讲故事与叙事2016monsterfeet.com
被格鲁吃掉:关于 Infocom 游戏、文字冒险与互动小说的播客
Eaten by a Grue: podcast on Infocom games, text adventures and interactive fiction
导读
这篇帖子介绍了一档关于 Infocom 游戏、文字冒险与互动小说的播客,评论区从历史、作品形式和多人 MUD 等角度延伸讨论。对写作者来说,它展示了纯文字如何构建开放世界、赋予读者行动自由,以及形式创新如何成为叙事的一部分。
可以直接用的写作要点
- 01
没有画面时,读者靠想象补全世界;写作要善用留白,而不是把一切写满。
- 02
给读者或用户留下“可以输入任何东西”的参与空间,并让叙事智能回应,能大幅增强代入感。
- 03
把文体结构本身当成创意工具:有作者直接把小说写成文字冒险,用指令和提示推进故事。
- 04
多人协作叙事时,文字媒介让引导故事更灵活,不必等待美术等资源,适合即兴共同创作。
HN 评论精选
小说可以整体采用文字冒险的结构,让形式本身成为叙事和卖点。
如果你喜欢经典文字冒险,可能会对一本即将出版的书感兴趣:它不是“选择你的冒险”那种,而是把主角真正放进一个文字冒险里,带有“该做什么”的提示等等。书叫《Post High School Reality Quest》,2017年6月出版。免责声明:我妻子是作者,我可能有偏见;不过我读过早期版本,觉得扎实,之后更好了。出版方负责人把它比作《Microserfs》。
FreezerburnV查看英文原文
If you're into good old text adventures, you might be interested in an upcoming book that (as far as I'm aware) is fairly unique in that it's written as a text adventure. Not a choose your own adventure book, but as if the main character is literally in a text adventure, with prompts on what to do and everything: https://www.goodreads.com/book/show/31374622-post-high-school-reality-quest It's coming out June 2017. Disclaimer: I'm married to the author, so I might be biased :P To be fair though, I read a very early copy, and thought it was solid. It's only gotten much, much better since what I read. The head of the small press publishing it has compared it to Microserfs.
纯文字冒险用“输入任何指令+智能回应”制造开放世界感,深刻影响了后来的游戏叙事。
要理解互动小说,得回到70年代:那时没有图形、没有动画,也没有微电脑和D&D。学校大型机上的《Adventure》和《Dungeon》(后来拆成三部《Zork》)允许玩家输入任何内容,电脑会相当智能地回应——在当时堪比今天的《刺客信条》。这种看似“开放世界”的游戏改变了电脑游戏,影响了后来的一切。Zork 是老派 IF,难、有时不合逻辑,但谜题就是谜题;如果你只想要简单或带提示的谜题,那你是被挑战,还是只想娱乐?
ChicagoDave查看英文原文
To understand Interactive Fiction, you have to travel back to the 70's when computers took up a large room, paper terminals ruled, and the primary programming language was COBOL. In those days, there were no graphics. None. There was no animation. Apple and IBM had not created microcomputers yet. There was no Amiga or Commodore. At this time, in the mid to late 70's, high school students were just getting access to paper terminals that "dialed in" over coupler modems. Taking a programming class was an elective and few did. There also wasn't any D&D or role playing games. None of this existed. So along comes these two free games on these school mainframes; Adventure and Dungeon (later split into three commercial Zork games). They had the audacity of allowing you, the player, to type anything you wanted, and the computer would respond, at that time, very intelligently. By today's standards it may seem simple, but back then, it was the equivalent of playing Assassin's Creed today. This seemingly "open world" gaming changed everything about computers. It inspired everything that came after, including video games and still is the foundation of much of the standard game play of today. Now. Zork was old school "IF". It was hard, illogical at times, and on a fairness scale probably as high as it gets. But puzzles are puzzles. If you like easy puzzles or puzzles that give you a cheat sheet, then are you really being challenged or are you just looking for entertainment? I prefer a challenge because that _is_ what entertains me. So first realizing that the Thief in Zork will steal all your possessions (whether you drop them or not), then realizing you have to kill him, then realizing he's the only one that can open the egg, then realizing that he's really hard to kill in certain situations, then realizing you can use the DIAGNOSE command to warn you when you're about to die so you can run away and get better. To me, that's not boring at all. That is essentially the same kind of challenging puzzle you'll find in any of today's video games. It's just that the "graphics" are in your head. Not on a screen.
文字媒介让多人协作叙事更灵活,不必依赖美术资源。
现在仍有很多 MUD,可以看作《Zork》的多人扩展版;有些高峰时仍有500多个付费账号在线,角色年龄超过25年,比如 Gemstone IV。我常把它解释成“没有图形的《魔兽世界》”,或“快节奏的 AD&D”。这种媒介让主持人引导协作故事时非常灵活——不用等美术资源。
GoatOfAplomb查看英文原文
There are still a lot of MUDs out there, which I'd consider to be multi-player extensions of games like Zork. Some still draw 500+ paying accounts logged in at peak times, and have characters that are 25+ years old, like Gemstone IV (play.net/gs4). I tend to explain it as "World of Warcraft without graphics", but "rapid-paced AD&D" is a fair approximation, too. The medium gives the people running the show a lot of flexibility in how they guide collaborative stories - no need to wait on art assets!
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