Shade (interactive Fiction)
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Shade (interactive Fiction)
''Shade'' is a psychological horror interactive fiction game written and published by Andrew Plotkin in 2000. Story ''Shade'' opens with the nameless protagonist awakening in his studio apartment before sunrise. Examining the apartment reveals that the protagonist is preparing to depart on a trip to Death Valley. After the protagonist locates his plane tickets and begins addressing the various tasks on his to-do list, the appliances and furniture spontaneously crumble and transform into piles of sand upon touch. The apartment slowly becomes buried under dunes of sand. The sand disappears briefly, suggesting the experience was illusionary, but then the protagonist feels dizzy and sits down. The apartment vanishes and the protagonist is suddenly outside and in the middle of a desert. The protagonist notices a small humanoid figure walking across the sand; interacting with the figure causes it to move more and more sluggishly until it eventually passes out and dies. The figure the ...
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Andrew Plotkin
Andrew Plotkin (born May 15, 1970), also known as Zarf, is a central figure in the modern interactive fiction (IF) community. Having both written a number of award-winning games and developed a range of new file formats, interpreters, and other utilities for the design, production, and running of IF games, Plotkin is widely recognised for both his creative and his technical contributions to the homebrew IF scene. Interactive fiction Plotkin was one of the earliest writers to use Graham Nelson's Inform development system, and one of the first since Infocom's heyday to explore the boundaries of interactive fiction as an artistic medium. Many later authors cite him as a primary influence. He has won many awards within the community, and is frequently interviewed for magazine articles about interactive fiction. Plotkin has also made major technical contributions to the interactive fiction medium, designing the Blorb archive format, the Glk I/O platform, and the Glulx virtual mach ...
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Programming Language
A programming language is a system of notation for writing computer programs. Most programming languages are text-based formal languages, but they may also be graphical. They are a kind of computer language. The description of a programming language is usually split into the two components of syntax (form) and semantics (meaning), which are usually defined by a formal language. Some languages are defined by a specification document (for example, the C programming language is specified by an ISO Standard) while other languages (such as Perl) have a dominant implementation that is treated as a reference. Some languages have both, with the basic language defined by a standard and extensions taken from the dominant implementation being common. Programming language theory is the subfield of computer science that studies the design, implementation, analysis, characterization, and classification of programming languages. Definitions There are many considerations when defini ...
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Manifesto Games
Manifesto Games was an ecommerce retailer of downloadable computer games, specializing in independently developed games aimed at hardcore gamers. It was founded in October 2005 by Greg Costikyan and Dr. Johnny L. Wilson, former editor of ''Computer Gaming World'', and is based in New York City. The company was announced September 29, 2005. Costikyan was the company's CEO while Wilson was Executive Vice President for Community and Content. On June 23, 2009, Costikyan announced that Manifesto was closing its doors, citing the 2008-2009 economic downturn, a lack of venture capital, and problems successfully marketing the company as a destination for independent games. According to Manifesto Games' manifesto, the company aims to avoid the narrowness of conventional retail channels by selling a large number of games (taking advantage of The Long Tail), and allow developers to experiment technically and artistically. An example of Manifesto Games' willingness to take risks is its sup ...
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Play This Thing
Manifesto Games was an ecommerce retailer of downloadable computer games, specializing in independently developed games aimed at hardcore gamers. It was founded in October 2005 by Greg Costikyan and Dr. Johnny L. Wilson, former editor of ''Computer Gaming World'', and is based in New York City. The company was announced September 29, 2005. Costikyan was the company's CEO while Wilson was Executive Vice President for Community and Content. On June 23, 2009, Costikyan announced that Manifesto was closing its doors, citing the 2008-2009 economic downturn, a lack of venture capital, and problems successfully marketing the company as a destination for independent games. According to Manifesto Games' manifesto, the company aims to avoid the narrowness of conventional retail channels by selling a large number of games (taking advantage of The Long Tail), and allow developers to experiment technically and artistically. An example of Manifesto Games' willingness to take risks is its sup ...
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MIT Press
The MIT Press is a university press affiliated with the Massachusetts Institute of Technology (MIT) in Cambridge, Massachusetts (United States). It was established in 1962. History The MIT Press traces its origins back to 1926 when MIT published under its own name a lecture series entitled ''Problems of Atomic Dynamics'' given by the visiting German physicist and later Nobel Prize winner, Max Born. Six years later, MIT's publishing operations were first formally instituted by the creation of an imprint called Technology Press in 1932. This imprint was founded by James R. Killian, Jr., at the time editor of MIT's alumni magazine and later to become MIT president. Technology Press published eight titles independently, then in 1937 entered into an arrangement with John Wiley & Sons in which Wiley took over marketing and editorial responsibilities. In 1962 the association with Wiley came to an end after a further 125 titles had been published. The press acquired its modern name af ...
