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Journal Title: Creative writing in the digital age
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Month/Year: 2015Pages: 141-151
Article Author: Reed, Aaron A.,
Article Title: Telling Stories with Maps and
Rules: Using the Interactive Fiction
Language 'Inform 7' in a Creative
Writing Workshop
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Telling stories with maps and rules: Using the interactive
fiction language "Inform 7" in a creative writing workshop
Aaron A. Reed
During two recent summer sessions at the University of
California, Santa Cruz, I had the chance to design and teach
a unique class combining a creative writing workshop with a
seminar on reading and writing interactive fiction (IF).
I
In the
course, I led an interdisciplinary mix of students from both
arts and engineering backgrounds with widely varying
degrees of experience in programming and creative writing
through the 40-year history of digital literature, taught them
some tools to create it, and challenged them to make a
creative project both as fiction and process that told a story
demanding participation from its readers. Both times I taught
the course, students rose to the challenge, creating a variety
of fascinating pieces including playable recreations of
emotional traumas, philosophical explorations of the
meaning of choice, and simulated conversations with dead
relatives. Making interactive fiction requires a unique blend
of creativity and logical thought, of writing prose and crafting
code, and that duality makes it an exciting entry point into
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the creative writing process for a generation weaned on
digital games. Crafting good interactive stories is a unique
form of constrained writing that challenges students to
strengthen their traditional writing muscles in unique
142
USING DIGITAL TOOLS AS CREATIVE PRACTICE
and surprising ways. I'd like to share some of my successes
and failures in teaching the course using the language Inform
7 and why this nontraditional approach is worth considering
for instructors looking to engage their students in novel ways.
According to Aaron Reed, why does it make sense to
combining writing and programming?
A beautiful precision of language
Why muddle programming together with writing? The two
acts may seem to have little in common: the epitome of
logical, orderly thought and the chaotic, freewheeling energy
of raw creative process. But I've found many productive,
surprising synergies between these two forms that can be
explored together in IF projects. Both practices require a
careful precision of language to achieve a desired effect,
either perceptually (in a human reader) or mechanically (for a
computer running a piece of code). Just as a misplaced word
in a story can jar a reader out of a sense of flow and
immersion in an imagined world, or radically alter perception
of place or character, a misplaced word in a computer
program can cause it to crash, misbehave, or perform in a
drastically different way. Both novice writers and coders
underplay the need to choose words with care. To explore
this point in the course, we took a tour through progressively
shorter forms of fiction, starting with microfiction of a few
hundred words and moving down to "Twitter fiction" and six-
word stories. These miniature forms make it clear how much
the right word can convey, as in the classic Hemingway
example, "For sale: baby shoes, never worn. "2 In a
workshop session, students wrote sentences and then
aggressively edited them to weed out unnecessary language,
aiming for the sharpness of the six-word stories where each
word contributes meaning to the whole. This precision of
language is useful not only for creative writing but also for
programming, where a misplaced word or punctuation mark
can create not just aesthetic but functional problems.
TELLING STORIES WITH MAPS AND RULES
143
Identify one special challenge an author faces in
choosing words for interactive fiction.
Focusing on clarity of language is also important because
IF does more than just tell a story. it creates an interface into
a fictional world that the reader-player must understand and
communicate with for a successful traversal of the narrative.
While in theory any text can appear in an interactive story, in
practice those words must also function to explain the
environment and indicate how a player can interact with it.
One of IF's unique charms (and archetypal frustrations) is
that the verbs and nouns a given work understands are
usually not explicitly revealed: instead, the player must learn
them through experimenting with the story and studying its
text. One of the key differences between a well- and poorly
written IF is how successfully it leads the player toward
productive actions (those for which the author has created a
response). Like a magician subtly forcing a card on an
audience member, the IF author must do everything possible
to suggest certain commands and undercut others, while still
giving players the impression of free will and possibility.
