This chapter was interesting to learn about. I liked how it talked about the different ways to create fiction works. I liked how it talked about what the difference between interactive fiction and computer games .he first introduction to interactive fiction was adventure games. You would type commands that would control the character in the game. For example if you typed jump, you'd make your character jump. Because of this, most iF games are likely to be "solved" or "won". There's always something new in the interactive fiction community and I like that there's still ideas and people creating these fun works. The IF community originated in an almost completely network based fashion. One of the main activities that the player does is puzzle solving which I thought was cool. Depending on the work, the complexity of the game and characters varies. The reference I picked was Colossal Cave Adventure. To be honest, I gave up after 15 minutes. You have to type in commands and to try and find the cave. While I was typing commands for it to do, it didn't either understand or would just repeat the same things over and over again. When I realized that the game wasn't going anywhere, I closed out of it. It was kind of funny at the end because I would but in commands and the computer that pops up would just go "What?". Right before I clicked out it said something like "you can't go into the forest but you can stay in the stream" and I said "hmm" and it just said "I don't know that word!". I just thought it was funny that the computer had phrases for that.
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Kinetic/Interactive Poetry
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I experimented a bit with Zork and I also thought it was funny how the response to some of my commands were "I don't know that word". Both Zork and Colossal Cave Adventure are older works of IF ... so perhaps the technological ineptitude of the time is to blame.
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