When I finished writing If, a novel of ideas with a choice at the end of each chapter, I knew almost nothing about interactive fiction, other than that it existed and made a nice acronym. For anyone who shares my ignorance, “interactive fiction” does not refer to Choose Your Own Adventure-style novels with a choice at the end of every chapter. It refers to a thriving genre of often online text-based games where the player makes frequent choices by clicking on hyperlinks in the text. The hyperlinked choices may arrive every few sentences, or even every few words. After clicking on a link, new text appears based on the reader’s choices, leading to new choices, etc.
If you felt like it, you could go and write your own work of interactive fiction using Twine right now.
By contrast, novels with choices at the end of each section — like If, Kim Newman’s Life’s Lottery, and the Choose Your Own Adventure series — apparently aren’t usually called “interactive fiction” at all. As discussed in my interview with Joe Rositano, there’s no commonly accepted general term for this kind of work. Most people say “Choose Your Own Adventure novels,” even though that’s a trademarked term for a specific series of books. Rositano favors “choicefic.” Wikipedia uses the term “gamebook.”
So: I’ve never written a work of interactive fiction — and, to be honest, I still haven’t had a chance to finish reading one, either. But working on the publicity for If has made me increasingly aware of interactive fiction, which appears to be going through a kind of golden age right now. One of the leading writers (and organizers) responsible for that golden age is Emily Short, so I was delighted that she recently took the time to write a lengthy blog post on If.