Adaptation of Language
Interactive Fiction critics and authors Anthony J . Niesz and Norman N. Holland give a brief analysis of the use of language adapted into interactive pieces. They state, “True, a reader sufficiently versed in that now very common programming language could decode it-but that would be an altogether different experience from reading the interactive fiction itself. The story one reads on the screen consists of only the relatively few alphabetic strings (words, phrases, or sentences that the program displays).” Language adaptation is essential in order to proceed in the game, and diversion from the language adopted by authors prevents players from proceeding at all, prompting responses which outline the restrictions enacted by the game’s creator. Hence, while players possess the ability to command characters within Interactive Fiction narratives, such commands are limited by the language adopted by the author, restricting the player’s agency and creating the new challenge of properly formulating commands that allow the story to progress.
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