Newsgroups: rec.arts.int-fiction
Path: news.duke.edu!newsgate.duke.edu!news-hog.berkeley.edu!ucberkeley!enews.sgi.com!newsxfer.eecs.umich.edu!news.umass.edu!world!meta
From: meta@pobox.com (mathew)
Subject: Re: Request for help: Academic journal issue devoted to Interactive Fiction
User-Agent: MacSOUP/2.4.6
Sender: news@world.std.com (Mr Usenet Himself)
Message-ID: <1ehjdeo.1l4rzfp1ps0caoN%meta@pobox.com>
Date: Tue, 26 Sep 2000 02:38:21 GMT
References: <8qoph8$gi2$1@wiscnews.wiscnet.net>
NNTP-Posting-Host: ppp0b062.std.com
Organization: Evil Geniuses For A Better Tomorrow
Lines: 23
Xref: news.duke.edu rec.arts.int-fiction:79210

[ So-minor-as-to-be-almost-nonexistent AMFV spoilers. ]

Dennis G. Jerz <JerzDG@uwec.edu> wrote:
> ANNOTATED INTERACTIVE FICTION CRITICAL SAMPLER
> Because transcripts of interactive events rarely make interesting reading,
> scholars who happen across transcripts of interactive fiction may receive
> the impression that IF is necessarily an uninteresting textual experience
> (as much of it, truth be told, is).  To solve this problem, a scholar/gamer
> could supply a bank of "saved games" that represent the most textually or
> thematically interesting passages.  A scholar/reader (who does not have
> time to play each of the games being studied) could then sample each of the
> saved games in order to experience, firsthand, the textual interaction that
> would otherwise be presented only in transcript.

A really good candidate for this, in my view, would be some annotated
transcripts and save games from the simulation part of A Mind Forever
Voyaging.  You could show the foreshadowing hidden in the small detail
changes between the first two simulation runs.


mathew
--
No taxation without representation!
