Créez votre fiction interactive avec Twine : Makery Flashback dans vos années tendres. Vous avez huit ans et ouvrez un livre à la promesse alléchante : avec 42 fins différentes, à vous de construire votre propre aventure. Pendant tout l’été, vous ne décollez pas vos yeux de cet ovni littéraire et recommencez votre livre jusqu’à tomber sur une fin heureuse. Dans les années 1970 et 1980, l’édition jeunesse découvre les livres jeux, ces livres dont vous êtes le héros qui promettent des fins souvent atroces aux enfants (mourir de solitude, dévoré par un requin…). Reléguée au rang de culte vintage – le magazine technophile Daily Dot organisait en mai 2016 une session en direct sur Facebook, où les commentateurs avaient la main sur les décisions –, la pratique a muté sur Internet. On crée des histoires sur Twitter, sur Google Form, mais surtout sur Twine, un logiciel gratuit et simple d’utilisation, chef de file des aventures interactives nouvelle génération.
Interactive Fiction Interactive fiction was the first great computer-game craze. Through the early 1980s, the most sophisticated, complex, involving games available were the text adventures. Everyone agreed. Framed Adds a Graphic Dimension to Interactive Fiction (video) Interactive fiction, whether text-based games like Zorg or Choose Your Own Adventure style apps like Versu, has been around for decades. But in all that time the interactive component has always involved text more than images. Framed is going to change that. Framed is a project by Australia-based Loveshack Entertainment that puts the player in the role of a narrator. Unlike past interactive fiction that lets the reader make choices, in Framed creates a narrative by rearranging a set of panels from a comic. Each panel represents a part of a scene, and by changing the order one can change the events and create a new outcome.
Interactive Fiction - Beginner Resources At some point we were all newcomers to the world of interactive fiction and adventure games. The articles and links on this page will help get you acclimated. Introducing Interactive Fiction Not sure what this "interactive fiction" stuff is all about? Wikia Jeux vidéo à l'institut français du Maroc Par fiction interactive, on désigne les jeux vidéo qui se présentent sous forme textuelle, et peuvent alors s’apparenter à des récits sur le cours duquel il est possible d’influer par des choix. Qu'est-ce que la fiction interactive ? Modifier On est ici dans un genre assez ancien, qui remonte aux débuts du jeu vidéo sur micro-ordinateur, avec les jeux produits par Infocom (Zork, l’adaptation du Guide du voyageur galactique) ou encore Sierra Interactive (Mystery House), en France dans les années 1980 avec des sociétés comme Froggy Software (Le vampire fou, Paranoiak, Le crime du parking) et Compagnie Informatique Ludique (L’enlèvement, La bête du Gévaudan). On est à l’époque dans des jeux à analyse syntaxique : une description figure à l’écran, on tape l’action qu’on veut que notre personnage réalise ("Attraper lampe", "Aller vers l’ouest", "Ouvrir porte"), et le jeu vidéo reconnaît les mots et fait évoluer l’histoire dans la bonne direction. Fiction interactive et bibliothèques
In-depth: Is it time for a text game revival? For years, the traditional publishing industry has been telling us that nobody wants story-driven adventures or game forms oriented around interactive storytelling. But the Kickstarter age has been showing us something a little bit different, amid successful fundraising for developers of renowned adventure games of yore. But there's more than just nostalgia contributing to a potential revival for interactive stories. A broader gaming audience means appetites for game forms we might have once called "casual" in another time -- and furthermore, the popularity of tablets and e-readers means there's a real appetite for game forms that take advantage of a culture now habituated to reading on luminous screens in ways prior generations were widely not. In a market where books and games are close rivals for the most popular category on app stores, what happens when today's new gamers are hungry for something more than word puzzles?
Procrastination, thief of… ooh! wanna watch a movie? Procrastination. It’s a killer. It’s the bane of my life, and probably yours too. a kiss little league sign-up\nrecycling stickers sold\ntrash sticker sold\nthe fire department guys hang out\nthe cops hang out\nthe nearest bench to the bus stop\ncouncil meetings\nthe office of the code enforcement guy\na mail box\n\n[[where everyone really buys their trash stickers]]\n[[how fire department guys hang out]]\n[[one of the cops]]\n[[the saga of the bench]]\n[[why they know where the code enforcement guy’s office is]] You have to ask him two questions: \n\n1) What do you do for a living?\n\n2) What’s the secret of your success?
A Wet Towel In Space You just don't know (because who's going to tell you?) that when you leave Earth, travel outside its gravitational reach, hundreds and hundreds of everyday things — stuff you've never had to think about — will change. Like ... oh, how about a wet washcloth? Two high school students in Nova Scotia, Kendra Lemke and Meredith Faulkner, asked Canadian astronaut Chris Hadfield (who is orbiting the planet right now) what it would be like to dip a washcloth in water (they suggested he clump it into a bottle, then pull it out) and squeeze it.
Listen to the World Ears Wide Open By Kim Tingley A modern building of cedar, stone, steel and glass, set in a wooded sanctuary, houses the Cornell Lab of Ornithology in Ithaca, N.Y. On a wet morning in August, I visited the office of Mike Webster, the director of the lab’s Macaulay Library, home to one of the most comprehensive collections of natural-sound recordings in the world. Webster is a biologist who studies sexual selection and mating behavior in wild birds, and that includes the question of how their songs evolve.
The Unexpected Joy of Internet Art I’ve tried experimenting with all the ways museums have attempted to bridge the gap between us and the art in their cordoned off exhibitions: trawling through their digital collections, taking virtual tours of museum interiors, following their Instagrams as they post pictures of objects. None of this really does it for me. There’s already a glut of image-based content online, which leads to a kind of aesthetic collapse: A photo of a Cézanne still-life appears alongside an ad for Everlane jeans and a news article featuring a stock photo of a hospital.