Key & Compass Blog

August 26, 2018

Code Compare page update

Filed under: Uncategorized — davidwelbourn @ 8:26 am

Hey. I’ve finally got around to updating my page called Code Compare: a comparison of interactive fiction authoring systems, which is one of my more obscure side projects in IF territory. Uh, and by updating, I mean I’ve reformatted the entire page into something far simpler to read from the bizarre mess it was originally in. Now it looks like a series of short wiki articles. It’s much better now.

Unfortunately, the page is still woefully out of date as far as raw information goes. I started the page before Inform 7 was even invented, so there’s precious little here about it. And I’ve got nothing about ADRIFT, ALAN 3, Quest, Twine, or Javascript yet either. So much to research!

But not now. Reformatting this page took over a week to do (the original format really was an unholy mess) and I really really must get back to publishing more walkthroughs (did you know I have a Patreon?) and playing the recent Introcomp 2018 entries.

October 14, 2016

Works of Interactive Fiction

Filed under: Uncategorized — davidwelbourn @ 9:30 am

Goodness. Has it really been eight months since my last blog post? I really don’t like blogging, do I? I guess I’ve been doing it in my head instead of forcing myself to visit the WordPress site.

Anyway, something new to look at, my new Works of Interactive Fiction webpage at my Key & Compass website. This new page is a work-in-progress and another one of those will-never-really-be-finished pages I seem to be fond of making. On this page, I list several works that I’ve played and have either made walkthroughs for or plan to, and that I’ve also written up a short blurb as part of the walkthrough markups. So, what I did was, I wrote a Perl program to run through all my markups and extract the “about” blurbs and generate this new page so people could browse the works that way.

The page still needs work. The header is dull and there’s no footer yet. Tags are incomplete and I’d like to use them as filters. I’d also like to add some sort options too. Add an option to show/hide authors. And, uh, I have no idea yet how this is gonna scale as time goes on.

I’m also trying to, uh, count all the rooms/locations in all the applicable works. And, uh, y’know, there’s no standard way to count those things in IF. But I figure that’s what my next blog post can be about. 🔑️

February 13, 2016

Affordances: GO BACK

Filed under: Interactive Fiction, Uncategorized — Tags: — davidwelbourn @ 3:56 am

This is the second in a series of planned posts about affordances in parser-based interactive fiction. Affordances are features that enhance the playing experience in some way, perhaps by making the work of IF less tedious, less frustrating, easier to play, more attractive, more interesting, or more fun. Affordances may be said to improve the play value of a game; reviewers will often point to these positive features as reasons why they liked a particular game.

Have you ever used the command “GO BACK” in a work of interactive fiction? Here’s what it can mean:

  • GO BACK can mean go back to your previous location, assuming the travel route you took from there to your current location isn’t one-way. This is the usage I wish to discuss.
  • GO BACK can also mean go back towards the beginning of the story, as opposed to GO FORWARD meaning to go towards the story’s conclusion. This is the usage in Gun Mute, for example, whose geography is topologically linear and whose story is strongly goal oriented.
  • GO BACK can also mean to go back relative to the way the player character is facing, so if the player is facing north, “GO BACK” means to turn around and go south. This usage is very very rare in IF; I can’t remember any works that use the relative directions FORWARD, LEFT, RIGHT, and BACK this way.

GO BACK in the first usage is an affordance because it gives the player an extra way to help them navigate through the game’s geography. But although it was used in the very earliest text adventures, the command has all but faded away into obscurity today. So I’m curious, what happened to this lost affordance? Why was it added in the first place, and why did it disappear? I have some guesses on the last question:

  • It was too much effort for the author for too little gain for the player. Although I don’t think it’s a difficult affordance to add, really. The game just has to remember whenever the player changes locations what the last location was and whether or not the mode of travel is reversible or not.
  • Players just didn’t use it. Once you start navigating with compass directions, you don’t suddenly start thinking of relative directions. “BACK” just isn’t part of the compass.
  • It was eclipsed by UNDO, a far more powerful tool for retracing one’s steps in a game.

I’m inclined to think it was a combination of all these factors, especially UNDO, that contributed to the demise of GO BACK as an affordance. And I’m not sure if that’s a good thing or not. Are we missing something by not having GO BACK? One early game, The Sound of One Hand Clapping, used GO BACK in a puzzle. A sign quoting MGM’s The Wizard of Oz told players: “I’D GO BACK IF I WERE YOU”, and if you typed GO BACK at that location, you’d end up somewhere you couldn’t reach any other way. Which was kinda cool to figure out, but probably isn’t enough to ask other authors to add GO BACK as an affordance in their games.

Hm. What about games where UNDO is disabled? Would GO BACK be a welcome addition then? Ummm… I don’t know. Maybe? You’d have to tell players that the command was there, and even if they knew, would they use it?

I have more questions than answers about this one. Players, would you use GO BACK in a game? (Assume you can abbreviate the command to BACK or B.) Or should the command remain in the dustbin of history? Please let me know what you think in the comments below.

May 2, 2010

Hello world!

Filed under: Uncategorized — davidwelbourn @ 6:30 pm

Welcome to This is your first post. Edit or delete it and start blogging!

Blog at