits one area of it, his awareness of the other areas does not abate. The map design makes the apartment belong to the character in a way that it would not were it separated into discrete rooms. This sense of familiarity, of safety, and of enclosure makes the game’s later revelations all the more powerful, as the familiar dissolves into the strange, and safe enclosure into fatal exposure.

A similar effect, the subdivision of one room into many separate locations, appears in a variety of games, including Infocom’s Suspect (1984) and Steve Kodat’s Stone Cell (1999). In the former, it’s a grand ballroom that the game presents as nine separate locations, and the effect is to make the room feel enormous. The character in Suspect is a reporter at a party being given in a mansion, and the game’s map design underscores her sense of awe at the opulent surroundings — where the house’s owner’s perception of the ballroom might be closer to that of the character in Shade, the guest’s mind demands more concrete conceptual boundaries in order to take in the scope of the area.

Stone Cell achieves a different effect by performing the same gridlike subdivision on a much smaller room, the eponymous stone cell. Room descriptions and common sense tell us that this room is much smaller than the ballroom in Suspect, so the game’s partitioning of that space, rather than conveying immensity, instead reflects the PC’s awareness of the room’s tiniest details as a result of his imprisonment. What makes this design particularly effective is that the game initially presents the cell as one location, then expands it into a grid after the character sleeps, thus reflecting not only the character’s growing familiarity with his surroundings but also his growing desire to scrutinize each detail of the premises in hopes of escape.

The opposite effect is available, too, when games compress the extremely large, even the inconceivably large, into a single room description. One of the more extreme examples of this technique occurs in Alfredo Garcia’s Planet Of The Infinite Minds (2000), where the character might find himself here:

The Beginning of Space
All around you, distant suns flicker and twinkle. Painfully bright points of light seem to appear suddenly from out of the ether, as another retracts into obscurity. En masse, the effect renders a carnival of vibrant colours and astonishing beauty.

The simple fact of the character’s existence in this location tells us something about that character: that she has transcended humanity, attaining a sort of bodiless, godlike status. Since the game starts with the PC as a simple librarian, its transportation of her to such an abstract vista carries with it the implication of personal disembodiment and removal from reality as well. What’s more, her ability to know that the location is “The Beginning Of Space” rather than, say, a Christmas tree festival viewed through a hangover, suggests a metahuman omnipotence that we must assume has been granted to the character, at least temporarily.

The connection between map design and character stretches to the deepest roots of IF, for the majority of Adventure‘s (1976) map is named and divided in ways that would make sense to a spelunker. From the way that the game comfortably names areas of the cave as “rooms”, and indeed even the names of those rooms, which draw on caving vocabulary such as “Bedquilt” and “Y2”, we can clearly identify that the character in that game is an experienced cave explorer. Thus, even in the earliest days of IF, when games made virtually no overt effort to characterize the PC, character was already emerging as a function of landscape. The character in Adventure, while unraced, gender-neutral, ageless, nameless, and faceless, was nonetheless made distinct from the player herself by the way he perceived the landscape of the cave, seeing rooms and twisty little passages where a different character might have experienced the area quite differently.

In the hands of a skilled author, the effect of landscape on character can make for a portrayal that is very striking indeed. Take, for instance, Adam Cadre’s 1981 (2001)4. The first room description of the game is as follows:

New Haven, Connecticut
New Haven. The worst place on earth. The town is dirty and industrial, the students are sloppy, everything is horribly expensive. And you had to cash in $3600 of your stock to get here. But it was necessary. Four years at this place is enough to ravage anyone. You have to rescue her, your first true love.

Her dormitory lies to the north.

Already, we can see a dramatic narrowing of scope occurring. The character is so unconcerned with the details of his location that he compresses an entire town into one unit, dismissing all of it as “the worst place on earth.” Then the broad outlines of location gain sudden, sharp focus: “Her dormitory lies to the north.” The contrast between the vague, reviled whole of New Haven and the focus on the dormitory, set apart in its own line, suggests to us that the character’s concentration on his goal is unhealthy, perhaps even obsessive, and moving north confirms this suspicion:

New Haven, in her dormitory
You're standing in front of her door. It's closed. It's always closed. You've shoved approximately one hundred poems and letters under that door. You figure she's probably read about half of them.

Scope narrows even further here, from one building to the tiny area in front of one of that building’s doors. The room descriptions certainly confirm our impression of the main character’s unbalanced and obsessive nature, but even without them, the basic funneling performed by the map design would get the point across admirably. When we discover that the PC is John Hinckley, Jr., and that the door in question is to Jodie Foster’s dorm room at Yale, the revelation is terrifically powerful, because via its map design, the game has already taken us directly into the viewpoint of its would-be assassin.

ROOM DESCRIPTIONS

[This section contains minor spoilers for A Change In The Weather, Heroes, Varicella, and Zork I. It contains medium-level spoilers for Once And Future and Wearing The Claw, and major spoilers for Nothing More Nothing Less.]

Of course, in 1981 it’s more than just map design that clues us into the character — the room descriptions themselves make it clear that we are seeing the game’s landscape as filtered through one individual’s highly idiosyncratic viewpoint. Short, choppy sentences give the text a jittery feel, contributing to the general tone of uneasiness. We know the character has some access to wealth because of the “$3600 of your stock” line. We also know the character is either a heterosexual male or a homosexual female from the reference to the true love as “her.”5 And we certainly know how he feels about New Haven.

Cadre is particularly skilled at bringing character across through room description, as in this example, the first room in Varicella (1999):

Salon
You've funneled the lion's share of the palace improvements budget -- and most likely the tiger's share as well -- into renovating the salon... not that the Philistines you live among are equipped to appreciate it. From the plush Quattordici chairs to the handsome volumes in the library to the imported Ming tea service to the steward you hired to attend to your grooming needs, this is an oasis of taste and comfort in what is otherwise a fairly uncomfortable and tasteless building. Ah, well. When you become Regent you'll have greater latitude to redecorate. The arched windows overlook the western gardens, while the exit leads east.

This description follows several paragraphs of introduction, which announce the player character as one Primo Varicella, Palace Minister to a recently deceased king, and Machiavellian schemer for the throne. Even without that introduction, though, this room description would frame the character aptly. From the “lion’s share” clause we know that the character is in charge of improvements to a palace, and from the room name we know that he is in the Salon mentioned in the first sentence; therefore we can conclude that he is employed by the palace in which the game begins — a succinct way to bring across Varicella’s position and occupation. Moreover, the phrase “live among” tells us that he resides at the palace as well. The “tiger’s share” clause gives us an example of his sardonic humor, and the “Philistines” reference an example of his snobbery. His identification of the chairs and tea service, and the contrast to the “uncomfortable and tasteless” remainder of the building, communicate clearly that this is a man of very strong preferences, a persnickety aristocrat whose refined tastes run to the extremely expensive. Finally, the character’s ambitions, and the drive behind them, are summarized neatly: “When you become Regent you’ll have greater latitude to redecorate.” Just by seeing one room through this character’s eyes, we learn all the essential facts about him that will carry throughout the game.

If there’s a continuum that measures the degree to which a game’s room descriptions blatantly shape character, it’s fair to say that Varicella is probably on the extreme end of it. Does that mean that the room descriptions of games on the other end don’t shape character at all? Predictably, my answer is no — the effect is just a bit more subtle. To illustrate, let’s compare descriptions from two different games, neither of which has character as its focus. First, from Andrew Plotkin’s A Change In The Weather (1996):

Rocky Outlook
A wide angular tongue juts out from the hillside. The park stretches off to the north and west, a vast expanse of luminous meadowland, patched with the dark emerald of forest. The streams are already shadowed in their beds. In the distance, a lake reflects red fire, beneath the greater fire that leaps silently on the horizon.

A trail leads southwest down the hill, towards the bridge. From where you stand, it turns southeast and continues upward, deeply cut into the hillside. A narrower trail leads more steeply up to the east.

Zork I (1981) by Infocom offers a location that is very nearly analogous:

Rocky Ledge
You are on a ledge about halfway up the wall of the river canyon. You can see from here that the main flow from Aragain Falls twists along a passage which it is impossible for you to enter. Below you is the canyon bottom. Above you is more cliff, which appears climbable.

