
Créez votre fiction interactive avec Twine : Makery Flashback dans vos années tendres. Vous avez huit ans et ouvrez un livre à la promesse alléchante : avec 42 fins différentes, à vous de construire votre propre aventure. Pendant tout l’été, vous ne décollez pas vos yeux de cet ovni littéraire et recommencez votre livre jusqu’à tomber sur une fin heureuse. Dans les années 1970 et 1980, l’édition jeunesse découvre les livres jeux, ces livres dont vous êtes le héros qui promettent des fins souvent atroces aux enfants (mourir de solitude, dévoré par un requin…). Reléguée au rang de culte vintage – le magazine technophile Daily Dot organisait en mai 2016 une session en direct sur Facebook, où les commentateurs avaient la main sur les décisions –, la pratique a muté sur Internet. On crée des histoires sur Twitter, sur Google Form, mais surtout sur Twine, un logiciel gratuit et simple d’utilisation, chef de file des aventures interactives nouvelle génération. Matériel Téléchargez Twine 2.0. Déroulement 1. D’abord, le scénario. 2.
Interactive Fiction Interactive fiction was the first great computer-game craze. Through the early 1980s, the most sophisticated, complex, involving games available were the text adventures. Everyone agreed. Of course, advancing graphics eventually washed away IF’s supremacy. I’ve been part of that community for a decade and a half. You can play my games freely (and for free). (Okay, except for Hadean Lands. If you’ve never played IF before... Everyone’s heard that IF is hard to play. Furthermore, most situations in every game are amenable to a handful of common commands. (Click for PDF version, HTML version, print-quality bitmap, or others. If you still feel overwhelmed, I recommend you start with The Dreamhold, listed below. Hadean Lands An interactive alchemical interplanetary thriller. This is my next game. Bigger Than You Think Fanfic of xkcd “Click and Drag,” with a dash of Invisible Cities Marco Polo tells the Khan of an unusual underground journey. Cold Iron Where's that axe? The Matter of the Monster
The Interactive Fiction Archive Gamasutra - The Art & Business of Making Games Web Page Blocked Ask a dozen RPG fans what the most important part of an RPG is and eleven of them will probably respond with the same thing: Story. That’s not to say that you can skimp on the other portions of the game, but it does mean story should be a major concern. When discussing the story of an RPG, I think the first thing to do is define what we mean by story. The definition I play to use for this tutorial is this: Story is the combination of the setting, characters, and plot, and how they interact with each other. While the individual parts are important, the most important portion is the interaction. How does the setting affect the plot? There are many ways to write a story, but the way I’ve personally found to be most successful for me is what I call Design by Layer. In Design by Layer, instead of fully fleshing out every detail as you go through your plot, you start with the broadest strokes of the entire story, then go through it over and over adding more and more detail. Example themes: !
Fiction interactive | Wikia Jeux vidéo à l'institut français du Maroc | FANDOM powered by Wikia Par fiction interactive, on désigne les jeux vidéo qui se présentent sous forme textuelle, et peuvent alors s’apparenter à des récits sur le cours duquel il est possible d’influer par des choix. Qu'est-ce que la fiction interactive ? Modifier On est ici dans un genre assez ancien, qui remonte aux débuts du jeu vidéo sur micro-ordinateur, avec les jeux produits par Infocom (Zork, l’adaptation du Guide du voyageur galactique) ou encore Sierra Interactive (Mystery House), en France dans les années 1980 avec des sociétés comme Froggy Software (Le vampire fou, Paranoiak, Le crime du parking) et Compagnie Informatique Ludique (L’enlèvement, La bête du Gévaudan). On est à l’époque dans des jeux à analyse syntaxique : une description figure à l’écran, on tape l’action qu’on veut que notre personnage réalise ("Attraper lampe", "Aller vers l’ouest", "Ouvrir porte"), et le jeu vidéo reconnaît les mots et fait évoluer l’histoire dans la bonne direction. Fiction interactive et bibliothèques Modifier
Emily Short's Interactive Storytelling | Essays and reviews on narrative in games and new media Interactive Fiction - Beginner Resources At some point we were all newcomers to the world of interactive fiction and adventure games. The articles and links on this page will help get you acclimated. Introducing Interactive Fiction Not sure what this "interactive fiction" stuff is all about? A Beginner's Guide to Interactive Fiction A guide to how IF works, how you interact with a game, and more. How to Play a Text Adventure, Part 1 If you're new to the world of text adventures, this article will help you learn how to play them by walking you through the beginning of a game. How to Play a Text Adventure, Part 2 In the second and final part of the series, I lead you through more of Nate Cull's game Glowgrass. Finding Your Way Around IFArchive The Interactive Fiction Archive is your source for text adventures, adventure programming languages, and just about anything else having to do with interactive fiction. Downloading and Running Text Adventures A Beginner's Guide to Graphic Adventure Games Macintosh Text Adventure Interpreters
News and Updates | IGDA Studio » twine I recently built a game – The Party – using Twine, and styled it using CSS3. The source can be found here. I’ve always had an interest in interactive stories. I loved Choose Your Own Adventure books, Lone Wolf, even MUDs and RPGs with deep conversation trees (BioWare games). These kind of interactive experiences have always been available to make, but until Twine, were always sort of cumbersome to build and publish. Twine lets you drag and drop passages into a connected tree. My comments on building The Party can be broken down into Technical and Narrative categories: Twine itself is still in beta, so the program itself could still use some polish. The passages in The Party You can include CSS and javascript in their own passages (using the tag “stylesheet” or “script”). CSS3 lets you do some fun animations Twine also supports macros. The other problem with macros is that they render as whitespace in the final passage. Conditional logic in Twine Large stories get pretty difficult to “debug”.
a kiss little league sign-up\nrecycling stickers sold\ntrash sticker sold\nthe fire department guys hang out\nthe cops hang out\nthe nearest bench to the bus stop\ncouncil meetings\nthe office of the code enforcement guy\na mail box\n\n[[where everyone really buys their trash stickers]]\n[[how fire department guys hang out]]\n[[one of the cops]]\n[[the saga of the bench]]\n[[why they know where the code enforcement guy’s office is]] You have to ask him two questions: \n\n1) What do you do for a living?\n\n2) What’s the secret of your success? You know it’s a good snuggle when the cats come to nail it down. Look at the tattoos on other people, find ones you like, ask them who did the work. All sorts of things go with the mushrooms, if you ask her! Everything that doesn’t happen exactly the way she wants it. Because the ache that makes and breaks you in and out of love feels like a fist has wrapped itself around your heart and is alternating between clenches and tosses. Lines. Used tissues.