Aisle (video game)

Last updated
Aisle
Aisle video game cover.jpg
Developer(s) Sam Barlow
Engine Z-machine
Platform(s) Platform-independent
Release1999
Genre(s) Interactive fiction
Mode(s) Single-player

Aisle is a 1999 interactive fiction video game whose major innovation is to allow only a single move and offer from it over a hundred possible outcomes. It is notable for introducing and popularizing the one move genre. [1] [2]

Contents

Plot

The main character is a man standing in the pasta aisle of a modern supermarket. The opening text states:

You've had a hard day and the last thing you need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.

On to the next aisle.

The character's interest is piqued by the gnocchi he sees in the pasta aisle and a few other items are noted. Then the player is asked to choose how to proceed. Based on this input the game will reveal the character's story (and back story). Alec Meer describes how things may proceed from here: [3]

So what do you do? Buy pasta, think about Gnocchi, try to talk to the woman, take your clothes off, start shouting… Some endings are moving, others tragic, others funny, others lurid, others mysterious. It rewards experimentation, logic, lateral thinking and craziness in equal measure.

Crucially, a number of the less eventful endings provide hints as to your character's backstory, which in turn fill your mind with possibilities as to new actions you could attempt. Hence, Groundhog Day – each attempt you make at the game is informed by the events of the previous one(s). You revert to exactly the same situation every time, but though the world hasn't changed, your knowledge has – and with that comes an uncanny sense of progress.

However, Aisle's introduction does point out that: "there are many stories and not all of them are about the same man".

Reception

It was well received on release with players finding its approach fascinating. [4]

On Rock, Paper, Shotgun, Adam Smith called Aisle "one of my favourite explorations of interactive storytelling, seemingly so simple yet capable of telling so many stories that are distorted and/or clarified by the nature of the medium" [5] and Alec Meer said that it was a "fascinating, deeply affecting experiment". [6] On Reviews from Trotting Kripps, Ben Parrish felt Aisle was "flawlessly implemented, wonderfully written, and intensely evocative". [7]

Less impressed was Duncan Stevens, writing in SPAG Magazine. Whilst he observed it was "one of the most unusual works to hit the IF community in quite some time" he felt that "Its effectiveness depends on whether it makes an emotional impact, however, and without such an impact, it's a dreary experience at best." [8]

On Destructoid Anthony Burch said Aisle is one of the three text games he has fallen in love with, describing it as "one of the shortest text adventures ever, and also one of the longest". [9]

In his dissertation "Command Lines: Aesthetics and Technique in Interactive Fiction and New Media", Jeremy Douglass explored the themes and construction of Aisle and concluded that it has a "deeper and fairly consistent morality: physical actions are easy, but social outcomes are hard, and the important thing is respect, honesty, appropriate listening, and the power and responsibility of negative and positive thinking." [10]

Awards

Aisle was nominated in the XYZZY Awards of 1999, for Best Story, Best Individual PC and won the award for Best Use of Medium. [11]

In the IFDB "Interactive Fiction Top 50 Of All Time (2011 Edition)", Aisle placed 22nd [12]

Related Research Articles

Interactive fiction (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.

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.

Text Adventure Development System (TADS) is a prototype-based domain-specific programming language and set of standard libraries for creating interactive fiction (IF) games.

<i>Galatea</i> (video game) 2000 video game

Galatea is an interactive fiction video game by Emily Short featuring a modern rendition of the Greek myth of Galatea, the sculpture of a woman that gained life. It took "Best of Show" in the 2000 IF Art Show and won a XYZZY Award for Best Non-Player Character. The game displays an unusually rich approach to non-player character dialogue and diverts from the typical puzzle-solving in interactive fiction: gameplay consists entirely of interacting with a single character in a single room.

<span class="mw-page-title-main">Andrew Plotkin</span> American programmer and writer (born 1970)

Andrew Plotkin, also known as Zarf, is an American programmer and writer. He is a central figure in the modern interactive fiction (IF) community. Having both written a number of award-winning games and developed a range of new file formats, interpreters, and other utilities for the design, production, and running of IF games, Plotkin is widely recognised for both his creative and his technical contributions to the homebrew IF scene.

<span class="mw-page-title-main">Emily Short</span> Interactive fiction writer

Emily Short is an interactive fiction (IF) writer. From 2020 to 2023, she was creative director of Failbetter Games, the studio behind Fallen London and its spinoffs.

<i>ifMUD</i> 1997 video game

ifMUD is a MUD associated with the rec.arts.int-fiction newsgroup accessible via telnet or a MUD client. It is central to the interactive fiction community, frequented by many of the genre's best-known writers. Every year, the XYZZY Awards are hosted on ifMUD during an online ceremony.

Jon Ingold is a British author of interactive fiction and co-founder of inkle, where he co-directed and co-wrote 80 Days, and wrote Heaven's Vault and Overboard!. His interactive fiction has frequently been nominated for XYZZY Awards and has won on multiple occasions, including Best Game, Best Story and Best Setting awards for All Roads in 2001. Ingold's works are notable for their attention to the levels of knowledge that the player and player character have of the in-game situation, with the effect often depending on a player who understands more than the character or vice versa. Ingold has also written a number of plays, short stories and novels.