Though their locations may be similar, these two characters are very different indeed. Weather‘s wanderer takes the entire first paragraph to describe the area with intense, poetic language. The words don’t directly narrate the emotions felt by the character, nor impute opinions like the descriptions in Varicella, but they deploy vivid adjectives like “luminous” and “dark emerald”, and powerful metaphors — the tongue of rock, the red fire of sunset reflected in a lake, the setting sun as a “greater fire that leaps silently on the horizon.” This is a character whose soul is moved by the grandeur of a natural landscape. Only after this reverent depiction does the character notice practical details: the trails and where they lead.

Zork‘s PC, on the other hand, goes directly for the practical. She mentions the river’s passage only in terms of whether she can enter it. What she notices about the cliff is that it is climbable. Though the natural scene — a canyon, a river, a waterfall — is probably quite impressive, the description is almost entirely mechanical. There are no rapturous sentences about the stark rock of the cliff or the sparkling river. Adjectives are almost entirely absent, and where they do exist their purpose is highly prosaic: “river” further identifies “canyon”, as “Aragain” does “Falls” and “canyon” does “bottom.” Other descriptors exist solely to describe travel options: “impossible” and “climbable”. Indeed, she sees every element of the scene only in terms of how it can be manipulated or traversed, and this viewpoint is consistent throughout the game, just as the intense description of natural phenomena is a constant in Weather. Both games’ main focus is puzzle-solving, but when we compare how their characters each view a similar scene, it becomes clear how different the characters are from each other.

Comparing the PCs of two different games illuminates important differences between the characters, and the effect is even more potent when several points of view are available within the same game — instead of seeing how two different characters view analogous locations, we get to see how they view the exact same location. Several recent games have made use of this technique: J. Robinson Wheeler’s Being Andrew Plotkin (2000), Stephen Granade’s Common Ground (2000) and my own LASH (2000) among them. The current apex of POV-diversity, though, probably belongs to Heroes (2001) by Sean Barrett. This game offers a minimal landscape of something like a dozen locations, but gives five different viewpoint options through which to view it. For instance, the opening location of the game as viewed by a Zork-like adventurer:

Temple Way
The grimy, ramshackle buildings of Oldtown dutifully try to reform themselves as you progress east down Temple Way, but nothing besides the temple itself makes any real pretense of belonging anywhere other than Oldtown. Or rather, nothing besides the temple and Baron Sedmon's nearby mansion.

a King:

Avenue
This broad avenue leads right into Temple Square, the heart of fabulous New Oldtown. Towering over the square to the east you do perceive your stark white Temple of Justice, beautiful and well-appointed, offering a statement to the neighborhood: this, this is what progress is about. Sadly, the buildings around you are scarcely up to this new standard; Baron Ventillado's house north of the square is much more satisfactory. How you hate having to come here. This would all be so much simpler if Blackhelm were found dead one morning, but it's never happened yet, despite your best efforts.

a thief:

Shadowy Road
Sturdy, functional buildings lie in and out of shadow on the road to the temple square. Simple architecture, devoid of handholds; closely spaced buildings, devoid of alleyways; uncut walls, devoid of windows: the builders in this area knew how to encourage amateurs to go elsewhere.

a mage:

East-West Road
Randomly arranged paving stones form this street, proceeding east towards a more attractive arrangement. The darkened buildings lean sloppily over the edge of the street, reducing the energetic potential of the strict east-west layout. West the road leads back into the seething mess that is Oldtown.

and finally, a dragon:

Open Tunnel
We were surrounded by the man-things' structures, structures of dead trees and rock and distortions of iron. Beneath us we felt the arrangements of stone into a path for man-things' mobile receptacles. We could smell hints of the Crystal along the path to the east.

Where the adventurer just sees a temple, the King sees the temple as his own possession, a symbol of his attempts to renovate and improve the city. Where the mage sees leaning buildings distorting the street’s pristine geometry, the thief sees those same leaning buildings as a source of precious shadow. Through the use of a past-tense, second-person plural voice, Heroes renders the dragon’s viewpoint quite alien, and emphasizes that dissonance by showing us how the dragon sees the street: an “open tunnel”, contrasted with the more irregular shapes of nature and constructed by contemptible “man-things.” Heroes takes excellent advantage of Landscape’s ability to reveal Character, and through its use of multiple viewpoints, it leverages the power of the Landscape-Character axis to accomplish something more: the revelation of Landscape via accumulated details from a variety of characters. The descriptions coalesce in the player’s mind to create a picture of the location that is much more complete than any one viewpoint could provide, while at the same time establishing distinct portraits of each viewpoint character.

Other games have made use of changing room descriptions in order to demonstrate change or progression in a single PC, or to give us that character’s revised perspective as a situation changes. Nothing More, Nothing Less (2001) by Gilles Duchesne is a case in point. The first puzzle of this slice-of-life game takes place in a bathroom, initially described like so:

Bathroom
I’ve seen bigger bathrooms, but must admit this smaller one suits our needs well. There’s a small sink with a cabinet under it, a mirror, a bathtub (equiped [sic] with a shower head and curtain) and a toilet.

However, after the character urinates6, the toilet clogs and begins to overflow. Unprompted, the game reprints the room description, which now reads as follows:

Bathroom
I’ve seen bigger bathrooms, but must admit this smaller one suits our needs well. There’s a small sink with a cabinet under it, a mirror, a bathtub (equiped [sic] with a shower head and curtain) and a toilet.
Right now, my attention is also grabbed by: the toilet tank. Water keeps flowing from the tank, nearing the bowl’s edge.

The room description stays the same, but the game adds a sentence to demonstrate that the character’s attention has become focused on one particular aspect of the room: the toilet tank. This sentence serves gameplay purposes, indicating that the toilet tank is in fact implemented and thereby hinting toward the solution of the “overflowing toilet” puzzle. In addition to this, the attention sentence demonstrates a shift in the character, showing us his revised perspective as well as the fact that he’s quick-witted enough to think immediately of the toilet tank in this crisis. The other sentence is typical of IF room descriptions, indicating an action currently taking place in the room and lending urgency to the character’s desire to solve the puzzle. After the character opens the tank, lifts the toilet float, and fixes the stuck valve to stop the toilet running (alas, too late to prevent water flowing onto the floor), the game once again reprints the room description, this time altered considerably:

Bathroom
I’m now standing barefoot in some icy water. I’ve seen bigger bathrooms, but must admit this smaller one suits our needs well. In fact, at this very moment I’m terribly glad the floor isn’t bigger, as it would only mean more water to remove. There’s a small sink with a cabinet under it, a mirror, a bathtub (equiped [sic] with a shower head and curtain) and a toilet.
Right now, my attention is also grabbed by: my towel.

There are several changes, doing several different sorts of work within the description. The first, the “icy water” sentence, indicates a change in the room itself, one that is reflective of situation rather than character, though of course the way the character chooses to relate this situation — emphasizing discomfort by noting his bare feet and describing the water as “icy”, conveying a mood of urgency without panic — does accomplish some characterization. A later sentence takes a fact of the bathroom addressed by earlier descriptions (its small size) and relates it to the new situation, revealing a practical and rather optimistic side to the viewpoint character. This sentence also demonstrates that the character’s perspective, while pragmatic, is not particularly scientific, since a larger floor wouldn’t actually mean more water to remove, only a greater surface area from which to remove it. Later, we get a new “attention” sentence; the toilet tank is no longer in focus, and instead the character is thinking of his towel. Note that this towel was not mentioned in any of the previous room descriptions, because the character had no particular need of it. Nothing More, Nothing Less makes extensive use of this technique, heightening realism by filtering not only the general experience of landscape through the PC, but also specific points of focus as well. Finally, once the toilet is plunged and the water toweled and mopped, the PC has showered, and his feline nemesis has entered the room, the bathroom’s description changes to this:

Bathroom
This a bathroom, of which I’ve seen more than enough in the last minutes. Come to think of it, I’ve seen enough of it for the whole day. And the presence of that hairy pest doesn’t improve my morale. Azrael licks one of his paws, while keeping an eye on me.

The character’s perspective on the bathroom has changed once more, marking the end of his progression from bland interest, through urgent focus, and resting finally at mild exasperation. The emotional registers aren’t extreme, but the room descriptions convey very clearly the changes taking place within the character as a response to the changes that occur around him. In games like this, Landscape does even more shaping of Character than usual by virtue of its changing prose.

