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"We followed our dreams, for dreams were all we had.  In the process our lives became magical." - Siegfried and Roy


Interactive Fiction Frequently Asked Questions

Updated February 1, 2012

What, exactly, is Interactive Fiction?

Think of an interactive fiction title as an eBook that's totally interactive.  That is to say that you, the reader, respond to everything you read as though you are the main character in the novel using your keyboard to interact with the story in plain English.

This takes fiction eBooks to the next level because you, the reader, are empowered to take action. When you begin any of our interactive fiction books you're not just reading a novel, you are stepping inside a story and becoming an integral part of it. You assume the role of the main character.  You step into his shoes, live in his world and take on that persona in every way.

That's the best description of what interactive fiction is. The New York Times coined the term "participatory novel" which also describes it nicely.

Interactive Fiction has a rich history.  In the late 1970s the genre of the text adventure game was created with Crowther and Wood's Adventure which takes place in The Colossal Caves.  This ignited the creativity and ingenuity of a group of students at MIT to create a new gaming platform that evolved the text adventure game into the art of crafting interactive fiction. This new platform became the foundation upon which the late Infocom, Corp. was built.  Infocom was famous for such interactive fiction titles as the Zork series that sold over a million copies at a time when computers were not nearly as popular or prevalent as they are today. The original Implementers of Infocom propelled the text adventure game into a new art form - Interactive Fiction. Malinche has picked up where Infocom left off.

I've noticed that the terms "interactive fiction" and "text adventure games" are used interchangeably all over this website.  Why? Are you guys selling games or books or what?

"Both" is the simple answer. The more accurate answer is interactive fiction eBooks  We publish and sell fiction books that you play or computer games that you read.  In our case they are two sides of the same coin. Many fans of text adventure games and interactive fiction from the 1970s, 1980s and 1990s will use the terms with equal weight and meaning.

We'd like to make one small but important distinction.  While any work of interactive fiction falls under the general category of "text adventure game" not every text adventure game has the literary merit to be considered a work of interactive fiction. 

Interactive Fiction is awesome! I want Malinche to publish my interactive fiction! Where do I send my writing?

Sorry but our lawyers have instructed us to dispose of any and all submissions we receive unopened.  And that's exactly what we do.  Please don't bother to send us your work because we will have no choice but to throw it out without even looking at it. Save your time and the postage.

Forgive the harsh tone but in our lawsuit-happy world we need to take a very hard line with regard to unsolicited submissions.

Our policy on unsolicited submissions is not meant to be cruel or cold-hearted; it's a business decision made in the best interests of Malinche LLC.

If you'd like to submit a proposal then please follow all of the usual channels and we'll consider it.

Can you give me some writing tips and/or advice on how to write interactive fiction?

Sorry, but no.  I'll borrow a policy from some of the true giants in the fiction book world.  Stephen King and JK Rowling don't give out writing tips and I can't either.  I'm not as successful as they are yet so allow me to explain. There are several reasons behind this but I'll go with the most practical one; there are just so many hours in the day. It would be impossible for me to crunch through my daily workload of writing fiction and running a global technology company if I had to stop for one-on-one dialog with every single person who asked me for interactive fiction writing tips.  I can already imagine a couple of dozen emails a day that would start with "Howard, just one question about plot development..."

That's time I need to devote to my own writing on top of my commitment to making sure everyone is totally satisfied with their Malinche Entertainment experience.

What can I expect from a Malinche interactive fiction title that I won't find in a traditional fiction book?

The power of possibility.  In a an ordinary fiction book or eBook, the author has set out the story, the characters, the plot and the ending. You, as the reader, can only turn the pages and absorb the story as it has been written.

When you begin a Malinche title and become the main character, you have the power of choice at every turn. From the beginning through to the middle and right to the very end the story goes nowhere without you; you are in control. Character dialog, plot development, and even the behavior of some of the other characters in one of my novels will change in response to your own behavior in the story. As for the ending? There can't be an end to one of my interactive fiction books without you direct and personal involvement to make it happen.

How far does my participation go in one of your interactive fiction books?

You can ask the other characters in the story any question you want. Go wherever you please. You can pick up an interesting item and study it. It might be useful to you later on in the story or it might be useless.  Only you can make that determination. You can smell a nearby flower, rub a statue, see your reflection in a lake, load a shotgun, cast a magic spell , try and smash a valuable treasure, question a murder suspect, navigate a US Navy cruiser or assemble a complex piece of machinery.