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The Twilight Zone (franchise)
''The Twilight Zone'' is an American media franchise based on the anthology television series created by Rod Serling. The episodes are in various genres, including fantasy, science fiction, absurdism, dystopian fiction, suspense, horror, supernatural drama, black comedy, and psychological thriller, often concluding with a macabre or unexpected twist, and usually with a moral. A popular and critical success, it introduced many Americans to common science fiction and fantasy tropes. The first series, shot entirely in black and white, ran on CBS for five seasons from 1959 to 1964. ''The Twilight Zone'' followed in the tradition of earlier television shows such as ''Tales of Tomorrow'' (1951–53) and ''Science Fiction Theatre'' (1955–57); radio programs such as ''The Weird Circle'' (1943–45), '' Dimension X'' (1950–51) and ''X Minus One'' (1955–58); and the radio work of one of Serling's inspirations, Norman Corwin. The success of the series led to a feature ...
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Emily Short
Emily Short is an interactive fiction (IF) writer. She is perhaps best known for her debut game ''Galatea'' and her use of psychologically complex non-player characters (NPCs). Short has been called "a visionary in the world of text-based games for years," and is the author of over forty works of IF in addition to being chief editor of the IF Theory Book. She wrote a regular column on interactive fiction (IF) for ''Rock, Paper, Shotgun''. Career In June 2011, Emily Short, with Richard Evans, co-founded Little TextPeople, which explored the emotional possibilities of interactive fiction. It was acquired in early 2012 by Linden Lab. In 2014, Short was let go by Linden Lab, ending the project she was working on, Versu. In September 2016, Short was hired by Spirit AI, a roughly 15 person company working on machine learning and natural language processing. She joined its board of directors in 2018, and was later named Chief Product Officer. In January 2020, Short joined the 1 ...
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XYZZY Award For Best Setting
The XYZZY Awards are the annual awards given to works of interactive fiction, serving a similar role to the Academy Awards for film. The awards were inaugurated in 1997 by Eileen Mullin, the editor of ''XYZZYnews''. Any game released during the year prior to the award ceremony is eligible for nomination to receive an award. The decision process takes place in two stages: members of the interactive fiction community nominate works within specific categories and sufficiently supported nominations become finalists within those categories. Community members then vote among the finalists, and the game receiving a plurality of votes is given the award in an online ceremony. Since 1997 the XYZZY Awards have become one of the most important events within the interactive fiction community. Together with events like the Interactive Fiction Competition and Spring Thing, the XYZZY Awards provide opportunities for the community to encourage and reward the creation and development of new works ...
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XYZZY Award
The XYZZY Awards are the annual awards given to works of interactive fiction, serving a similar role to the Academy Awards for film. The awards were inaugurated in 1997 by Eileen Mullin, the editor of ''XYZZYnews''. Any game released during the year prior to the award ceremony is eligible for nomination to receive an award. The decision process takes place in two stages: members of the interactive fiction community nominate works within specific categories and sufficiently supported nominations become finalists within those categories. Community members then vote among the finalists, and the game receiving a plurality of votes is given the award in an online ceremony. Since 1997 the XYZZY Awards have become one of the most important events within the interactive fiction community. Together with events like the Interactive Fiction Competition and Spring Thing, the XYZZY Awards provide opportunities for the community to encourage and reward the creation and development of new works wi ...
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Escape The Room
Escape the room, also known as room escape or escape game, is a subgenre of point-and-click adventure game which requires a player to escape from imprisonment by exploiting their surroundings. The room usually consists of a locked door, objects to manipulate, and hidden clues or secret compartments. The player must use the objects to interact with other items in the room to reveal a way to escape. Escape the room games were born out of freeware browser games created in Adobe Flash, but have since become most popular as mobile games for iOS and Android. Some examples include ''Crimson Room'', ''Viridian Room'', '' MOTAS'', and '' Droom''. The popularity of these online games has led to the development of real-life escape rooms all around the world. Elements of escape the room games can be found in other adventure games, such as ''Myst'' and ''Nine Hours, Nine Persons, Nine Doors'', where a complete puzzle is solved by evaluating the elements within a single room. Games like ''Th ...
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Tagline
In entertainment, a tagline (alternatively spelled tag line) is a short text which serves to clarify a thought for, or is designed with a form of, dramatic effect. Many tagline slogans are reiterated phrases associated with an individual, social group, or product. As a variant of a branding slogan, taglines can be used in marketing materials and advertising. The idea behind the concept is to create a memorable dramatic phrase that will sum up the tone and premise of an audio/visual product, or to reinforce and strengthen the audience's memory of a literary product. Some taglines are successful enough to warrant inclusion in popular culture. Consulting companies which specialize in creating taglines may be hired to create a tagline for a brand or product. Nomenclature ''Tagline'', ''tag line'', and ''tag'' are American terms. In the U.K. they are called ''end lines'', ''endlines'', or ''straplines''. In Belgium they are called ''baselines''. In France they are ''signatu ...
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