A final aspect of how Landscape reveals Character lies in the concept of elision: what rooms does the game avoid describing, and how do those gaps influence our understanding of the character? Many games take the character, via non-interactive cut-scenes, or even simple transitions, through landscape that we never get to see from the PC’s perspective. My experiences as an author have taught me about this phenomenon; in my first game, Wearing The Claw (1996), I elided an entire sea voyage. In practical terms, I made this choice because I didn’t have the time, energy, or skill to implement the journey as an interactive experience, but its absence from the game couldn’t help but affect the PC’s characterization. His reluctance to relate the details had to be explained somehow, so I made him someone who is deeply intimidated by the ocean, someone who would want to block out the experience of being at sea as much as possible:

Soon you find yourself at sea for the first time in your life, and you learn that the rocking and swaying of a small boat on a choppy sea does little to relax you. Nausea swells and recedes like the the [sic] waves beneath you, and though the journey to the isle of the Goergs takes little more than an hour, it ends none too soon for you.

I’m not willing to make the claim that elision always contributes to characterization — sometimes cuts are in place just to serve a story’s structure, leaving things unimplemented even though the character certainly would notice them. However, there are times that what isn’t described is just as important as what is. These sorts of gaps are particularly noticeable when they contrast with the player’s expectations, as happens from time to time in Kevin Wilson’s Once And Future (1998). One particularly memorable absence in that game is the matter of the cat: late in the game, Frank Leandro (the PC) is required to obtain a bit of cat hair for a magical recipe, and conveniently enough happens across a stray cat who sheds a bit into his hand and rides his shoulder for a while. A while later, that cat jumps into the chimney of a boarded-up house (chasing a bird) and disappears. Frank has a sword that cuts through anything, but the game forbids him from cutting through the boards to find the cat, saying “You could, but there’s not much point to it.” So however much the player may want to make sure that the kitty is okay, she is constrained by Frank’s disinterest; the inside of the house isn’t part of the map, because Frank doesn’t see the point of exploring it.

A PC-CENTRIC VIEW OF INTERACTIVE FICTION

[This section contains minor spoilers for The Beetmonger’s Journal, medium-level spoilers for Hamlet (the Shakespeare play), and major spoilers for Photopia.]

It’s possible that objections may arise to some of the points I make above, on the grounds that what I ascribe to character could just as easily be seen as a particular author’s writing style, a game’s depth of implementation, or even the formal constraints of IF itself. It’s quite true that I’m taking a PC-centric view — this is how I experience interactive fiction, and it’s easy to feel that it’s simply how the form works, but I certainly acknowledge that there are other, equally valid approaches. It’s also true that the PC is not the only possible point of view within a work of Interactive Fiction. In The Beetmonger’s Journal (2001) by Scott Starkey, for instance, some very nifty POV-jumping occurs in sections where the PC is the hero of some stories being read by the frame characters — from time to time those characters are interrupted in their reading, and we get a small cut-scene from their point of view.

However, what I would argue for is the extreme difficulty of disconnecting the point-of-view from the Player Character at the point of action. The IF prompt implies a certain kind of remote control: the player is to type in an action which will then be executed within the game. Invariably, this action is performed by the PC. Indeed, this is the very definition of Player Character. Similarly, landscape descriptions, especially when that landscape is available for traversal and manipulation from the game prompt, almost cannot help but be filtered through the PC, because all the knowledge conveyed in them is available for use at the point of action. If room description were to convey something that the PC couldn’t possibly know, such as the color of an object when the character is blind, the result would be severe cognitive dissonance for the player. If we type “OPEN BLUE DOOR” and the blind PC is able to do so, we must conclude that the PC is not blind after all — that’s how powerful the connection is between Character and Action. Because Landscape, Character, and Action are so intimately connected, it’s quite difficult to avoid making Landscape a function of Character, especially as the two get nearer and nearer to Action.

Given this PC-centric take on IF, it’s worth asking what possibilities reveal themselves as open or closed in its light. We’ve already seen some of what’s opened, from Heroes‘ cumulative place-building to Shade‘s resonant evocation of the familiar, and no doubt future games will continue to explore the power of the Landscape-Character axis. Conversely, one element that seems rather alarmingly curtailed is the possibility of dramatic irony. For instance, imagine Shakespeare’s Hamlet as an IF game, in which the player controls Hamlet, but is allowed (as a reader) to see Polonius stepping behind the arras in the queen’s bedroom. In order to retain the dramatic irony of the scene, Hamlet must stab the arras and inadvertently kill Polonius, but why would the player order him to do so, knowing what Hamlet doesn’t? In other words, how can the player be allowed to know things that the character doesn’t if that knowledge is expected to facilitate dramatic irony? The only answer I can think of is to force the PC’s actions, to make Hamlet stab Polonius no matter what the player orders, but as soon as that happens, the interactivity drops out of the IF game, and thus Action is removed from the equation. I’m not prepared to contend that this sort of dramatic irony is impossible, but the game that solves this problem will be a major breakthrough.

The work that’s probably come the closest to this grail is Adam Cadre’s justly revered Photopia (1998). Thanks to its fragmentation of the narrative line and its array of POV characters, when the climactic scene arrives, we know all the awful freight of what’s about to happen. We also can’t stop it — in order to achieve its dramatic irony, Photopia must remove our power to act. There’s an argument to be made that this sort of moment becomes even more powerful in interactive fiction, the useless prompt underscoring the inevitability of the character’s tragic fate. That’s as may be, but it doesn’t change the fact that PC and Action are still inextricably connected, and the only way the PC can be made to do something inevitable is to remove control from the player. Photopia cleverly makes the inevitable moment a car accident, thus giving the PC only a split-second to react (and thus providing a plausible context for lack of choice) and making his default desires identical to the player’s desires (STOP THE CAR!), but in the final analysis, the moment is still achieved by removing control from the player, and indeed the great majority of the criticism directed towards Photopia has been of its non-interactivity.

If Action is to retain its place in the IF triangle, Landscape and Character must remain inextricably connected. Their powerful bond to each other creates many exciting possibilities for the development of both, possibilities that have begun to be exploited in the last several years, and which no doubt will continue to yield opportunities for development. What’s also true is that noticing this connection and its potential still only scratches the surface of character development and landscape exposition in IF. Character can be revealed not just through landscape, but through objects, plot, direct narrative, and many other devices. In turn, while character is the primary lens for landscape, that landscape can alter greatly from the passage of time, from plot events, from NPC actions, or hundreds of other vectors, and each change to character and landscape deepens both. We’ve only just started finding the techniques, and it’s a heady feeling. We’re at the beginning of an art form — there’s much more undiscovered territory to explore.

Endnotes

1 A note about terms here: First, I should note that by “interactive fiction”, I refer to text IF. Some of the points here are certainly applicable to graphical or mixed-media IF as well, but some may not be. Secondly, the general concepts of Landscape, Character, and Action aren’t meant to be taken too literally. IF could be (and in many cases has been) created with a map of entirely abstract locations, or one location, or location descriptions that consist entirely of describing what’s absent. Similarly, actions might involve no actual action (WAIT, for example, or THINK), and a character can be anything from an intrepid adventurer to an ear of corn. However, I would contend that these elements are present in some form in all IF — indeed, the absence of these elements (such as the absence of landscape in Eliza) removes the work from what might reasonably be called interactive fiction.
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2 This trait isn’t entirely restricted to text games, but while no text game offers continuous space, some graphical games, such as Half-Life and Zork: Grand Inquisitor, do in fact offer a continuous, unbroken environment through which the PC travels. In that case, map design becomes a much less powerful factor in fixing Character, and in fact it might be argued that in those cases, the term “map design” has more or less lost its meaning, and might be better called “level design” or something similar.
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3 The subject of how description influences our perception of PC gender could occupy another entire essay, and is out of scope for this one. Consequently, in the case of games that don’t explicitly specify the gender of the PC, I’ll rather arbitrarily select one, trying to hit a more or less even ratio between the two.
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4 1981 is credited to the pseudonymous A.D. Mcmlxxxi, and Cadre has never claimed credit for it. In private correspondence, he explained that this is because the game was a bit of a rush job, not polished enough for something he would put his own name on. He agreed to be credited for the game in this essay on the condition that I put in a note explaining that he “wasn’t actually trying or anything with that one.” That 1981 is the game Cadre produces when he isn’t even breaking a sweat is a testament to his skill as an author.
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5 Or a bisexual of either sex, it probably should be said.
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6 This is one of the very few times that excretion has appeared in an IF game without being a function of rather dodgy toilet humor. Instead, the game plays it completely straight — just another element in its realistic scenario.
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Interactive Fiction And Reader-Response Criticism (academic paper) [Misc]

[As I mentioned in the previous post, I wrote a paper about IF for a graduate class in literary theory, circa 1994. I think it’s the first thing I ever wrote about interactive fiction — before I knew anything about the indie IF scene or the int-fiction newsgroups at all. Below is that paper, HTML-ized and with various links added, but otherwise identical to what I turned in.]

