The XYZZY Awards are the annual awards given to works of interactive fiction, serving a similar role to the Academy Awards for film. [1] The awards were inaugurated in 1997 by Eileen Mullin, the editor of XYZZYnews. [2] 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. [3]
Since 1997, the XYZZY Awards have become one of the most important events within the interactive fiction community. [4] Together with events like the Interactive Fiction Competition and Spring Thing, the XYZZY Awards provide opportunities for the community to encourage and reward the creation and development of new works within a genre that is no longer commercially lucrative. [5]
The name of the awards comes from the magic word "xyzzy" causing teleportation from the popular early text adventure game Adventure .
The awards have been presented in the following categories. [6]
The game which is the most enjoyable as a whole; other awards recognize merit in particular qualities.
A game which rises above the others in the quality of its descriptive text.
The game with the deepest or most original story.
The most original or best-described locations.
The most well-crafted, clever, and appropriate puzzles.
Appropriate, amusing, and well-written casts of non-player characters.
The most inspired, well-crafted, and intriguing puzzle.
A particularly well-implemented and well-written non-player character.
A particularly well-defined and well-written player character.
The category had no specific criteria given to voters; many chose to interpret this award as a recognition of particularly daring interpretations of the limits and abilities of interactive fiction, especially as regards the relationship between the player, narrator, and player character. This award was retired in 2010, when Best Implementation and Best Use of Innovation were introduced as replacements.
Introduced in 2010 along with Best Use of Innovation, to replace the Best use of Medium award. It recognizes "completeness of implementation, excellence in parser messages, etc". [8]
Introduced in 2010 along with Best Implementation, to replace the Best use of Medium award. It recognizes the "most innovative game". [8]
Recognizes "interpreters, authoring systems, libraries, utilities, and so on". [8]
Outstanding non-game content ("feelies") created to accompany specific games. Eligibility is based on the year when the supplemental materials were released, regardless of the year of release of the game.
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.
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, but longer games are allowed entry. 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.
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.
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.
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.
Spring Thing is an annual competition to highlight works of text adventure games and other literary works, also known as Interactive Fiction.
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.
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.
Shade is a psychological horror interactive fiction game written and published by Andrew Plotkin in 2000.
Savoir-Faire is a piece of interactive fiction written by Emily Short, about a magician in 18th-century France searching his aristocratic adoptive father's house. It won the Best Game, Best Story, Best Individual Player Character and Best Puzzles awards at the 2002 Xyzzy Awards, and was a finalist for four other categories. Puzzles in the game require the player to make "leap[s] of inference" between objects with similar functions. The game was generally praised for its unique use of magical powers and its high-quality implementation. A mini-game follow-up, Damnatio Memoriae, was released in 2006.
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.
Lost Pig is a comedic work of interactive fiction about an orc retrieving an escaped pig. It was created by Admiral Jota and released as freeware. It took first place in the 2007 Interactive Fiction Competition with an average score of 8.27. Lost Pig won best game, best writing, best individual non-player character, and best individual player character in the 2007 XYZZY Awards. Lost Pig finished with 18.7% of the votes for the Audience Award in the interactive fiction category in the 2008 Jay Is Games Best of Casual Gameplay awards, placing it second after Violet.
Porpentine Charity Heartscape is a video game designer, new media artist, writer and curator based in Oakland, California. They are primarily a developer of hypertext games and interactive fiction mainly built using Twine. They have been awarded a Creative Capital grant, a Rhizome.org commission, the Prix Net Art, and a Sundance Institute's New Frontier Story Lab Fellowship. Their work was included in the 2017 Whitney Biennial. They were an editor for freeindiegam.es, a curated collection of free, independently produced games. They were a columnist for online PC gaming magazine Rock, Paper, Shotgun.
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.
Rat Chaos is a 2012 stream of consciousness art and browser game created by Winter Lake.
The Interactive Fiction Database (IFDB) is a database of metadata and reviews of interactive fiction.