Consider this sentence from Eric Eve's IF Snowquest: "So far
as you can see nothing grows here; the ground is quite bare
apart from an abundance of snow lying deep and crisp and
uneven. "3 While a seemingly casual description, the words
carefully hint at the correct course of action: the player can
find something buried under the snow if they dig. "Deep"
impfies there's enough snow to cover something; "uneven"
and "so far as you can see" both suggest something might
be hidden awaiting discovery. "Crisp" suggests an unbroken
expanse waiting to be disturbed. The lack of any substantial
noun other than the snow-covered ground focuses the
player's attention; by not mentioning trees, pine cones,
footprints, the sun, or any of hundreds of other things that
might exist in a real-world location, the author signals that
these things are not an important part of the story world, and
players witt probably not be successful if they try to interact
with them.
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144
USING DIGITAL TOOLS AS CREATIVE PRACTICE
What is “constrained writing”? Give an example of
such writing, other than interactive fiction.
At the same time, IF authors share the desire of any writer
to create beautiful prose and compelling stories, so the text's
functional purpose must be woven into its aesthetic goals,
even if these at times seem at cross-purposes. We might
productively call this a form of constrained writing, like
constructing a sonnet or writing a story without using a certain
letter: careful work is required to produce a result both
aesthetically pleasing that also follows the rules of the form.
Forcing writers to think around constraints can result in both a
heightened awareness of the act of construction and an output
that breaks from the writer's familiar style. By asking authors to
continuously work to craft a specific mindset in the player, IF
encourages the kind of intentional thinking that is just as useful
in traditional writing, where helping the reader understand a
character or concept can require equal care and precision.
According to Aaron Reed, how did interactive fiction
begin? How is newer IF different from the early stories?
IF and Inform 7
It's worth contextualizing the history of this form of writing in a
little more detail before moving on. Interactive fiction as a
mode of storytelling has been around since the 1970s and is
probably still most recognizable as the
'text adventures" Zork
and Witness, popular on early home computers. After a
commercial heyday, the medium was rediscovered and
reinvented by nostalgic hobbyists, writers interested in
programming (and vice versa), and more recently, academics,
all of whom have helped shepherd the form through various
waves of experimentation and innovation, trying to discover
how adding interactivity changes an encounter with a textual
narrative. At its core, IF relies on a call-response form, where a
narrator tells a story happening to a central character (usually
through second-person present tense text) and
TELLING STORIES WITH MAPS AND RULES
145
readers must frequently give instructions as to what they'd
like that character to do next. IF has been placed in the
tradition of the literary riddle,
4
a fragment of story that only
becomes complete when the listener supplies the correct
solution. More broadly, Umberto Eco classifies ail such
artworks as "open works, which are brought to their
conclusion by the performer at the same time as he
experiences them on an aesthetic plane . his comprehension
of the original artifact is always modified by his particular and
individual perspective.'
Before beginning to teach with Inform 7, what was
Reed’s history with interactive fiction?
Having experimented with the form for years and produced
some major works with it, I wanted to find a way to share the
sense of discovery and exploration that diving into this
unmapped territory awoke in me.
What is Twine? Why, in your judgment, did Aaron Reed
start with Twine in his class?
While the course began with hypertext projects created in
Twine, a popular tool for making link-based fictions,
6
we spent
the bulk of our time with a more powerful program called
Inform 7.
7
Both a programming language and a tool for
working with that language, Inform is designed specifically to
create IF. Writers describe an environment (a series of
connected locations containing objects), a set of actions that
can happen in that environment, and rules defining behaviors
between, or cause and effect relationships for, the characters
and objects in the world. The uniquely literary character of
these environments and rules can go beyond simply
describing scenes that could be visualized graphically,
potentially making use of the whole range of techniques
available to traditional literature. IF has made explorable inner
emotional landscapes, subjective realities filtered through an
unusual or unreliable narrator, or environments rife with
wordplay. An example of this is Emily Short's Counterfeit
Monkey,
8
which imagines a world where letters can be
inserted or removed from items to alter them: the title
146
USING DIGITAL TOOLS AS CREATIVE PRACTICE
references a scam involving a monkey and a "k-remover,"
typical of the delightful lateral thinking found throughout.
How is Inform 7 different from other computer
languages?
