9:05

Last updated
9:05
9,05 game.png
Developer(s) Adam Cadre
Release2000 [1]
Genre(s) Interactive fiction
Mode(s) Single player

9:05 is an interactive fiction game developed by Adam Cadre in 2000. The story follows a man who wakes up and gets a call telling him to go to work, and it follows branching paths. The game is commonly used as a gateway to text adventure games because of its short length and overall simplicity and is used by English as a second language (ESL) teachers to help students attain mastery of English.

Contents

Gameplay

The game uses a text input system to allow the user to control the actions of the player character (e.g. using "Open door" as a command to instruct the character to open a door). The entire game is text-based and takes around five minutes to finish. [1]

Plot

In the fictional town of Las Mesas, the player character wakes up in a bedroom to a phone ringing next to him at 9:05 AM. On the phone, someone screams that he must come to work or he will be fired. The character changes out of his soiled clothes and, after cleaning up and passing through a living room with some valuables missing, gets into a car. Arriving at the office of Loungent Technologies, he sits in a cubicle and fills out a form. When he goes to turn in the form to Matthew Bowman, the boss who had been on the phone earlier, Bowman does not recognize him, and the character is apprehended by security guards. The game ends with a news anchor reporting that the character is actually a burglar who killed Brian Hadley, the true homeowner, the previous night. He hid Hadley's body under the bed and stashed some of his valuables in the trunk of the car, then fell asleep in the victim's bedroom and tried to assume his career the next morning. The anchor says that the character will be seeking an insanity plea as the game states he has been sentenced to life imprisonment. [1]

Using the knowledge of the character's real role in the story on subsequent playthroughs, the player can look underneath the bed to find Hadley's corpse, and can choose to flee in the car by freeway instead of going to the office. If the player chooses not to escape by freeway and instead continues down the city street, the character will die in a collision with another car attempting to take the onramp. [1]

Development

The game was created by Adam Cadre in response to a Usenet thread about straightforward vs. oblique writing in interactive fiction. [2] Cadre has written that the use of 9:05 as an introduction to interactive fiction "is pretty nifty, but is certainly not what I intended; I was just participating in an obscure doctrinal dispute". [2]

Reception

9:05 is commonly cited as an effective entry point to interactive fiction, and many critics have ranked it among the best interactive fiction games ever created. Jay Is Games 's Jay Bibby called the game "enjoyable and surprising" and thought that it would be perfect for a casual audience. [3] Rock, Paper, Shotgun 's Adam Smith felt that it was a great entrypoint to interactive fiction. [4] PC Gamer 's Richard Cobbett praised the game for keeping the protagonist's true identity a secret until the end, showing how "toying with a single preconception can make for something incredibly clever". [1] In Anastasia Salter's book on Adventure games, she calls 9:05 subversive and praises how it defies the player's expectations. [5] In the book Writing for Video Games, 9:05 was listed as the second-most notable interactive fiction game. [6]

English as a second language (ESL) teachers and classes use 9:05 as a way to teach the English language. Multiple lesson plans use 9:05 as a way for ESL students to contextualize verbs in a simple and engaging story. [7] [8] An ESL teacher in Portugal felt that 9:05's easy vocabulary and story made it simpler for students to engage with the material and use it after leaving school. [7]

Related Research Articles

Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphical text adventure games, where the text is accompanied by graphics still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.

The Interactive Fiction Competition is one of several annual competitions for works of interactive fiction. It has been held since 1995. It is intended for fairly short games, as judges are only allowed to spend two hours playing a game before deciding how many points to award it. The competition has been described as the "Super Bowl" of interactive fiction.

Inform is a programming language and design system for interactive fiction originally created in 1993 by Graham Nelson. Inform can generate programs designed for the Z-code or Glulx virtual machines. Versions 1 through 5 were released between 1993 and 1996. Around 1996, Nelson rewrote Inform from first principles to create version 6. Over the following decade, version 6 became reasonably stable and a popular language for writing interactive fiction. In 2006, Nelson released Inform 7, a completely new language based on principles of natural language and a new set of tools based around a book-publishing metaphor.

Adam Cadre is an American writer active in a number of forms—novels, screenplays, webcomics, essays—but best known for his work in interactive fiction.

<i>Photopia</i> 1998 video game

Photopia is a piece of literature by Adam Cadre rendered in the form of interactive fiction, and written in Inform. It has received both praise and criticism for its heavy focus on fiction rather than on interactivity. It won first place in the 1998 Interactive Fiction Competition. Photopia has few puzzles and a linear structure, allowing the player no way to alter the eventual conclusion but maintaining the illusion of non-linearity.

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References

  1. 1 2 3 4 5 Cobbett, Richard (August 13, 2011). "Saturday Crapshoot: 9:05". PC Gamer. Archived from the original on February 20, 2017. Retrieved June 11, 2018.
  2. 1 2 "9:05". adamcadre.ac. Archived from the original on 2018-09-01. Retrieved 2018-06-17.
  3. Bibby, Jay (June 11, 2008). "9:05". Jay Is Games . Archived from the original on January 7, 2017. Retrieved June 12, 2018.
  4. Smith, Adam (September 22, 2015). "Have You Played… 9:05?". Rock, Paper, Shotgun . Archived from the original on September 17, 2017. Retrieved June 11, 2018.
  5. Salter, Anastasia (November 1, 2014). What Is Your Quest?: From Adventure Games to Interactive Books. University of Iowa Press. pp. 30–31. ISBN   978-1609382988 . Retrieved June 12, 2018.
  6. Despain, Wendy (February 26, 2009). Writing for Video Game Genres: From FPS to RPG. CRC Press. p. 213. ISBN   978-1439875391 . Retrieved June 12, 2018.
  7. 1 2 Baek, Youngkyun (January 31, 2013). Cases on Digital Game-Based Learning: Methods, Models, and Strategies. Hershey, PA: IGI Global. pp. 60–67. ISBN   978-1466628496 . Retrieved June 12, 2018.
  8. Walker, Aisha (March 8, 2013). Technology Enhanced Language Learning: connecting theory and practice - Oxford Handbooks for Language Teachers. Oxford University Press. pp. 60–67. ISBN   978-0194376013 . Retrieved June 12, 2018.