>examine the map
The map shows a network of boxes connected by lines and arrows, with many erasures and scrawled additions. Something about the pattern is maddeningly familiar; but you still can’t put your finger on where you’ve seen it before.

>examine the book
The open book is so wide, it’s impossible to touch both edges with your arms outstretched. Its thousands of vellum leaves form a two-foot heap on either side of the spine; the rich binding probably required the cooperation of twenty calves.

The magpie croaks, “Then stand back! ‘Cause it go BOOM. Awk!”

>read the book
It’s hard to divine the purpose of the calligraphy. Every page begins with a descriptive heading (“Wabewalker’s encounter with a Magpie,” for instance) followed by a list of imperatives (prayers? formulae?), each preceded by an arrow-shaped glyph.

The writing ends abruptly on the page you found open, under the heading “Wabewalker puzzles yet again over the Book of Hours.” The last few incantations read:

>EXAMINE THE MAP
>EXAMINE THE BOOK
>READ THE BOOK
Trinity with Paul O’Brian

An electronic fiction is not only a fictional universe but a universe of possible fictions.

–Jay David Bolter (Tuman 34)

The long passage above is from a fictional text about an adventurous individual who discovers the secrets of a magical land in order to avert nuclear annihilation on Earth. It has all the qualities of a traditional1 fantasy narrative — fantastic setting, magical transportation, eerie symbolism — but it is not a traditional fantasy narrative. It has no pages, no hard covers, in fact it isn’t a book at all. It is a piece of computer software, an adventure game entitled Trinity, one which boasts no graphics or fancy features — just text and a “parser” programmed to understand simple sentences typed by the player. Its makers, a company called Infocom, call it “interactive fiction,” and the sentences following the “>” sign were typed by me, accepted into the computer, and processed for a response. The scene I chose was a rather metafictional one, where the player/reader comes across a book within the context of the game which records every move that he or she types at the prompt (“>”).

Interactive fiction (hereafter shortened to IF) is an extremely new form, the most primitive incarnation of which surfaced only about 20 years ago, but already it challenges deeply entrenched notions of narrative, authorship, and reading theory. It demands (and helps to enact) new theories of subjectivity, and presents us with a narrative form which is familiar in some ways, but which in other ways is utterly alien. Its novelty and its radical differences from print narrative make it difficult to theorize, but I hope to make a few definite steps in that direction here. As I see it, literary criticism of traditional texts, especially reader-response criticism, can help us in an endeavor to understand this new form. Theorists like Wolfgang Iser, Norman Holland, and Stanley Fish have created theories aimed at traditional texts which seem custom-made for interactive fiction. In this paper, I will attempt to theorize the computer text through the lens of their theories, and to explore the avenues opened by interactive fiction which offer both a better understanding of this tremendously potent literary form and a fresh perspective on literary theory itself. Before this is possible, however, we need a clearer understanding of the subject at hand.

WHAT IS IF?

Previous critical approaches to IF have had to concern themselves so much with explaining how it came to exist that by the time they got to theorizing, they had largely run out of steam. I hope to avoid that trap by providing an extremely brief history of the evolution of IF, and referring the curious reader to Anthony Niesz and Norman Holland, who provide the best concise narrative of IF’s development.

IF developed in the early 1970s on large university mainframe computers, at which point it was little different from the Choose-Your-Own-Adventure novels of print fiction (“If you want to get in the helicopter, turn to page 12. If you want to go home, turn to page 16”). David Lebling and Marc Blank, working on the mainframe at the Massachusetts Institute of Technology, co-authored Zork, the first game whose parser could understand complete sentences (“Get all but the dagger and the rope”) rather than simple two word commands (“look frog”). The game, a sword-and-sorcery treasure hunt in the Dungeons and Dragons pattern, spread rapidly to other mainframe systems and was such a tremendous success that when personal computers began to proliferate, Blank and Lebling transposed Zork to the PC format and founded a company, Infocom, from which to sell it. Again, it was successful, and Infocom followed it with four sequels (a fifth is forthcoming) and more than 25 other works of IF in the literary traditions of mystery, science-fiction, adventure, romance, and others. Many other companies created programs which followed this trend, but Infocom remained the publisher not only of the highest quality software, but that most dedicated to textual IF rather than graphics or sound-augmented games; for the purpose of clarity and simplicity, this paper will deal only with Infocom programs.2

As indicated by the passage quoted from Trinity, the text of interactive fiction comes in rather short blocks, interrupted by prompts. At a prompt, the program will wait for the player to input her next move. The narrative will not continue until the player responds. Input can consist of anything from the briefest commands (“yell”) to fairly complex sentences (for example, an instruction manual lists “TAKE THE BOOK THEN READ ABOUT THE JESTER IN THE BOOK” as a possible command). The program addresses the player in the second person singular (“you still can’t put your finger on where you’ve seen it before”), a mode which raises interesting questions about the reader’s subjectivity.

IF also calls into question the basic notion of narrative linearity. An Infocom advertising pamphlet reads:

you can actually shape the story’s course of events through your choice of actions. And you have hundreds of alternatives at every step. In fact, an Infocom interactive story is roughly the length of a short novel in content, but there’s so much you can see and do, your adventure can last for weeks, even months. (Incomplete Works)

If the shape of a traditional narrative is a line, an interactive narrative is better conceived of as a web.3 Each prompt, each location in the story, is a nexus from which hundreds of alternate pathways radiate, each leading to new loci. This is not to say that IF destroys linearity, but rather that it removes the responsibility for creating linearity from the author and hands it over directly to the reader. Readers of an IF create their own line through the text, a line which can be different at every reading.

IF AND TRADITIONAL TEXTS

Though it is highly divergent, IF is not completely divorced from traditional texts. For one thing, most IF themes, settings, and structures are drawn directly from literary traditions established by traditional print authors. This extraction can range from simple genre duplication, as in the generalized science-fiction feel of Starcross, to the direct appropriation of character and setting, as in Sherlock: Riddle of the Crown Jewels, a mystery based in Arthur Conan Doyle’s London.

Moreover, the programs often incorporate traditional texts into their packaging, texts which frequently contain clues to the puzzles contained within the game. Trinity, for example, includes a comic book dealing with the themes of the text. A Mind Forever Voyaging, which Infocom calls its “entry into the realm of serious science fiction such as 1984” (Unfold), contains an initial chapter in print which sets the scene for the computer narrative and introduces the player to his “role” within the game.

The line between interactive fiction and traditional print texts becomes further blurred when the player uses the SCRIPT function. SCRIPT commands the computer to print out a transcript of the game as it is being played, so that players can have a hard copy of the text they produce in collaboration with the game. Because of its radically different configuration, IF disrupts many of the characteristics often taken for granted in print fiction. For example, as Niesz and Holland point out, “Because the fiction is inseparable from the system that enables someone to read it, one cannot, as it were, hold the whole novel in one’s hand… One cannot look back at what went before” (120). One way to address these differences is through the SCRIPT function. Indeed, a game like Infidel, which includes a complex system of “hieroglyphics” for the reader to decipher, almost demands some type of transcription if the player is to be able to put the pieces of the code together. Furthermore, most players of IF make maps on paper in order to keep track of the complex web of locations the story. Though IF is essentially a computer-bound form, its readers often find themselves taking pen (or printer) to paper in order to resist the evanescence of screen scrolling.