Inform is an unusual programming language as its code
reads like English sentences, rather than the more opaque
input of a language like C++ or Java. Writing "Al's Bistro is
east of Downtown" establishes two locations and a spatial
connection between them; adding "A grilled cheese sandwich
and a half-empty glass of beer are on the table in Al's"
decorates one of these places with incidental details. More
complex sentences can create rules and behavior, such as
"After insulting Al, now every person in the bistro hates the
player." These sentences are still code—Inform can't
understand arbitrary English—but the approach allows
example programs to be understood much more easily by
novice programmers and creates a pleasing symmetry
between the language of input and the language of output.
One of the interesting side effects of this playful intersection of
words and logic is that poems can be written in Inform 7 that
compile into playable simulations of themselves, such as this
limerick:
The Hole Below is a dark room.
The description is "Cavernous gloom.
The lamp is in Seoul.
Before going in hole,
Instead say "You will break your neck soon."
According to Aaron Reed, why is Inform 7 suitable for
classroom use?
In addition to its interesting intrinsic properties, Inform is well
suited for classroom use. It's freely available and runs on any
modern operating system, eliminating the need for all students
to have access to the same type of computer. The Inform
editor is easy to use and simplifies much of the complexities of
compiling and releasing projects; it can easily output a story
and its source code as a set of styled webpages a student can
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TELLING STORIES WITH MAPS AND RULES
147
upload or submit. A large and active community online uses
the language and answers questions about it, and a great
many tutorials, references, and other resources are available
online.
9
Finally, Inform is an established, stable platform that
has been around for a decade in its current format and rests
on foundations that have been largely unchanged since the
1980s, so it's not likely to disappear within a semester or two.
While the full language includes a lot of powerful functionality,
its core features are enough to produce playable textual
environments within minutes of getting started, while stilt
leaving headroom for more advanced students to tinker and
explore more complicated features.
According to Aaron Reed, why is it difficult to create
character-driven IF stories?
Strategies for character-driven interactive stories
What kinds of stories can students tell with IF? One important
way the form differs from traditional fiction is in its presentation
of character. While humans excel at making up imaginary
people, computers don't; it's much easier to create a
convincing textual simulation of a static object or landscape
than of a living, acting, and reacting person. While this is still
an evolving problem for the field of interactive storytelling,
authors have nevertheless managed to create meaningful,
moving, and effective interactive stories that, yes, are about
people anyway. Since some of their strategies can be
counterintuitive from a traditional creative writing perspective,
it's worth exploring a few of the more common approaches to
characters in IF.
What does Reed mean by “story as tableau”?
The most familiar metaphor is probably story as tableau,
where the player controls a character investigating the
physical remnants of a story that happened in the subjective
past. The story of the player's character exploring this detritus
becomes a frame for the interior past story, revealed perhaps
148
USING DIGITAL TOOLS AS CREATIVE PRACTICE
through letters, abandoned possessions, details of setting
and environment, and other physical remnants. A variant
is to make the interior story the main character's own
past, revealed to the player through flashbacks or
memories. In my IF Sand-dancer,
10
the main character
plays a troubled teenager who crashes his pickup on a
lonely New Mexico road while on his way to make a
significant life choice. As the player explores an old
ranger station trying to find a way to fix the truck, the
character encounters places and objects that remind him
of his troubles, through which the player slowly learns his
backstory, what's at stake, and what the eventual choice
will mean. Exploration of physical spaces can easily map
to exploration of mental spaces, emotional spaces, or
many other frames and paradigms.
How can an interactive story use “conversation as a
map”?
Stories can also use conversation as a map, treating an
interaction with a character as a tree-like branching
structure with nodes representing points where the
player-controlled character chooses what to say next.
Many works using this structure are designed to unfold
across several playthroughs, revealing different facets of
a character as the player sees how they respond to
different kinds of conversational gambits or actions. Emily
Short's Galatea
l
consists entirely of a highly branching
conversation with a complicated character whose full
story can only be uncovered through multiple traversals.
While care must be taken to minimize the scope of a
conversation, this format is familiar to many game players
and can be an interesting way to explore a dialogue-
driven approach to story.
What does Aaron Reed mean by “using social
norms as rules”? What sort of rule is he apparently
referring to? Offer one example of an IF story based
on “social norms as rules.”
