One of the things that’s always struck me about interactive fiction is that it has a sort of ghostly double: the room you’re reading about, and the room you’re imagining. The game says, “You are in a room with peeling wallpaper and a humming fluorescent light,” and suddenly, in your head, you’re there. Not literally, but in a way that feels oddly present. The visual novel might show you a carefully composed background image; the parser game trusts you to conjure your own, down to the way the air smells.
So let’s talk about liminality. Not in the academic sense, but in the internet-popular-culture sense: abandoned offices with carpeting from 1986, fluorescent lights that buzz just a bit too loud, suburban neighborhoods where it’s always 3pm on a cloudless afternoon and no one is home.
Now, the question: can you build this sort of space—textually? Can you, in IF, do the equivalent of walking through the Dreampools or wandering the endless cul-de-sacs of Eternal Suburbia?
What makes a liminal space liminal isn’t just its physical characteristics. It’s about evoking a sense of dislocation, of being somewhere that is both familiar and not, safe but eerie, mundane yet soaked in unreality. And crucially, it’s about stillness. About potential without fulfillment. A place waiting for something to happen that never quite does.
This makes it perfect for interactive fiction, because what is IF if not a long string of delays and hesitations? You press a key. The story waits. You choose a direction. The hallway stretches on. The parser blinks at you expectantly. In a world built of text, the uncanny silence of a liminal space isn’t a limitation—it’s a feature.
Imagine this: you wake up in a public restroom. The tiles are off-white and ever so slightly misaligned. There’s no signage, no sound. You open the door and find yourself in a carpeted hallway that seems like it belongs in a doctor’s office. Every few rooms, the architecture shifts subtly: crown molding appears where it shouldn’t, ceiling tiles go from square to hexagonal. None of it matters. You’re still alone.
What you’d need isn’t just a room-by-room recreation of the aesthetic—you’d need to lean into the feeling. Sparse descriptions. Details that clash subtly with one another. A map that’s too large to easily memorize but too repetitive to be exciting. Maybe a vending machine that doesn’t work. Maybe a swimming pool full of clean water that no one has ever swum in.
And don’t make it about puzzles. Don’t make it about story. Make it about presence. The act of wandering is the experience. Maybe the only interactivity is the slow realization that there’s no goal. That the game never ends. That you’ve wandered for a hundred rooms and the carpet never changes, and somehow that’s exactly what you wanted.
Words let the player fill in the spaces. And in a game about liminal spaces, what matters most is what’s not there.
That’s my 10p anyway.
Adam