Empowered as you are, the world responds and the story unfolds with every decision you make.  Sometimes your actions will create a powerful ripple effect in the story while at other times a particular choice you exercise will make no difference at all.

Sometimes doing nothing at all is the wrong choice while at other times there are several different actions you can take in response to a single event each leading to a different outcome in the story. Every such action has an impact on the story in some way with the potential of moving the plot forward in a different direction.

That's the inherent beauty of Malinche interactive fiction - it's very non-linear giving you a wide range of motion where your involvement in the novel is concerned.

Books are obviously linear.  First you read page 1.  Then turn to page 2 and so on until you reach the end.  That's as linear as as it gets. When you reach the end of the novel you can put it on your shelf so it can gather dust or sell it at your next garage sale for $1 in the bargain box. That's not likely to happen with one of my works of fiction.

That's because you can run through any of my interactive fiction titles over and over again and still be surprised by some new plot twist, character revelation or unexpected event that may come to light during the course of your involvement in the story.

Your interactive fiction titles seem to be a bit expensive.  Why?

As far as pricing goes, our interactive fiction eBooks are a bargain for several reasons. Explore each of the following examples with me:

Relative to books:

At $49.95 apiece, our titles are not much more expensive than most hardcover books. You can finish off a book in two or three days in most cases or even one day if you can't put that novel down.

Our fiction titles cannot be finished that quickly no matter how motivated you are to finish the title and reach the end.

Why?

That's because you're not just reading pages as fast as you can; you're solving mysteries, experiencing strange phenomena and  exploring the entire novel - room by room and person by person- on your own. Now consider the fact that due to the non-linear nature of interactive fiction, you can enjoy the same Malinche title over and over and still be surprised at the twists the story can take. No book can ever do that.

Dollar for dollar, you'll get much more enjoyment from one of our fiction titles than you would from most books. Guaranteed. Seriously.  "Your satisfaction guaranteed or your money back." No, really. I mean it. We'll give you a refund if you don't absolutely love any of my titles. Review our super-customer-friendly refund policy here.

Relative to computer games (a somewhat fair comparison):

You can download any of our interactive fiction titles for $49.95 apiece  which is roughly the same price as most video games or computer games..

What's more; you gain access to all the software you need to enjoy your adventure on absolutely any and every computing platform and nearly every smartphone as well as any iPod Touch or iPad. With another company's titles available for purchase, you'd need to buy a Windows version, an iPad version, a Macintosh version, a Blackberry version, etc. if you wanted to enjoy your game on all the different systems you may own.

Just recently I was forced to purchase three different copies of the Angry Birds game so me and my daughter could play the game on my iPhone, my PC or my Kindle Fire.  I understand the reasons behind this but I don't agree with them.

Here's my favorite example from a few years back: I bought a couple of games for one of my Apple iMacs.  I was a little miffed when I realized that if I wanted to play that same game on one of my Windows computers instead, I'd have no choice but to go back to the store and buy a second copy of the same game for Windows thus forcing me to pay for the same game twice.  That never happens when you buy any Malinche fiction title; you pay just one price and can enjoy your interactive fiction ebook on any and every computer, gadget or gizmo you own.

Relative to Infocom - the Inventors of Interactive Fiction:

Back in their day, Infocom games sold for $50 apiece. Stop and consider this was nearly twenty-five years ago.  Then consider that Malinche's titles are roughly three times larger than the interactive fiction titles Infocom were able to produce back then. 

Here's a neat formula to contemplate:

$50 (Infocom Price) x 3 (Malinche game size increase, over the original Infocom titles) = $150.

Compared to the interactive fiction titles Infocom published when adjusting for inflation and factoring in the free story hints and maps we give you (which Infocom charged extra for), Malinche's interactive fiction novels should be priced somewhere near $249.95 each.

But they aren't.  All of the Malinche interactive fiction books can be acquired for the same price they were 25 years ago -- $49.95.

Now that's a bargain, isn't it?

A closing thought: The average amount of time you'll need to complete a Malinche title is about 50 hours.  That means you're paying about a dollar per hour for incredible, engaging entertainment. 

With everything costing more than ever, even something as simple as a cup of coffee, there is no other form of entertainment that can deliver such value.