TELLING STORIES WITH MAPS AND RULES
149
A more complex but potentially more rewarding model
is using social norms as rules, where the expected social
behavior in a particular story context is encoded as rules
that characters (including the player) must obey. In
Stephen Bond's Rameses,
12
the player controls a bullied
teenager who will often refuse to obey commands not
because they are technically impossible or improperly
phrased, but because they violate the character's sense
of his own role and agency within the constrained social
order of a boarding school. The reader gains a powerful
understanding of these impiicit social rules through
exploring the author's construction of them as a formal
system. This technique touches on the concept of
procedural rhetoric,
13
the idea that interactive systems
can convey meaning through the structure of their rules
and play, not only their "content" in the more traditional
sense of words and pictures. Though it requires an
adjustment in thinking, as a style of storytelling this can be
a powertul, engaging way to tell character-driven stories
by putting the reader-player in a character's shoes, in an
even more direct way than a linear second-person
narrative.
As another example of this last approach to character, in
the course we studied an IF called “Mid the Sagebrush and
the Cactus,” which uses a basic conflict system to drive a
Wild West showdown between a wounded
gunslinger and
a grieving son. Various conversational strategies (such as
placate, explain, and taunt) and physical actions (such as
shooting or dodging) will succeed or fail based on your past
actions, the other character's changing mood, and a certain
amount of randomness. The system in the short piece is
just complicated enough to allow for some strategy, while
remaining simple enough to get a sense of how it works
with only a few playthroughs. Completing the story with a
satisfactory ending requires understanding the two central
characters well enough to know what their soft and hard
spots are, both physically and emotionally—an
understanding gained through interacting with the system
abstracting their perceived options and the social rules of
Western showdowns into programmatic form.
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USING DIGITAL TOOLS AS CREATIVE PRACTICE
Thinking about characters in these procedural,
abstracted ways can be challenging. Students might be
tempted to turn the focus away from characters to abstract
puzzles or story-free environments, which can work for
traditional IF but isn't the ideal outcome in a creative writing
workshop. But by encouraging students to tell stories about
people, introducing them to techniques such as character
studies when developing their story ideas, and pushing
them to think about conflicts, emotional stakes, and other
facets of good storytelling, an instructor can encourage
students in directions that will help strengthen their writing
muscles. A writer needs to think carefully through the heart
of a story to convey it in a form where the characters can't
be as expressive as in traditional fiction.
How was Aaron’s course a success?
Successes
Pushed outside comfort zones and easy solutions by the
challenges of authoring IF, my students produced surprising
and invigorating stories that engaged with the creative
possibilities of an interactive medium, with prose often
reflecting the greater thought and attention to detail
provoked by the unique constraints of IF and structure of
Inform. One standout student project, Will Lee's Apathology,
alternated between sequences of hypertext fiction and
traditional parser-based IF to tell a Kafkaesque story about
an unnamed protagonist arrested for a crime he didn't
commit and sentenced to death. As his freedom is stripped
away, the player's freedom also changes through both the
different textual media used and the shifting commands and
environment in the IF sequences. The ability to make
meaningful choices, and what choices are available even
when choice is offered, becomes a central theme. The
story's conclusion suggests that God is the oniy one with
true choice, and this is followed by a readout of the project's
source code and an invitation to edit it, literally rewriting the
rules of the protagonist's universe. )n another project, Zane
Mariano's Lex, the player explores the life of a deaf
TELLING STORIES WITH MAPS AND RULES
151
synesthete who can literally see words spoken by people
around him. Exploring this character's life, the player moves
through a map of sentences, adding and removing key
words from them to uncover different biographical moments
and facts of the character. The player's control over
language echoes the complex relationship the protagonist
has with it; the unique structure and the player's primal
potency over the text makes the experience fundamentally
different from the same story if told with traditional prose.
These and other projects bore rich fruit from approaching
creative writing from the unusual directions of game design
and procedural practice, encouraging students to think
about storytelling and writing in fresh, original ways.
What are some of the challenges of teaching and
learning with Inform 7?
Challenges and strategies
Teaching creative writing with IF and Inform can present
several significant challenges it would be remiss to overlook.
While the rewards in my experience have been worth the
trouble, running an ambitious course like this can be
frustrating.
