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which visual seemingly three-dimensional surround scenarios have replaced the limited<br />

text world and navigation commands ofearly text-based games.<br />

A second interesting point is the move away from an emphasis on conversation, as the<br />

personalised exchange between reader and computer, <strong>to</strong>wards a metaphor of<br />

exploration, of a space or narrative created by the computer partly in reaction <strong>to</strong> the<br />

reader's input. Wooley explores this point further and argues that interactivity should be<br />

defined<br />

"not as a conversation between a natural and an artificial intelligence, but as an<br />

exploration of some form of cyberspace. "I believe that conversation is the wrong<br />

model for dealingwith a computer" wroteJohn Walker, the enigmatic founder of the<br />

software company Au<strong>to</strong>desk. "Since inception we've seen computers as possessing<br />

attributes ofhuman intelligence ("electronic brains", and this has led us <strong>to</strong> impute <strong>to</strong><br />

them characteristics they don't have, then expend large amounts of effort trying <strong>to</strong><br />

program them <strong>to</strong> behave as we imagine they should. When you're interacting with a<br />

computer, you are not conversing with another person. You are exploring another<br />

world."><br />

The aim of Interactive Fiction is therefore not so much <strong>to</strong> develop narrative strands in<br />

collaboration with its readers, but <strong>to</strong> create a textual space, mapped outby an author and<br />

navigated by readers. This, in consequence, has an effect on the position of the author<br />

which shifts in relation <strong>to</strong> the reader and <strong>to</strong> the text. While authors never have <strong>to</strong>tal<br />

control over their work, they usually playa major part in the execution of the physical<br />

creation process, even in the random cut-up collage or the OuLiPo au<strong>to</strong>mated writing<br />

formulae. The author of interactive fiction must step back and write programs that the<br />

users execute. The author is writing the rules, creating scenarios and the underlying<br />

program structure while the execution of the resulting program is the task of the<br />

reader/player and the computer.<br />

3,2,3; The His<strong>to</strong>ry ofInteractive Fiction<br />

The term "Interactive Fiction" is usually applied only <strong>to</strong> electronic texts and often even<br />

more limited <strong>to</strong> a specific type ofadventure s<strong>to</strong>ry/game similar <strong>to</strong> the "Choose Your Own<br />

Adventure" children's books discussed in previous chapters.In the "Interactive Fiction"<br />

newsgroup, one of the discussion groups on the internet, Interactive Fiction is defined<br />

36Wooley, Virtual Worlds:, p.l54.<br />

Chapter 3 -page 103

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