Chapter 2. Interactive Fiction

For readers who grew up in the age of modern games, MMORPGs, real-time first person shooters, and sports games that have actually informed how play happens on a real-life football field, it may be easy to dismiss very early games created without the benefit of sophisticated hardware and software. The genres of interactive fiction, gamebooks such as the Choose Your Own Adventure series, and point and-click adventures had to rely on different elements to engage their players. For some games such as Zork, it was the novelty of presenting an expansive world with a rich set of interaction verbs from a command line, paired with a large amount of objects to pick up, inspect, eat, and go along in your quest.

With point-and-click ...

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