Learning a whole programming language in a few weeks
can be a daunting prospect even for students who have coded
before and especially for those who have not. I quickly learned
that trying to cover too much of Inform's extensive capabilities
in a five-week course was overly ambitious, especially with all
the reading and writing I was asking my students to do. A
revised version of the course was more thoughtful in selecting
a careful subset of Inform's full capabilities, designed to give
students a core set of connected skills without overwhelming
them with extraneous or complex details. In the first week of
using Inform, we learned how to create locations and link them
together spatially, add objects to those locations, and respond
to commands by players to move around and look more
closely at those objects. This basic
'explore and investigate"
paradigm offered a step up in complexity from the hypertext
152
USING DIGITAL TOOLS AS CREATIVE PRACTICE
module in the course's first week without being overwhelming.
In the following week we focused on actions and logic; I
introduced Inform's action rulebooks to adjust the behavior
and responses of the built-in verbs, and we looked at how to
create new actions and behaviors. This gave students enough
power to start creating procedurally interesting stories that
could really explore the possibility of IF while leaving more
advanced material for students who were more ambitious or
already had a background in programming. Most of inform's
features were never mentioned in class in favor of focusing on
and reinforcing a small core skill set. This approach worked
well, and the final projects demonstrated a better grasp of the
core material, and thus more competent narratives than the
more scattershot work from the first year.
While Inform's natural language syntax makes for elegant
code, it can be misleading in that it offers the illusion that any
natural language sentence should be understood. Students
often came to me with programs that wouldn't compile
because they were using sentences that read tike English, but
weren't patterns that Inform could understand. Taking care to
stress that Inform only recognizes certain sentences and that
sentences should be written just as they appear in the
textbook and supplemental materials I'd provided for
reference helped address this issue. Inform hampers itself a
little in this regard by frequently offering a number of alternate
ways of phrasing any given command. I found that picking a
single syntax to teach in class and ignoring the others helped
students recognize and learn through reinforcement the
particular tools they needed to get their projects running.
While many parts of writing and coding can be productively
explored in parallel, other aspects of these two processes are
less easily reconciled. Consider the process for peer critique
and feedback. Game design focuses on rapid prototyping to
converge on a "core gameplay loop," then iterating and
refining this basic skeleton into a more and more polished
final version.1 5 Feedback from play-testers IS sought
continuously during this process, and the conventional
wisdom says it's never too early for feedback. Game design
also tends to encourage collaborative processes of creation,
and game programming is frequently collaborative, as in the
practice of "pair programming," where two coders work
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TELLING STORIES WITH MAPS AND RULES
153
together to build a single piece of code, watching to catch
each others' mistakes. By contrast, writing is more often
perceived as a solo craft, its output not shown to others until
it's ready for feedback; a work presented at a workshop or
critique group might be expected to be the author's best work,
not an unfinished work-in-progress.
What are some remaining questions that Aaron Reed
raises?
Reconciling these different practices and traditions raises
some interesting questions. Should IF-in-progress be polished
in a workshop once nearly finished, or shown as a skeletal
prototype early on? Should an instructor ask for frequent
milestones and encourage collaboration, or put the focus on
individual effort and a final product? The answer depends to a
certain extent on the context of the course and what the
instructor most wants his students to take from it. In my case,
( wanted students to create personal, meaningful work, and
felt working in groups might stifle truer, more introspective
stories in favor of "safer" subjects, so I required that all
projects be individual. However, many students struggling to
learn Inform said they would have benefited from being
allowed to work in teams: a second pair of eyes can be
immensely helpfui when trying to catch a stubborn bug.
Splitting the project into two halves, one collaborative and
focused on mastering skills and the second solo and focused
on writing, might be a good solution.
I also wanted students to have a chance to get feedback on
their work, but the class size and quick timetable precluded a
traditional round-table critique format. My compromise was to
assign a series of quick "weekend experiment" projects
through the first few weeks of the course that students could
optionally show off to each other in a "demo fair" open
exhibition at the beginning of next week's class. The hope
was that students could get feedback on small-scale
individual works that would be helpful for their final project,
learning the kinds of things that did and didn't work in an
interactive story. While this was largely successful, some
students who were working on more personal pieces didn't
154
USING DIGITAL TOOLS AS CREATIVE PRACTICE
feel comfortable showing their work in this sort of casual
format and missed out on the sort of insightful feedback they
might have gotten from a critique-group approach.
