Implementation methods in interactive fiction

Emily Short has an interesting post charting the “whole gory evolution […] of my implementation strategy”. Useful comments follow about the more general programming issues, and both Andrew Plotkin and Mike Gentry comment on their own implementation methods.

(As it happens, I was in a few of the same undergraduate Classics classes as Emily Short. When I saw that someone by that name had just released a game called Galatea, I knew immediately that it would be very good, and very clever.)

The comments to Short’s post highlight what I’ve always found interesting about interactive fiction as a form. Some focus on the programming methodologies (XP and Agile Programming), others focus on the texture of the game-world. Both, of course, are essential; as always, IF is a narrative at war with a crossword.

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