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Gamebooks range widely in terms of the complexity of the game aspect. At one end are the branching-plot novels, which require the reader to make choices but are otherwise like regular novels (this style is exemplified by the originator of the gamebook format, Choose Your Own Adventure, and is sometimes referred to as "American style").
Each user obtains a different outcome based on the choices they make. Cybertexts may be equated to the transition between a linear piece of literature, such as a novel, and a game. In a novel, the reader has no choice, the plot and the characters are all chosen by the author; there is no 'user', just a 'reader'. This is important because it ...
An example of a "bonus material" style inner story is the chapter "The Town Ho's Story" in Herman Melville's novel Moby-Dick; that chapter tells a fully formed story of an exciting mutiny and contains many plot ideas that Melville had conceived during the early stages of writing Moby-Dick—ideas originally intended to be used later in the ...
Literary fiction is a term that distinguishes certain fictional works that possess commonly held qualities to readers outside genre fiction. [citation needed] Literary fiction is any fiction that attempts to engage with one or more truths or questions, hence relevant to a broad scope of humanity as a form of expression.
As the games were text based and used variants of the same Z-machine interpreter, the interpreter only had to be ported to a computer once, rather than once each game. Each game file included a sophisticated parser which allowed the user to type complex instructions to the game. Unlike earlier works of interactive fiction which only understood ...
In addition to the above definition, Aarseth explained ergodic literature as two-fold: a normal text and a machine capable of producing several manifestations of a text. [3] One of the major innovations of the concept of ergodic literature is that it is not medium-specific so long as the medium has the ability to produce an iteration of the text.
LitRPG, short for literary role-playing game, is a literary genre combining the conventions of computer RPGs with science-fiction and fantasy novels. The term was introduced in 2013. [ 1 ] In LitRPG, game-like elements form an essential part of the story, and visible RPG statistics (for example strength, intelligence, damage) are a significant ...
Undertale has many examples of metafiction, with the largest overall example being how the game uses one of its characters, "Flowey the Flower", to predict how the player will view and interact with the game. Flowey was given the ability to "save/load" the game, like how a player is able to save/load a game file in most video games.