One-Month Intensive Workshop in Interactive Fiction A Sample Syllabus Nick Montfort http://nickm.com (For use during an independent study period, during a summer session, or in a college that has one-month intensive classes.) Using Inform, a free, object-oriented programming language with C-like syntax that was developed specifically for interactive fiction (IF), students will create three IF works over four weeks, while interacting with important works in the form and discussing them from the standpoint of IF creators -- those who both write and program of IF works. Students will also read scholarship about IF. Prerequisites: Programming experience, familiarity with interactive fiction. Texts: 1. Montfort, Nick. Twisty Little Passages: An Approach to Interactive Fiction. MIT Press, 2003. We will read and discuss this during the first several classes. 2. Nelson, Graham. Inform Designers Manual, Fourth Edition. IF Library, 2001. This will be an essential reference for everyone as we work in Inform; it also contains some good writing about IF which we will discuss in class. A computer lab could suffice for this class, but it would be ideal if students had their own notebook computers on which to develop. The possibility of such a setup is made greater by the fact that very old notebooks (without question, 386- and 486-based systems) are powerful enough for developing IF in Inform. Even scrounged notebooks (which might be available in closets around campus) running DOS would allow students to carry their work around with them at all times and show it to others during testing. Licensed copies of all the IF works to be read must be available; in effect simply this means that the "Masterpieces of Infocom" CD must be owned by each of the students (they could purchase it as if it were a required text; it costs about $15 and can be downloaded from a site rather than shipped to the buyer) or the department must own a copy of it for each student. The other works are either free or (in the case of Mindwheel) it is impossible to purchase licensed copies. We could arrange access to two licensed copies of Mindwheel owned by the instructor, if no other arrangements could be made. WEEK 1 - Interact with Adventure (Woods & Crowther, 1972-77), Zork (mainframe version, a.k.a. "Dungeon," Blank, Lebling, Anderson & Daniels 1977-79), and Jigsaw (Nelson, 1995). Student presentations on each. - Read Inform Manual (or use it to learn Inform); Read various articles including IEEE Zork article; Read Chapters 1-3 of Twisty Little Passages - Learn Inform with reference to Adventure, Zork, and Jigsaw Inform source code (after completing readings of the three) and with reference to the tutorial game, Ruins. - Write & program a small treasure-hunt in an underground or indoor setting. This should be a modification or adaptation of an existing game for which the source code is available -- the goal here is to learn Inform and see what is easy and hard to do it, not to create a complete and stunning work. WEEK 2 - Read Mindwheel (Pinsky, 1984), Wishbringer (Moriarty, 1985) and A Mind Forever Voyaging (Meretzky, 1985). Student presentations on each. - Read Chapters 4-6 of Twisty Little Passages - Write & program a work in which a character is represented as a setting (as in Mindwheel) that is transformed over time (as in Wishbringer and A Mind Forever Voyaging). WEEK 3 - Read Photopia (Cadre, 1998), Trinity (Moriarty, 1985), and In The End (Mason, 1996). Student presentations on each. - Read Chapters 7-8 of Twisty Little Passages - Begin main project and complete writing & programming of the "whole" work (so that it can be played from start to finish). WEEK 4 - Read Little Blue Men (Gentry, 1998), Suspended (Berlyn, 1983), and Varicella (Cadre, 1999). Student presentations on each. - Read Chapter 10 of Twisty Little Passages - Test & expand main project. - Present additional ideas for future projects for discussion using programmed mock-ups. "Interact with" means "play through to a 'winning' conclusion, reading all the text produced." Students will be asked not to use walkthroughs or "solves" -- these are ordinary parts of the game-playing experience, but are not conducive to learning about the difficulty and ease of puzzles and the types of puzzle-solving activity that players go through. Instead, they will be strongly encouraged to consult one another for help. By the end of the course students will each have had extensive experience with twelve important IF works and will have created three works themselves -- one a substantial project (although not necesarially large in the size of its simulated landscape or intricate in the organization of its puzzles and plot) that should be suitable for release and enjoyment by the IF community and other members of the public.