However, IF’s removal from traditional texts is also one of its greatest advantages. In fact, I would argue that without computer technology, creating interactive fiction would be extremely difficult if not impossible. Choose-Your-Own-Adventure novels not only demand an arduous amount of page-flipping, the options they provide are only of the multiple-choice variety, as opposed to the much greater vocabulary-oriented option locus of IF. As Stuart Moulthrop and Nancy Kaplan argue, “the more intricate page-turning a text demands, the more conscious its reader is likely to become of the native sequence that he is being made to violate” (12). The computer’s advanced ability to handle high-speed calculations allows the text to become more truly interactive without any of the alienation produced by the print text which violates its own conventions. This makes the computer a necessary tool for IF; it is the only medium which allows the type of interactivity at issue here.

Finally, it is important to remember that although IF differs radically and in many ways from traditional texts, it is still a text. Its sentences and paragraphs may be interspersed with and guided by player input, but those sentences (as well as the sentences typed by the player) are still units of language susceptible to theories designed to analyze all such units. Literary theory is not obviated by the interactive text; rather it is pushed into new arenas.

THE NARRATIVE CURTAIN

Neil Randall’s analysis of IF includes a lucid explanation of one of its most noteworthy features: “interactive fiction disrupts the concept of the novel’s ‘last page’… an interactive fiction work’s only indication of ending… is the story’s announcement that the quest has been solved” (189). This effect is part of what I call the narrative curtain. IF allows its reader a certain initial area to explore, but draws a metaphorical curtain around its boundaries, a curtain which promises further expansion at the same time as it blocks the way. The reader’s task is to find the tools necessary to draw back the curtain and continue her progress through the narrative.

This curtain also operates at the level of player input. A player encountering an IF text for the first time has no idea of the limits of the program’s vocabulary, and must discover these limits by trial and error. Even after lengthy interaction, the player is always unable to construct a definitive list of words the parser understands — there always remains the possibility that the program understands words that the player hasn’t attempted. Thus, the curtain remains, promising expansion but blocking the reader’s vision of that expansion. This curtain is again made possible by the computer’s ability to hide parts of the text from the reader, a capability which print simply does not have, unless the narrative is serialized and forcibly withheld from its reader. It is this curtain which allows Niesz and Holland to conclude that “writing and reading as processes replace writing and reading as products” in IF (127).

“In general, the structure [of IF texts] is the Quest” (115), assert Niesz and Holland, and I would argue that this structure has been dictated by the power of the narrative curtain. Without a quest for the player to complete, the narrative curtain becomes more frustrating than satisfying. If the curtain is a puzzle to be solved, then passing through it is an achievement, but if it is simply an arbitrary barrier, the desire to cross it decreases along with the reader’s interest in the story. However, I would argue that without the narrative curtain, a player’s desire to make a line of IF’s web suffers serious attrition. If the text simply sprawls out before the reader with no particular narrative thrust, IF becomes less powerful and engaging than traditional fiction. However, the curtain still remains on the level of input, and if the text presents a world for the player to explore, the reader’s desire to discover the intricacies of that world erects yet another form of the narrative curtain — the allure of textual frontier, of undiscovered country. I would argue that the barrier of the narrative curtain is IF’s analog to the element of conflict in traditional narratives — a text can exist without it, but that existence is a dull one indeed.

A further effect of the narrative curtain is its impact on narrative time. The reason why an IF text can take “weeks, even months” to complete is because it takes time to discover how to pass through the various curtains it constructs for its reader, and the program won’t allow its reader to continue until she has discovered the secret of its puzzle. In other words, unlike readers of a traditional narrative, IF players can’t turn the page until they “deserve” to, that worthiness being earned by puzzle-solving. Computer fictions can adjust narrative time not only through forcing the reader to wait for blocks of text, but by challenging him to pass tests before the story can continue.

This brings up another salient point about IF — the frustration it causes when its reader finds herself unable to solve the puzzle. Nearly every player of Infocom games has experienced the sensation of being “stumped.” In the practical arena this has translated into hint book sales for Infocom, Inc. But what of IF theory? I would suggest that when the narrative curtain becomes impenetrable, IF is in its greatest danger of becoming unfriendly to the reader. The player is likely to simply stop playing if the obstacles become too difficult, allowing the curtain to become permanent and leaving the reader with a frustrating sense of lack of closure. However, there are important caveats to this point. Randall articulates the first:

Even when the reader cannot formulate a solution to advance the interactive text, she can usually back-track to a previous screen or side-step to another… In backtracking, the reader re-reads portions of the text, often many times over, in an effort to find a clue that will allow the barrier to be breached. By side-stepping, the reader hopes to return to the barrier with a new sense of how to surmount it. In either case, what is continuous is not the plot but rather the development of the reader’s knowledge of the world in which her character is travelling. (190)

The other point is that even when the reader leaves the program, the narrative curtain still possesses power. Players often return to a puzzle which is stumping them after weeks or months of inactivity, whenever a new approach occurs to them. When these are the circumstances and the curtain finally is pierced, the satisfaction of achievement is proportionally heightened.

The notion of the narrative curtain brings out one of the most interesting features of IF, its casting of the reader as bricoleur. The closest analog to this casting in traditional texts is in the mystery novel, where the reader often watches actively for clues in order to beat the textual detective to the solution of the crime, gaining thereby a certain sense of satisfaction and even superiority. However, in a mystery novel the answer will be revealed as long as the reader keeps reading. IF, on the other hand, forces the player to collect and combine pieces of the text and recontextualize them in order to pass through the narrative curtain, even if that bricolage is as simple as finding a key for a locked door. Until the player makes the connections the program wants, the Quest simply will not progress, though the line of the story may continue.

THE INTERACTIVE SUBJECT

The question of reader subjectivity is already incredibly complicated, and the advent of IF only adds more questions rather than answering any of those already extant. Thus, this section can only scratch the surface of this intriguing question, but I hope to address some of the main points.

Georges Poulet addresses questions of subjectivity in his essay “Criticism and The Experience of Interiority,” and brings up a point which is useful to the analysis of IF: through the medium of language, both author and reader are forced by the limited nature of their communication to exclude their actual lives and take on the “roles” which the language demands. Of course, the reader’s adjustment is greater because the author is choosing the words while the reader is making sense of them. IF texts complicate the assumption of such “roles.” Since the player is the direct agent of action in the story, one could argue that he is more himself than when reading a traditional text. However, this argument has a complicated flip side.

First of all, the reader’s subjectivity is constrained by the inevitable limits of the parser. Thus when I engage with Zork I am forced into the role of someone who cannot use certain words (the vast majority of words, actually). Moreover, the Quest structure demands that its readers assume the role of someone who cares about completing the task at hand. Thus, Zork asks me to become someone who would kill trolls and remove treasures from an underground labyrinth. Further, IF settings are often quite removed from reality, demanding another role adjustment, belief in hyperspace or magical mushrooms, for example. Finally, the text sometimes forces the player into a more specific persona. In Infidel, for example, the reader’s character is a ruthless, greedy archaeologist who is deserted at the narrative’s outset by his underpaid and overworked crew. Plundered Hearts, an interactive romance set in the 18th century, casts the player as a young woman who is captured by pirates. This role-casting can become highly specific, as in Hitchhiker’s Guide To The Galaxy, where the player is cast as Arthur Dent, the protagonist of the Douglas Adams novel from which the game is adapted. Other games however, allow interactive adjustment of the player’s role. Beyond Zork, for example, allows the player to create a “character”, which she names and for which she chooses the degrees of six different attributes (strength, compassion, etc.) from a fund of percentage points. Bureaucracy asks the player to fill out a form listing certain vital statistics (name, address, boy/girlfriend, age, etc.) and then further confounds that player’s subjectivity by forcing him into a specific situation with little or no bearing on reality and using the statistics provided to torment the player’s persona (The boy/girlfriend runs off, etc.)4

I would argue that no matter what the level, the player of IF texts is forced to some degree to assume the type of role which Poulet asserts for traditional texts. This role is further enforced by the program’s second person singular mode of address. When a typical sentence of IF is “You can’t go that way,” it’s clear that the text enacts an enforced recontextualization on the reading subject. This is where postmodern theories of subjectivity present themselves as useful tools for examination of the interactive subject. Postmodern theory generally accepts the subject as already fragmented, a fragmentation which is easy to see in the interactive subject. I would suggest that readers of IF texts, especially while they are in the process of reading, are excellent examples of “cyborgs,” as Donna Haraway uses the term. In “A Manifesto For Cyborgs” Haraway argues that the distinction between human and machine has already become so blurred that we experience day to day life as cyborgs, thinking of mechanical devices as extensions of our own subjectivity. For the IF player, reading a computer screen and typing English commands on a keyboard in order to direct a mystery narrative in the persona of Dr. Watson, this assertion isn’t difficult to accept.

