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    <title>Pinboard (infovore)</title>
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    <description>recent bookmarks from infovore</description>
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	<rdf:li rdf:resource="http://threeedgedsword.wordpress.com/2011/10/07/house-sized-stories-for-kindle/"/>
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    <title>inkle » In a garden of forking paths…</title>
    <dc:date>2012-02-09T22:37:56+00:00</dc:date>
    <link>http://www.inklestudios.com/archives/267</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["We don’t want readers to “master” our inklebooks: we want readers to nurture them. The stories they contain are precious, fragile things, that like any good story might turn at any moment." Yeah, this - moving away from "what happens" to "how it happens" as a tenet for interactive fiction.]]></description>
<dc:subject>joningold inkle interactivefiction choice</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:c1c874ae3edc/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:inkle"/>
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<item rdf:about="http://threeedgedsword.wordpress.com/2011/10/07/house-sized-stories-for-kindle/">
    <title>House-sized stories for Kindle | Fiction is a Three-Edged Sword</title>
    <dc:date>2011-10-07T12:28:48+00:00</dc:date>
    <link>http://threeedgedsword.wordpress.com/2011/10/07/house-sized-stories-for-kindle/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Jon is smart, and one of the best writers of interactive fiction (in all its forms) that I know. So I am looking forward to this.]]></description>
<dc:subject>joningold kindle choice narrative interactivefiction</dc:subject>
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<item rdf:about="http://threeedgedsword.wordpress.com/2011/07/20/adventures-in-time-and-space-linearity-and-variability-in-interactive-narrative/">
    <title>Adventures in Time and Space: linearity and variability in interactive narrative | Fiction is a Three-Edged Sword</title>
    <dc:date>2011-07-20T23:58:02+00:00</dc:date>
    <link>http://threeedgedsword.wordpress.com/2011/07/20/adventures-in-time-and-space-linearity-and-variability-in-interactive-narrative/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["...the insight I had playing Indigo was that map-based games, while non-linear in gameplay, are inflexible in narrative. There’s nothing variable about the story that emerges in the player’s head: it’s authored, split up, and distributed across the game like pennies in a Christmas pudding. All that changes is the pace at which it appears. But in time-based games, everything the player does is story, and so that story is constant flux.

To put this another way:

Map-based games are ludicly non-linear but narratively inflexible.

Time-based games are ludicly linear but narratively flexible.

(Of course, these are spectrums: some games, like Rameses or Photopia are ludicly linear and narratively inflexible, and some, like Mass Effect, at least endeavour to be ludicly non-linear and narratively flexible.)
...
Do readers want to interact, toy and play with fiction, or alter, bend and shape it?" Jon Ingold is smart.]]></description>
<dc:subject>joningold writing fiction interaction interactivefiction transmedia</dc:subject>
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    <title>How to Build an Impossible Staircase</title>
    <dc:date>2010-06-08T09:00:20+00:00</dc:date>
    <link>http://www.sundresspublications.com/stirring/archives/v1/e1/how.htm</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[A short story by Jon Ingold. When I first read this, in a Cambridge May Anthology, I thought "this chap must write Interactive Fiction". It turns out he does, and writes very good IF. He's also a maths teacher now, I believe - but he also wrote this several years ago, and it's a lovely little short story about all the things you can only do in writing.
]]></description>
<dc:subject>shortstory impossible joningold if</dc:subject>
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