Screwtape at
I spent some time this weekend thinking about Interactive Fiction, and how to implement it nearly. One thing that really struck me about IF programming is that where discussions of ordinary languages tend to be littered with code samples like "function double(x) { return x * 2; }" discussions of If tend to have examples like "when you blow the safe, if the guard is in the recording studio he can't hear the explosion; otherwise he shows up and arrests you."
I suspect this comes from most of the influential IF people being storytellers and writers first, and programmers second. It certainly makes for a fun and surreal change from most programming discussion.
I suspect this comes from most of the influential IF people being storytellers and writers first, and programmers second. It certainly makes for a fun and surreal change from most programming discussion.
Evan Prodromou, Space Hobo likes this.
Well I think it's partly because good IF systems are pretty close to the in-game metaphors, and because a good system will provide a rule-based engine that matches the kind of scenario description you quoted me giving you above.
But it's not uncommon to see examples in other systems talking about the user stories or end result.
But it's not uncommon to see examples in other systems talking about the user stories or end result.