INTENDED, IMPLIED, AND IDEAL READERS

The nascent stages of the formation of reader-response criticism were characterized by theorists like Walker Gibson and Gerald Prince, who constructed theories of readership which attempted to complicate the idea of reader reception by suggesting that texts ask readers to adjust their own perceptions of reality in order to conform to textual paradigms. We have already seen that IF forces a complicated and fragmented subjectivity on its reader, and examination of Gibson’s and Prince’s theories can help us to better understand this process.

Gibson, in “Authors, Speakers, Readers, and Mock Readers,” postulates a “mock reader,” arguing that “every time we open the pages of another piece of writing, we are embarked on a new adventure in which we become a new person — a person as controlled and definable and as remote from the chaotic self of daily life as the lover in the sonnet” (1). IF seems to literalize this process, while complicating it with the question of player agency. Although the player does assume a certain role, she also directly controls the actions of that persona. Thus, like traditional texts, IF constructs a niche into which the player must force herself, but within that niche she is allowed a freedom of movement unheard of in traditional texts.

Gerald Prince’s article “Introduction to the Study of the Narratee” introduces (appropriately enough) his concept of the narratee, “the narratee being someone whom the narrator addresses” (7). Prince goes on to use this concept to subdivide the types of readers. He distinguishes the real reader, the individual with the book in his hands, from the virtual reader, the intended audience of the author. He also posits an ideal reader, who would theoretically have a perfect understanding of the text in all its nuances. This ideal reader is, of course, a fiction. The narratee is separate from of these, though it incorporates elements of each. Like Gibson’s “mock reader” the narratee is someone who the real reader becomes in the process of reading. Since the narratee is the person to whom the narrative is directed, the text itself dictates the narratee.

These classifications are intriguing, but IF demands not only new categories but new scrutiny of the old ones. I would suggest three basic categories which have the mnemonic advantage of all starting with the same letter: Intended, Implied, and Ideal readers. The Ideal reader of an IF text is just as fictional as the one Prince stipulates. An Ideal reader would know the entire vocabulary of the parser, understand immediately how to pass through each narrative curtain, and appreciate every aspect and nuance of the interactive text. The Intended reader, on the other hand, while still a fictional construct, is more firmly within the realm of possibility. Intended readers are who the author of the IF text had in mind as average consumers. They would be able to appreciate the text and solve the puzzles, and would hit on some of the IF’s features, but would still leave some narrative curtains standing, and may miss some textual nuances. Implied readers are analogous to mock readers and narratees; they are the reader-personas to whom the narrative is directed. The text makes certain assumptions about them, such as their fluency in English and their basic grasp of textual conventions, but none about their ability to pass through narrative curtains or to grasp textual nuances. Each of these readers is a fictional construct, and together they form a continuum, from Ideal to Implied, into which the real reader necessarily must fall.

The advantage of this system of classification is not so much in its accuracy, but in its utility for further complicating questions of authorship and intentionality. For example, one problem with the Ideal reader is that, although she would grasp textual nuances perfectly, her perfect ability to instantly pierce narrative curtains would detract from her overall interactive reading experience. I would argue that part of the pleasure of the text lies in the challenge of bricolage which it issues the reader, and if solving the puzzles is no challenge, then that pleasure is drastically decreased. The Implied reader, on the other hand, while he may be familiar with basic conventions of IF, may also be immediately stumped or may disagree violently with the ideological content of the text. Thus, the “narratee” of IF may in fact be alienated by the text to an even greater degree than he would be by a traditional fiction.

Furthermore, the idea of intentionality is a highly dubious one, and even more so in IF. If we accept that traditional fictions are created by readers in conjunction with texts, as reader-response critics assert, then the author drops out of the picture. IF encourages this process through the tendency of computer software publishers to elide the names of programmers. More importantly, however, the notion of intentionality receives a staggering blow from the basic form of the text: one which refuses to acknowledge itself as complete until the reader fills in its gaps.

FILLING IN ISER’S GAPS

The notion of the narrative gap was first articulated by Wolfgang Iser. In “The Reading Process: A Phenomenological Approach,” Iser asserts that “a literary text must therefore be conceived in such a way that it will engage the reader’s imagination in the task of working things out for himself, for reading is only a pleasure when it is active and creative” (51). If this sounds remarkably like IF theory, the reason is that Iser conceived of reading as an active, creative process, whose agent is continually filling in the blanks for the text. Iser finds these blanks, or “gaps”, in areas of the text which somehow thwart our preconceived expectations: “whenever the flow is interrupted and we are led off in unexpected directions, the opportunity is given to us to bring into play our own faculty for establishing connections — for filling in the gaps left by the text itself” (55). I would argue that this description still applies to IF — the blocks of text in an IF program are just as capable of producing such moments of unexpectedness as any in print fiction.

However, IF obviously adds another level to the notion of gaps in a text. As Randall points out, “interactive fiction displays two types of narrative gap: the traditional type filled unconsciously by the reader, and a manifest type shown on the computer’s screen” (189). Every time the reader sees a prompt, she is expected to input some command, without which the story is simply halted. This prompt, this halting, is clearly a new type of narrative gap, one which the reader fills in more literally than Iser ever imagined.5 Iser assumes that readers of traditional texts always imaginatively fill in the gaps left by the text at its unexpected moments. IF, however, goes one step further, by forcing an active reading. It is this forceful narrative gap which makes IF so friendly to analysis in reader-response models. Far more than in a traditional text, the reader must respond if the text is to continue to reveal itself. Moreover, that response must consist of elements which the text can parse, or else the reader receives a message like “I don’t know the word ‘deconstruct'” (for example) and is returned to the prompt.

Iser uses the metaphor of constellations to clarify his theory: “two people gazing at the night sky may both be looking at the same collection of stars, but one will see the image of a plough, and the other will make out a dipper. The ‘stars’ in a literary text are fixed; the lines that join them are variable” (57). Iser’s stars are the printed units of language, and his lines are the conscious or unconscious connections drawn by the reader. I would contend that IF adds even more resonance to this metaphor. The reader of IF not only draws the connections Iser refers to, but activates explicit connections between textual blocks at every prompt, creating her own unique “constellation” of narrative, one whose shape clearly manifests itself in the line of the story under her guidance.

IDENTITY THEMES IN IF

If IF indeed helps to extricate and document the ways in which readers fill in narrative gaps, what can we learn from the differences in the constellations they create? One theory which presents itself as useful for answering this question is the one presented by Norman Holland in “UNITY IDENTITY TEXT SELF”. In that essay, Holland argues that unity and text have an analogous relationship to identity and self, the former term in each pair being an abstraction from patterns evidenced by the latter term. He argues further that because we are each possessed of and immersed in an identity, we extrapolate textual unity according to certain themes inherent in that identity (and the same applies to our extrapolations of the identities of others). For Holland, reading is a process in which, the pieces of self interlock with the pieces of text to form a reading, an interpretation of text which is inevitably stamped with the reader’s “identity theme.” Under this paradigm, interaction with an Infocom game operates like zipping up a zipper — the self and text interpenetrate to form a seamless narrative line, the direction of which must indicate elements of the reader’s identity theme.

However, there is a definite danger of oversimplification in this model. For one thing, no two readings of an interactive text, even by the same reader, are exactly the same. This fact calls into question the notion that identity themes can be traced even when the reading process is made more visible. In fact, it seems entirely plausible to me that the varying narrative lines of the interactive process are part of another binarism analogous to those Holland discusses. Rather than a pattern which shows itself in one reading, the visible identity theme evoked by IF is more accurately (I would argue) an extrapolation of tendencies within a grouping of several narrative lines from the same reader. Thus, as identity is to self and unity is to text, so the visible identity theme is to the group of narrative lines.

Moreover, Holland’s model allows no room for change. I would argue that the experience of interactive fiction has a direct effect on the reader, and that the crossing of a narrative curtain drastically affects the next reading of that same situation. Once I’ve discovered, for example, the secret of the Echo Room in Zork, I am highly unlikely to spend as much time there as when I was trying to puzzle it out. Conversely, the crossing of narrative curtains often allows the text to expand, showing the reader new locations or new features. It seems plausible to me that the text and player of IF can be read as providing growth stimuli for each other. Thus interactive fiction is a mutual growing experience, not only for the reader, but for the text as well, and the result of such a reading is not a text imprinted with the reader’s identity theme or a reader stamped with the themes of the text, but a unique collaboration of reader and text, one which partakes from both in order to create an unprecedented result.