Striking the right balance between the differing creation
practices of two communities means paying attention to the
size and needs of a particular group of students. In my case,
stealing elements from both game design and creative writing
practice best led to the hybrid works my course was designed
to explore, but an approach that focused more on one school
or the other could also be equally successful.
List at least two “great resources” for teachers who
wish to use Inform 7.
Perhaps one of the biggest obstacles to using Inform in the
classroom is the time investment in learning the language well
enough to teach it and answer questions, as well as creating
new lesson plans to cover it. Fortunately, there are several
great resources to help instructors using Inform in a classroom
setting. The language's official website at inform7.com has a
whole section on teaching, with resources broken out by grade
level and subject. Inform comes with extensive free
documentation and examples, and several full textbooks both
online and from major publishers can help guide instructors or
students through creating their first stories.
16
The language has
a large and active community quick to offer advice and answer
questions. At press time, the central hub of Inform users was
the Interactive Fiction Community Forum at http://intfiction.org.
IF author Emily Short has also compiled a list of courses with
syllabi that have used Inform.
17
Finally, a course like this can
also be a chance for cross-disciplinary collaboration. I've found
computer science departments are often willing to engage with
the arts and humanities, but rarely know where or how to
begin. Bringing a group of students together from multiple
backgrounds to work on projects at the boundary between
engineering and art is a great way to make connections, for
students and faculty alike.
In Reed’s classes, how many students gave up on
producing an Inform 7 story?
TELLING STORIES WITH MAPS AND RULES
155
All told, is teaching creative writing with Inform worth the
struggle? While it took some preparation, I found the class to
be intensely rewarding both times I taught it. I was able to
introduce creative writing to game design students who might
never have encountered it in a college context otherwise, and
introduce some experienced writers to a new mode of
storytelling. People have fun designing interactive stories; it's a
surprisingly beguiling activity, tapping into our natural urge to
manufacture secrets and then share them
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TELLING STORIES WITH MAPS AND RULES
156
with each other. Notably, in neither class did I have a single
student who tuned out and gave up; there were frustrations,
there were tears, but nobody flat out quit. I took that as an
encouraging sign as to the effectiveness of using IF in a
writing class, and hope it will inspire others to try the same
approach.
Notes
1
"Literary Games: The Intersection of Writing and Play."
DANM (Digital Arts and New Media) 132, Summer 2011
and
2012.
Syllabus
available
at
gamesaslit.textories.com.
2
Another favorite, from sixwordstories.net: "Saigon Hotel.
Decades later. He weeps.'
3
Eve, Eric. Snowquest. Inform 7/z-code, 2009. Interactive
fiction.
4
Montfort, Nick. Twisty Little Passages. Cambridge: The
MIT Press, 2003:
37. Print.
5
Eco, Umberto. The Open Work. Trans. Anna Cancogni.
Cambridge: Harvard University Press, 1989. Print.
6
You can find more about Twine online at twinery.org.
7
Nelson, Graham. "Natural language, semantic analysis,
and interactive fiction." The IF Theory Reader, eds.
Kevin Jackson-Mead and J. Robinson Wheeler. Boston:
Transcript On Press, 2006. 141—88. Print.
TELLING STORIES WITH MAPS AND RULES
157
8
Short, Emily. Counterfeit Monkey. Inform 7/G(uix, 2012.
Interactive fiction, Web.
9
The officiat website at inform7.com is the best starting
point to explore this information.
10 Reed, Aaron A. Sand-dancer. Inform 7/Glulx, 2010.
Interactive fiction. Web.
11 Short, Emily. Galatea. Inform 6/z-code, 2000. Interactive
fiction.
12 Bond, Stephen. Rameses. Inform 6/z-code, 2000.
Interactive fiction. Web.
13 Bogost, Ian. Persuasive Games. Cambridge: The MIT
Press, 2007. Print.
14 Gijsbers, Victor. 'Mid the Sagebrush and the Cactus.
Inform 7/Glulx, 2010. Interactive fiction. Web.
15 Fullerton, Tracy. Game Design Workshop. 2nd edn.
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