Playing and publishing text games

The whole form fits in one file, which is why it never needed a store.

Interactive fiction is one of the few forms where the whole work fits in a file and publishing has no gatekeeper.

A parser game beside a choice-based game, showing how each is played.
A parser game beside a choice-based game, showing how each is played.

Two kinds

Parser games. You type commands and the game interprets them. Denser, slower, closer to a puzzle, and the tradition the form began in.

Choice-based games. You select from links. Closer to reading, faster to start, and where most recent work is.

They read so differently that liking one tells you little about the other. Anyone exploring the form should try both before deciding it is not for them.

Parser Choice-based
Input Typed commands Links
Pace Slow, puzzling Reading pace
Barrier for new players Higher Very low
Works on a phone Awkwardly Well

Why it is all free

Two reasons.

The tradition is amateur and literary rather than commercial, and it has been that way for decades. Competitions and communities are the distribution.

And a story is a single file. Hosting it costs effectively nothing, so there is no cost to recover, which is why so much of it has simply been given away.

Everything plays in a browser now

The interpreters that once had to be installed for each system now run as pages.

That means almost any text game, including work from decades ago, can be played on a phone with nothing installed. The archives handle this, and it is the main reason the form has stayed accessible while contemporary commercial games from the same era are unplayable.

A game published to an archive and to the author's own address.
A game published to an archive and to the author's own address.

Publishing your own

One of the few creative forms where publishing is an upload.

Export the file, put it at an address, and it is playable by anyone with a link. No store, no approval, no revenue share.

Submit it to a community archive as well. That is where the readers are, and where competitions and reviews happen, and the audience for a text game is a community rather than a general public.

Keep your own copy published

Archives change, reorganise and occasionally close.

Publish at your own address as well, and use that address as the one you put on a card, in a profile or in a message. Then your work does not depend on any one community continuing.

The description decides everything

A one-line description and a short paragraph determine whether anybody starts.

Say what the situation is and what the reader will be doing. Not the themes, not the influences. The player is deciding whether to spend twenty minutes, and the concrete sentence wins.

If this is near what you are doing, Making a branching story people can read and How to host a game online cover the cases on either side.

Put it at an address

Try both kinds before judging the form, play in a browser, publish to an archive for the readers, keep your own copy at your own address, and write a description that says what happens.

Questions people ask

Why are text games mostly free?

The form has a long amateur and literary tradition, and distribution costs nothing because a story is a single file.

Where are they played?

In a browser. The interpreters that used to require installation now run as pages, so any device can play almost anything.

What kinds are there?

Parser games where you type commands, and choice-based games where you select links. They read very differently.

Can I publish one myself?

Yes, and it is one of the few creative forms where publishing is genuinely one upload with no gatekeeper.

Should I use a community archive or my own address?

Both. Archives bring readers; your own address is the copy that keeps working regardless of what happens to any archive.

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