READING AND WRITING: OBSOLETE CATEGORIES?

As we progress further and further into theorizing IF, it becomes increasingly clear that notions of authorship and readership are becoming more and more difficult to define. It is at this point when the theories most useful to us are those of the paradigmatic theorist of reader-response criticism, Stanley Fish. “Literature in the Reader: Affective Stylistics” was the article which announced Fish’s perspective on the reading process, a perspective which has come to be identified almost programmatically with reader-response criticism. In it, Fish posited meaning as an event, a “making sense” enacted by the reader. By closely reading sentences, and analyzing their capacities for forming meaning in a temporal dimension through the succession of words, Fish showed that meaning is not extracted from a text as if every word in it were received simultaneously. Fish analyzed the dynamics of expectation to demonstrate meaning as a sequence of mental events. His article attempted to change the typical critical question “What does this sentence mean?” to “What does this sentence do?”

I would argue that in the creation of an IF narrative, both the author and the reader are continually asking themselves this crucial question. Authors of interactive fiction write with the consciousness of their medium. They are aware of the narrative’s enforced gaps, and of the narrative curtains they are constructing, and this awareness inevitably affects their writing. For example, text in IF often contains hints about how to pass through certain narrative curtains. The magpie in the passage from Trinity I quoted at the beginning of this paper is squawking part of a formula by which the player may pass through a crucial narrative curtain. Without the magpie’s help, the bricoleur/player would have no idea how to cross this juncture in the narrative. Those sentences were clearly constructed with a mind towards what function they would serve, what they would do. Players of IF texts confront the same question at every prompt. The player typing commands into the computer is forced to continually ask herself “What will this sentence do?” so that she may better communicate with the program. The experience of writing for a parser provides constant reminders of authorship, audience, and action of units of language. It forces upon us the question which Fish only asserts.

The answers to this question seem to show up more clearly in interactive fiction, but this appearance itself is highly dubious. Though authors discover the effect of their sentences on game testers, they obviously cannot learn this effect for every player at every juncture. In fact, since meaning is created through the interaction of player and text rather than player and author, the author’s thoughts become irrelevant. It is the text which ultimately asks the crucial questions. Conversely, though the player always sees the results of his commands, they are not always clear or easily interpreted. While the text usually guides or blocks input, it occasionally does both, and sometimes does neither, producing a response like “Try to phrase that another way.” Though both player and text are asking “What will this sentence do?” the answer is neither easy nor clear.

This is where Fish’s notion of interpretive strategies comes into play. In “Interpreting the Variorum,” Fish asserts that “Texts are written by readers, not read, since, the argument now states, the formal features of the text, the authorial intentions they are normally taken to represent, and the reader’s interpretive strategies are mutually interdependent” (Tompkins xxii). Fish’s argument for traditional texts must be modified a little for IF, because the form muddies the distinction between author and reader. Not only is the reader utilizing interpretive strategies, the text is as well, and furthermore those strategies must coincide if the narrative is to progress. For a narrative curtain to be drawn, the reader needs to have a strategy which will allow her the correct pieces for her bricolage, and the text must have a strategy with which to interpret the player’s input. In this paradigm, the player and computer together fit rather well into Fish’s concept of the “interpretive community,” “made up of those who share interpretive strategies not for reading (in the conventional sense) but for writing texts, for constituting their properties and assigning their intentions” (“Variorum” 182).

However, to truly accept this concept, it is crucial that we absorb one final ideological prop, the notion of self as text as advanced by Walter Benn Michaels in “The Interpreter’s Self: Peirce on the Cartesian ‘Subject'”. In Michaels’ interpretation of the pragmatic philosophy of Charles Sanders Peirce, “our minds are accessible to us in exactly the same way that everything else is. The self, like the world, is a text” (199). Once we accept this dictum, several previously unsettling aspects of IF finally fall into place. First of all, if we can read the self as a text, we can just as easily read the text as a kind of self, especially the text of IF, which actively seeks input. With this understanding, interactive textuality is thrust into a new light. In the interaction of the computer program’s self/text with the player’s self/text, there is no reader and writer. They read and write each other. In the radical realm of interactive fiction, the theories of reader-response critics become facts, and in fact are surpassed. Not only does the reader actively fill in textual gaps, but the text fills gaps in the reader, plants seeds for ideas which haven’t come yet. Human and computer, when both are understood as both self and text, become a true interpretive community, each community producing its own unique fictions.

“Reader” and “text” become provisional terms. The text is a reader just as the reader is a text. Even “player” and “program” are problematic. The IF is, after all, attempting to program its human reader into certain responses, and is doing so with a significant element of playfulness. Interactive fiction, by enacting reader-reception theory, has stripped the most basic terms of literature of their apparent meaning, and cast us into a new location. It is one which is alien and unfamiliar, but it is also a nexus from which radiate thousands of branches of possibility.6

Endnotes

1 Because of its utility and clarity, I here reprint and appropriate for my own use Neil Randall’s definition of a “traditional” text:

Throughout this article I will use the term “traditional” to refer to literature printed on paper, usually in book (rather than magazine) format. I considered such terminology as “book fiction” or “Gutenberg literature” to avoid collocating such diverse novels as Mitchell’s Gone With The Wind and Barth’s Sabbatical, which have in common only the fact that they are written by Americans and printed on paper, but such terminology proved more cumbersome than it was worth. “Traditional”, therefore, says nothing of the degree to which a work is or is not avant-garde; it is simply a reference to medium. (190)

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2 The sources of the programs I refer to are two anthologies of Infocom programs, The Lost Treasures Of Infocom volumes I and II. Since these packages contain a total of 31 texts, I find it easier to simply cite the collection than each individual text.
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3 My analysis of the shape of IF owes much to theories developed for hypertext, a type of computer construction related, but not identical to, IF, the primary difference being that hypertext’s method of branching involves “clicking” with a mouse on a significant word or phrase rather than typing words for a parser. Discussions of hypertext which are useful for analysis of IF are included in my list of references.
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4 Other games vary the persona of the reader even within the context of the program. Border Zone, for example, is divided into “chapters,” each of which casts the reader in a new character.
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5 However, even this literalization is problematic due to the fact of the parser. I would argue that Fish’s notion of societally mediated boundaries to interpretation comes in handy here. Just as the reader’s imagination is not free to fill in the gaps in just any way, so the player’s input is restricted by certain ambiguous boundaries.
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6 This paper only attempts to examine IF as it looks through the lens of reader-response criticism. A more complete discussion of IF would include sections on the idea of the varying levels of code inherent in reading an IF text, some system for evaluating quality, a consideration of the political implications of simulation, questions that still remain open, and of course the obligatory “speculation on the future” section. I had originally planned on these, but the project simply became too large. When I revise this paper to turn it into an article, those sections will be included. [LOL Yeah, right. That never happened. –PO 2000]
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References

Bolter, Jay David. “Literature in the Electronic Writing Space.” In Myron C. Tuman (ed.), Literacy Online: The Promise (and Peril) of Writing With Computers. Pittsburgh: University of Pittsburgh Press, 1992: 19-41

Campbell, P. Michael. “Interactive Fiction and Narrative Theory: Towards An Anti-Theory.” New England Review and Bread Loaf Quarterly 10.1 (1987): 76-84

Fish, Stanley. “Interpreting the Variorum.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 164-184

Fish, Stanley. “Literature In The Reader: Affective Stylistics.” In Jane Tompkins (ed.), Reader-Response Criticism:From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 70-100

Gibson, Walker. “Authors, Speakers, Readers, and Mock Readers.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 1-6

Haraway, Donna. “A Manifesto For Cyborgs: Science, Technology, and Socialist Feminism in the 1980’s.” Socialist Review 80 (1985): 65-107

Holland, Norman N. “UNITY IDENTITY SELF TEXT.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 118-133

Infocom. The Incomplete Works of Infocom, Inc. (advertising pamphlet) Cambridge: Infocom, 1985