<i>Anchorhead</i> 1998 video game

Anchorhead is a Lovecraftian horror interactive fiction game, originally written and published by Michael S. Gentry in 1998. The game is heavily inspired by the works and writing style of H.P. Lovecraft, particularly the Cthulhu mythos.

Vespers is an interactive fiction game written in 2005 by Jason Devlin that placed first at the 2005 Interactive Fiction Competition. It also won the XYZZY Awards for Best Game, Best NPCs, Best Setting, and Best Writing.

<i>Jigsaw</i> (video game) 1995 interactive fiction computer game

Jigsaw is an interactive fiction (IF) game, written by Graham Nelson in 1995.

Shade is a 2000 interactive fiction video game developed and published by Andrew Plotkin for DOS.

<span class="mw-page-title-main">Nick Montfort</span> American poet & digital media professor

Nick Montfort is a poet and professor of digital media at MIT, where he directs a lab called The Trope Tank. He also holds a part-time position at the University of Bergen where he leads a node on computational narrative systems at the Center for Digital Narrative. Among his publications are seven books of computer-generated literature and six books from the MIT Press, several of which are collaborations. His work also includes digital projects, many of them in the form of short programs. He lives in New York City.

Earth and Sky is an interactive fiction trilogy written and produced by American author Paul O'Brian about the adventures of a brother and sister who gain superpowers while searching for their lost parents. Games in the series have won awards in the annual Interactive Fiction Competition and received an XYZZY Award.

GROW is a series of Flash or HTML5-based puzzle games created by On Nakayama, a Japanese indie game developer, and posted to his website, eyezmaze.com. The series, which was launched on February 7, 2002, comprises 12 full games, 7 minigames, and 1 canceled game. The most recently released title was published in June 2018. The games all feature a simple click-button interface requiring the player to determine the correct combination of buttons to click to maximize visual reward and ultimately to achieve the good ending. Graphically spare and minimalist, GROW games employ a cute aesthetic and often include creatures and characters taken from On's other games like those in the Tontie Series.

<span class="mw-page-title-main">Sam Barlow (game designer)</span> British video game designer

Sam Barlow is a British video game designer, best known as the writer and designer of Her Story, the two British Silent Hill games Silent Hill: Origins and Silent Hill: Shattered Memories, Telling Lies and Immortality. He previously worked as a game director at Climax Studios, before leaving in 2014 to become an indie game developer. He published his first independent game, Her Story, in June 2015. In 2017 he founded Half Mermaid, a video game production company based in Brooklyn, New York.

<i>Cryptozookeeper</i> 2011 interactive fiction video game

Cryptozookeeper is an interactive fiction game written and self-published by American developer Robb Sherwin in 2011. Cryptozookeeper was written in the cross-platform language Hugo and runs on Windows, Macintosh OS-X, and Linux computers. Cryptozookeeper was released under a Creative Commons license and contains more than 12 hours of game play.

Judith Pintar is a sociologist and author of interactive fiction. As the Director of the Game Studies and Design Program, she teaches game studies, narrative design, and Southeastern European Studies at the University of Illinois, Urbana-Champaign.

With Those We Love Alive is a Twine interactive fiction game written by Porpentine. It was released on October 1, 2014 in both English and Hungarian. The musical score was composed by Brenda Neotenomie.

Counterfeit Monkey is a 2012 interactive fiction espionage game by Emily Short.

References

  1. Montfort, Nick (2005). Twisty Little Passages: An Approach to Interactive Fiction. The MIT Press. p. 217. ISBN   9780262633185.
  2. Douglass, Jeremy (2007). Command Lines: Aesthetics and Technique in Interactive Fiction and New Media (Thesis). The University of California, Santa Barbara. pp. 67–68.
  3. Meer, Alec (25 July 2008). "Groundhog Day: Aisle". Rock Paper Shotgun . Archived from the original on 27 April 2014. Retrieved 26 April 2014.
  4. Montfort, Nick (2005). Twisty Little Passages: An Approach to Interactive Fiction. The MIT Press. p. 217. ISBN   9780262633185.
  5. Smith, Adam (5 October 2011). "Storyseeking: Interactive Fiction Competition". Rock Paper Shotgun . Archived from the original on 27 April 2014. Retrieved 26 April 2014.
  6. Meer, Alec (25 July 2008). "Groundhog Day: Aisle". Rock Paper Shotgun . Archived from the original on 27 April 2014. Retrieved 26 April 2014.
  7. Ben. "Aisle by Sam Barlow (1999)". Reviews from Trotting Krips. Archived from the original on 8 November 2014. Retrieved 26 April 2014.
  8. Duncan, Stevens. "Aisle Review". SPAG. Archived from the original on 25 November 2014. Retrieved 26 April 2014.
  9. Burch, Anthony (30 January 2009). "Indie Nation #48: Aisle". Destructoid. Archived from the original on 27 April 2014. Retrieved 26 April 2014.
  10. Douglass, Jeremy (2007). Command Lines: Aesthetics and Technique in Interactive Fiction and New Media (Thesis). The University of California, Santa Barbara. p. 309.
  11. "1999 XYZZY Awards". IFDB.org. Archived from the original on 2024-06-17. Retrieved 2024-08-18.
  12. "Aisle - Details". IFDB. Archived from the original on 2014-04-27. Retrieved 2014-04-26.