1. El Mundo de la Ficción Interactiva.
La ficción interactiva (IF) se presenta como un género distinto, a medio camino entre la literatura y los videojuegos. Los creadores discuten los desafíos de equilibrar la narrativa con la jugabilidad, la complejidad de su desarrollo y su enfoque en un público lector.
- I’ve done some interactive fiction writing in the past. It’s a tricky balancing act between offering a bunch of choices that immediately end, or a single critical path that doesn’t branch meaningfully.
- I make interactive fiction. For readers.
- One interesting thing about writing interactive fiction is that advice for writing novels and advice for making games both kind of apply to you, but neither completley.
- Remember text adventures and zork? well, that genre, interactive fiction, is still alive and inviting us all to make and play!
- Funniest "feedback" you can get as a person who makes interactive fiction is "why does it have to be a video game? cant it just be a book or a movie?".
2. "Fiction First": El Debate en los Juegos de Rol.
En la comunidad de juegos de rol de mesa (TTRPGs), existe un debate recurrente sobre la primacía de la "ficción" (la narrativa compartida) frente a las mecánicas. Algunos sistemas priorizan que la historia guíe las reglas ("fiction first"), mientras que otros se centran en la simulación y las reglas como base del juego.
- If "fiction first" means "narrative is the first priority", then a fiction last ttrpg might look like a board game with a footnote telling players that they can imagine themselves in the game. 2/.
- The fiction in this case has a definition: the shared imaginative space that the game takes place in. What's there, what's going on, what's possible. It's not like the term just got thrown out there for people to guess at what it means.
- Which is why i love fiction first, narrative styled ttrpgs. City of mist, legends in the mist, dungeon world, candela obscura. My new fav' daggerheart.
- 34. Chaotically, i find very crunchy "button pressing" mechanics (a la pathfinder) to be more immersive and roleplay-friendly than ""fiction-first"" systems where every time i think of a specific thing i want to do, i have to stop and think about which abstract "move" it fits into.
- Precious little in design is as dumb as "fiction first" and i think it is also toxic in that it just encourages us to make worse games.
3. La Creación de Historias a Través del Juego.
Más allá de las reglas, muchos jugadores valoran los TTRPGs por su capacidad para generar historias únicas y colaborativas. La "ficción emergente" es el resultado de las decisiones de los jugadores, las tiradas de dados y la interpretación colectiva, creando una narrativa que no podría existir en otro medio.
- But i love the story that emerges in play, and that's more than enough.
- The collaborative fiction is the fun part of rpgs for me so i'm certainly supportive of your goals.
- This is one reason why i love tabletop role-playing games so much. It's emergent fiction, told by the people at the table, collaborating imaginatively to make the world they want to see.
- "that’s the power of rpgs. Not just the thrill of a great scene, but the empathy that emerges when a group of people believe together. When they leave the world they know, not to write fiction, but to co-exist in imagination." good stuff!
- The interactive fiction brainrot is synergizing with trad roguelikes like dungeon crawl stone soup. Need to keep on searching for more works that inspire the "emergent narratives" that i find fascinating in game storytelling.
4. Escribir Ficción vs. Diseñar Juegos.
Los creadores reflexionan sobre las diferencias fundamentales entre escribir ficción tradicional y diseñar para TTRPGs o videojuegos. Mientras que la ficción ofrece certeza y control, el diseño de juegos implica crear marcos para que otros cuenten sus propias historias, un desafío creativo distinto.
- The more i enjoy designing ttrpgs and settings, and the more i'd like to write some fiction as well, the more i am convinced that they are very different things.
- Writing ttrpgs and writing fiction satisfies two very different, but equally valid, parts of my brain. Ttrpgs pay the bills! so that’s where i dedicate most of my time and energy. But, some days i miss the… ‘certainty’ of fiction writing?
- I mean, you're probably in broader 'what is a game?' territory here, and that territory is heavily land-mined. Personally, i think it's the idea that you don't get to just choose what happens next like you do in fiction writing -- there's some constraints on your work.
- While game writing (especially adventure/scenario design) makes use of some of the same skills as fiction writing they are, in fact, different mediums that call for very different approaches.
5. Cuando la Ficción y la Realidad se Entrelazan.
Los juegos y la ficción actúan como un espacio seguro para explorar temas complejos y, a veces, incómodos del mundo real. Se discute el concepto de "bleed", donde las emociones del personaje afectan al jugador y viceversa, difuminando la línea entre la experiencia de juego y la vida real.
- In the worlds of art, film, literature, and gaming, these concepts describe the blurry line between fiction and reality.
- This makes the ttrpg space one of those where people can experiment with uncomfortable and possibly even dangerous ideas in a framework where the stakes are limited to the fiction.
- I resent how what i wrote for my game in fiction is not something i have to draw from reality for anymore, it's just straight up happening.
- Rpg’s are the one place where you want everyone on the same page that fiction is not reality or else you get writers getting weird about their writing partners imo.
- The game uses dice and fantasy elements, yet some players can't distinguish reality from fiction.