Earth and Sky | |
---|---|
Developer(s) | Paul O'Brian |
Publisher(s) | Self Published |
Designer(s) | Paul O'Brian |
Platform(s) | Z-machine, Glulx |
Genre(s) | Interactive Fiction, Adventure |
Mode(s) | Single-player |
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.
The first game begins a month after the disappearance of two scientists at the local university, Clair and Scott Colborn. After exploring their parents' lab, the playable character, Emily Colborn, and her brother Austin find that their parents had been developing suits that grant sky-themed and earth-themed superpowers. Using the suits, Emily gains the ability to fly, generate fog and shoot electric blasts. Adopting the superhero names 'Earth' and 'Sky', the siblings decide to search for their parents themselves and defend the campus from an accidentally mutated monster.
The game is entirely text based and players type commands to move through the story. The story file can be downloaded for free online and though O'Brian recommended using Frotz, Earth and Sky is compatible with several interpreter programs which are available as freeware. The game is also available for online play through O'Brian's web page. [1]
The game received mixed reviews; it was commended for having entertaining, humorous and descriptive narratives but also criticized for its short length and use of a menu system in dialogue. [2] [3] Earth and Sky made its competition debut in 2001 finishing eighth at the 7th annual Interactive Fiction Competition making it the least successful game of the series. [4]
The second installment of the series continues the story with the player in control of Austin. The earth suit grants him super strength, the ability to jump high enough to go over buildings and some invulnerability to electricity. Soon after the events of the first game, the siblings follow-up on a lead and travel to Nevada. There, they discover a portal and venture through to explore an alien world in search of their parents.
Another Earth, Another Sky is longer than the first game and featured more puzzles as well as the option of using super strength to simply break through some obstacles. It was formatted utilizing Glulx to include comic style 'crash' and 'pow' images and is available online for free download. [5] [6]
It won the 8th Annual Interactive Fiction Competition and was second place for the Miss Congeniality Award in 2002. [7] In the XYZZY Awards 2002, it won the XYZZY Award for Best Use of Medium and was nominated for the categories of Best Individual NPC, Best Puzzles, Best Writing and Best Game [8]
The final game includes an optional component that offers alternate introductions based on what the player specified happened in the previous parts. It also features the ability to switch between Emily and Austin to utilize both sets of powers using the command >exchange. This changes the descriptive style allowing players to experience two different narrative perspectives. [9]
It operates with Glulx and is available for free download with a virtual comic feelie summarizing the two previous games. [10]
Luminous Horizon placed first in the 10th Interactive Fiction Competition in 2004 and was nominated for Best Individual PC and Best NPCs in the 2004 XYZZY Awards. [11]
With this win, O'Brian became the first person (and as of 2022 one of only two people) to win IFComp more than once.
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, graphic text adventures 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.
Text Adventure Development System (TADS) is a prototype-based domain-specific programming language and set of standard libraries for creating interactive fiction (IF) games.
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.
Andrew Plotkin, also known as Zarf, 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.
The XYZZY Awards are the annual awards given to works of interactive fiction, serving a similar role to the Academy Awards for film. The awards were inaugurated in 1997 by Eileen Mullin, the editor of XYZZYnews. Any game released during the year prior to the award ceremony is eligible for nomination to receive an award. The decision process takes place in two stages: members of the interactive fiction community nominate works within specific categories and sufficiently supported nominations become finalists within those categories. Community members then vote among the finalists, and the game receiving a plurality of votes is given the award in an online ceremony.
Spider and Web is a piece of interactive fiction written by Andrew Plotkin.
Slouching Towards Bedlam is an interactive fiction game that won the first place in the 2003 Interactive Fiction Competition. It is a collaboration between American authors Daniel Ravipinto and Star Foster. Slouching Towards Bedlam was finalist for eight 2003 XYZZY Awards, winning four: Best Game, Setting, Story, and Individual NPC. The game takes place in a steampunk Victorian era setting. Its title is inspired by a line from The Second Coming, a poem by W. B. Yeats.
The Dreamhold is an interactive fiction game by Andrew Plotkin released in 2004. Its primary purpose is to be a tutorial to interactive fiction, and because of that the "core" of the game is relatively easy to finish.
Emily Short is an interactive fiction (IF) writer.
The Space Under the Window is a 1997 interactive fiction game by Andrew Plotkin. The game is part of a collaborative art piece, also entitled "The Space Under the Window", by Kristin Looney – each piece had to have this title, but was otherwise unconstrained.
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.
Hunter, in Darkness is a 1999 interactive fiction game by Andrew Plotkin, written in Inform. It won the "Best Individual Puzzle" and "Best Setting" categories in the 1999 XYZZY Awards, and came in eighth overall in the 1999 Interactive Fiction Competition.
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.
Shade is a psychological horror interactive fiction game written and published by Andrew Plotkin in 2000.
Floatpoint is a 2006 work of interactive fiction written by Emily Short about a diplomat sent to an endangered colony to discuss evacuation options and terms of cohabitation. It is written in Inform 7 and won the 2006 annual Interactive Fiction Competition. Floatpoint also won 2006 XYZZY Awards for Best Settings and Best NPCs. The game was generally praised for its use of multiple endings.
Rat Chaos is a 2012 stream of consciousness art and browser game created by Winter Lake.
The Interactive Fiction Technology Foundation (IFTF) is a nonprofit charitable organization founded in June 2016 working to maintain, improve, and preserve tools and services used in the creation and distribution of interactive fiction.