That's why we guarantee every single interactive fiction title with a 60 day unconditional money back guarantee.  We know our interactive fiction books are some of the best forms of entertainment available delivering tremendous value -- period. And we back that up with the best satisfaction guarantee in the publishing industry.

Not even the legendary Infocom offered a money back guarantee on any interactive fiction title they ever sold.  Not even the legendary, world-famous Zork. 

What DRM (digital rights management) protection does Malinche employ to protect its interactive fiction titles?

We confess to using a very low-tech form of DRM; the honor system.  All of our interactive fiction titles and fiction eBooks are 100% DRM free.  We encourage readers to do the right thing instead of forcing them to.

Howard, why do you insist on personally supplying hints to people who enjoy your titles?  Nobody does that.  That's crazy.

Answering all hint requests personally is perfectly sane,  actually.  Who better than me, the Implementor of these worlds, to help a reader out of a tight spot? Moreover,  I want to stay in tune with my readers and find out exactly how they react to my novels.  I am always curious to know which puzzles stump you, which scenarios throw you and which points in any of my titles are particularly challenging. I write for my fans and I want to be sure that what I write is not needlessly tiresome and is engaging up to, but not past,  the brink of impossibility.  Staying in touch with you directly is the best way to achieve that.

Interactive Fiction sounds interesting but I just can't seem to get the hang of it. A lot of the things I try just won't work. Help!

In much the same way there are constraints on what you can or can't do in your standard video or computer game, there are similar constraints in Interactive Fiction as dictated by the technology.

For example, fire up Call of Duty on your Sony Playstation 3 or World of Warcraft on your PC or Mac.  Then try to do whatever you want.  Anything at all.  Let loose.  Go nuts.  Can you? No, you can't.

Similarly, there are some necessary limitations in interactive fiction.  Our Interactive Fiction "Player's" Guide (available here)  does an excellent job acquainting newcomers with Interactive Fiction.

After you're done with the Player's Guide you can enroll in the Malinche Training Academy and put your new knowledge to the test in this interactive tutorial.  You'll also get the chance to sample four of our interactive fiction titles with full explanations of what you can do, how you can do it and even the reasons why.

Once you're through with the player's guide and the Malinche Training Academy you'll have no problem getting things to happen the way you want them to in any of my interactive novels.

For people really and truly stuck just email our support department and you'll receive an answer to every question you ask. Customers can always call us toll-free at (877)-299-7999 and just about anybody can help as well.

If all all else fails - don't panic! We'll provide free remote tech support to any customer to help you get started with Malinche interactive fiction you purchased and show you the ropes.

Technical Questions Answered by the Technical Support Dept.

Your stories won't load.  I double-click azteca.z8 (or pfl.z8 or gstone.z8, etc.) and Windows hits me with a window that says:  "Click the program you want to use to open <name of game>". (Users of other operating systems will be similarly stymied.) Why doesn't the novel just run?

Files such as bofh.z5, azteca.z8, endgame.z8, etc. are story files.  Story files don't run on their own; they need to be loaded with an interpreter. Visit our free software section to download the interpreter you need for your computer.  Then install and run the interpreter.  From there, load your story file and you're off. 

Why do I need an interpreter to enjoy Malinche's interactive fiction books?

Think of an interpreter as an eBook reader like a Kindle or even something as simple as the Adobe Acrobat Reader.  Howard's interactive fiction titles are based on the Z-Machine model invented by Infocom (see above).  The interpreter is the eBook reader that loads the story and makes it possible for you to interact with it.

The Z-Machine is a virtual standard allowing Howard to write a single interactive fiction title that can be loaded on any computer, Blackberry smart phones, the Palm Pre, the iPhone and so on.

Why don't you just make Malinche interactive ebooks for each platform? That's how the Amazon Kindle and the Sony Reader work.

The original Infocom Implementers realized that to create a stand-alone version of an interactive novel for each existing form of technology (back then Apple, Atari, IBM, Kaypro, TRS-80, Commodore, etc. etc.)would be more than tedious; it would be a serious drain of resources.  Thanks to the efforts of many volunteers, Interpreters exist for every major computing platform in use today. Howard only needs to write one version of his interactive novels and they will run on all the different computers, cell phones and other handheld gadgets in the world thanks to the universal compatibility of the Z-Machine/interpreter model.

 
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