Due to it’s literary foundations, visual flair is arguably something that can take a back seat when it comes to interactive fiction. While researching interactive fiction these past few weeks, I noticed that some of the most lauded pieces were lacking in extensive visual style. For example The Golden, States of Awareness, and Queenlash had the same default black background that comes when making a Twine game. Apart from the font color of each of these being changed to something relevant to their topic (purple for the royalty of Queenlash, green for the zombies of States, and gold for Golden for obvious reasons) there was not much to differentiate each visually.
In contrast to this, some of the more lackluster pieces of interactive fiction I’ve read were noticeably stylized. Some Space is memorable for its sci-fi background and futuristic font just as much it’s preference for puzzles over narrative. While it does add a futuristic aesthetic that fits with the narrative of a human immigrating to an alien world, there are also drawbacks to Some Space’s embellishment. The impressive quality of Some Space visuals juxtaposed against its lackluster parts do not result in a positive impression. It makes readers wonder if the writer didn’t spend as much time incorporating the puzzles into the piece as they did finding the right font. Granted this view might be unfair. Everyone has different strengths, and it is natural to want to show off what you’re good at. That said, it’s not entertaining to play or read something that was made just to show off. A piece of interactive fiction can look amazing, but it’s primarily the story being told that makes readers want to interact with it.
Although it doesn’t have as much of a sway on readers as narrative, writers of interactive fiction should still give some thought to the appearance of their work. It is possible for interactive fiction to have a memorable style and story. A good example of this is Bogeyman. The eerie black and white style of Bogeyman’s passages appropriately matches the dark subject of child abuse that is one of its themes. It sets the stage for the dark and intimidating world the protagonist finds themselves in, effectively setting the mood. In addition to color, a different font is used to indicate when the Bogeyman is talking. The heavy slightly jagged font paired with the lack of quotations makes the Bogeyman more intimidating. He comes across as speaking directly to the reader instead of the characters, making for a chillingly memorable experience. Bogeyman, along with Some Space, shows the impact style can make for better or worse when writing interactive fiction. It is worth it for authors to consider how to make their work visually unique, because when done right it can elevate an already good work.
Queenlash and Some Space are available on the Spring Thing Festival of Interactive Fiction 2021 Website.
States of Awareness and The Golden are available on the Spring Thing Festival of Interactive Fiction 2020 Website.
Bogeyman is available on the Interactive Fiction Database.
Sources
Bogeyman. Elizabeth Smyth, 2018. https://ifdb.org/viewgame?id=ltwvgb2lubkx82yi
The Golden. Kerry Taylor, 2020. https://www.springthing.net/2020/play_online/StatesOfAwareness/index.html
Queenlash. Kaemi Velatet, 2021. https://www.springthing.net/2021/play_online/Queenlash/Queenlash.html
Some Space. Rittermi, 2021. https://www.springthing.net/2021/play_online/SomeSpace/index.html
States of Awareness. Kerry Taylor, 2020. https://www.springthing.net/2020/play_online/TheGolden/index.html