Infocom. The Lost Treasures Of Infocom. Cambridge: Infocom, 1992

Infocom. The Lost Treasures Of Infocom II. Cambridge: Infocom, 1992

Infocom. You Are About to See The Fantastic Worlds Of Infocom Unfold Before Your Very Eyes. (advertising pamphlet) Cambridge: Infocom, 1984

Iser, Wolfgang. “The Reading Process: A Phenomenological Approach.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 50-69

Kelly, Robert T. “A Maze of Twisty Little Passages, All Alike: Aesthetics and Teleology in Interactive Computer Fictional Environments.” Science Fiction Studies 20 (1993): 52-68

Landow, George P. Hypertext: The Convergence of Contemporary Critical Theory and Technology. Baltimore: Johns Hopkins University Press, 1992

Michaels, Walter Benn. “The Interpreter’s Self: Peirce on the Cartesian ‘Subject’.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 185-200

Moulthrop, Stuart. “Reading From The Map: Metonymy and Metaphor In The Fiction of ‘Forking Paths’.” In Paul Delany and George P. Landow (eds.), Hypermedia and Literary Studies. Cambridge: MIT Press, 1991: 119-132

Moulthrop, Stuart and Nancy Kaplan. “Something to Imagine: Literature, Composition, and Interactive Fiction.” Computers And Composition 9.1 (1991): 7-23

Niesz, Anthony J. and Norman N. Holland. “Interactive Fiction.” Critical Inquiry 11.1 (1984): 110-29

Poulet, Georges. “Criticism and The Experience of Interiority.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 41-49

Prince, Gerald. “Introduction To The Study Of The Narratee.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 7-25

Randall, Neil. “Determining Literariness In Interactive Fiction.” Computers and the Humanities 22 (1988): 183-91

Tompkins, Jane. “An Introduction To Reader-Response Criticism.” In Jane
Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: ix-xxvi

Ziegfeld, Richard. “Interactive Fiction: A New Literary Genre?”. New Literary History 20.2 (1989): 341-372

Twisty Little Passages by Nick Montfort (book review) [Misc]

[This is a review I wrote in 2004, of the first book-length academic study of interactive fiction: Nick Montfort’s Twisty Little Passages. I also posted a version of this review on the Amazon page for that book.]

Just over ten years ago, I was holed up in the University of Colorado at Boulder’s Norlin library, researching interactive fiction. I was a grad student in English, and had a final paper due in my Literary Theory class. Activision had recently released the Lost Treasures of Infocom bundle, reawakening my childhood love of IF, and I felt inspired to write a paper that connected reader-response theory to the actual reader-responsiveness of text adventures. I wanted to cite and to engage with previous academic work on IF, but unfortunately, though unsurprisingly, it had received very little serious critical attention. Sure, I found a few articles here and there, but what I really needed was something substantial, something that offered a critical vocabulary for talking about interactive fiction, that placed it in a literary context, and that presented a basic history of the form.

What I needed was Nick Montfort’s Twisty Little Passages. How strange and funny that ten years later, the paper I wrote for that class finds itself cited in the first book-length academic treatment of interactive fiction. True, the citation only occurs in a passing (and correct) dismissal of reader-response theory as anything but a very limited way into talking about IF, but it makes me feel like part of history nonetheless. Montfort’s book is just what IF needs to establish its rightful place in the scholarly discourse surrounding electronic literature, and indeed literature, full stop. It never fails to be informative, and frequently succeeds at being sharply insightful about the literary elements of IF.

However, Twisty Little Passages is quite suitable for readers outside the ivory tower as well. Though the book is clearly aimed at an academic audience, Montfort’s prose is blessedly jargon-free, clear, and effective, with generous doses of humor thrown in for good measure. Even in its most theoretical moments, the book manages to balance impressive rigor with unfailing clarity, a feat all too rare in literary theory. Consequently, it’s an entertaining read for general audiences and English professors alike. If you’re an IF aficionado like me, you’ll find Twisty Little Passages enlightening and fun, and if there’s anyone in your life who genuinely wants to know what interactive fiction is and why they should care, hand them this book.

Just the bibliography alone is a noteworthy achievement; Montfort has synthesized the already extant body of formal IF scholarship and mainstream coverage with much of the important amateur IF theory produced by people like Graham Nelson and Emily Short. Also included are a range of other contributions from the IF community and pieces covering the book’s other concerns, including riddles and computer science. In addition, there is a formidable collection of IF works cited, a list comprising much of the most influential interactive fiction of the past thirty years.

Something else that the bibliography makes clear is the value of Montfort’s personal connections. It’s peppered with references to emails and private conversations with some of the leading lights of IF history: Robert Pinsky, Graham Nelson, Steve Meretzky, and others. Montfort’s ability to gather such firsthand information highlights one of the most important things about Twisty Little Passages: not only is it the first book-length treatment of interactive fiction, it is the first formal treatment I’ve seen that approaches IF from the inside out, rather than from the position of a quizzical spectator. Montfort’s extensive experience in both the academic and IF communities lends him a brand of authority that previous commentators on IF lacked.

Of course, authority only gets you so far — it’s what you do with that authority that counts. That’s what makes the first two chapters of Twisty Little Passages such a particular pleasure: Montfort not only knows what he’s talking about when it comes to IF, he’s got quite a bit of original insight to offer about its literary and theoretical contexts. As with many works of literary criticism that seek to approach an underscrutinized area, the project of this book’s first chapter is not only to expose the topic’s theoretical underpinnings but to define and delimit a specific vocabulary for use in discussing it. Montfort does an excellent job of providing a clear definition of IF (and indeed of making the case for the term “interactive fiction”) and of defining a set of terms to identify the subcomponents of the IF experience.

For example, according to the book, a session is “what happens during the execution of an IF program. [It] begins when an IF program starts running [and] ends when the program terminates”, while a traversal is “a course extending from a prologue to a final reply, and from an initial situation to a final situation” — thus a traversal can encompass many sessions (as frequently happens in the case of long, complex games), or a session can encompass many traversals (as happens with short games with high replay value.) Of course, at bottom the choice of terms is more or less arbitrary, but it is crucial that we be able to name the various parts of the IF experience — they are our stepping stones to more sophisticated discussions. Twisty Little Passages lays this groundwork admirably.

On the whole, this book seems more interested in surveying the territory of IF than in making unified arguments about it, but the exception to this is chapter two, where Montfort makes the case that the most important literary progenitor of IF is the riddle, and takes a counterpoint to the most famous analogy and contextualization of IF from the last decade:

The riddle, like an IF work, must express itself clearly enough to be solved, obliquely enough to be challenging, and beautifully enough to be compelling. These are all different aspects of the same goal; they are not in competition. An excellent interactive fiction work is no more “a crossword at war with a narrative” (Nelson 1995a) than a poem is sound at war with sense.

This is a brilliant and entirely convincing comparison. Montfort gives us a brief history of the riddle, and draws the necessary parallels to demonstrate IF’s similarities with it, leaving us with a new paradigm within which to view interactive fiction. Best of all, this angle of approach allows IF to be both story and game, both art and amusement, without detracting from the value of either.

Chapters three through seven, indeed the bulk of the book, are devoted to delineating the history of IF, from its mainframe beginnings to the current amateur renaissance. It’s an entertaining journey, and Montfort’s encapsulation of IF history is concise, approachable, and extremely informative. I found it a little frustrating, though, because it must of necessity skim over the ground rather quickly, especially as it moves into the Infocom era and beyond. Consequently, there are many moments of intriguing literary analysis of IF games, but they end almost as soon as they begin — practically every page contains material that could make a full article in itself. By the time I reached the end of the book, a sort of epilogue that takes inventory of the various ways in which the tropes of interactive fiction have made their way into our culture, I was already wishing for a sequel, one that assayed a more in-depth discussion of games like Mindwheel and Photopia instead of the tantalizing tidbits we get here.

Montfort has already done some of this sort of work, such as an article written with Stuart Moulthrop for an Australian digital arts conference, analyzing the role of Princess Charlotte in Adam Cadre’s Varicella. However, not much work of that sort could appear without Twisty Little Passages preceding it, just as in-depth conversations can rarely occur prior to introductions. This book creates a foundation for the inclusion of IF in literary discussions, and for further examination of specific IF works. Perhaps if we look back on IF criticism in another ten years, we’ll see that introduction as the most important service Twisty Little Passages performs.