First, by pedagogical IF I mean interactive fiction written around ‘the art of teaching.’ I am primarily interested in games/text adventures/interactive fiction that either introduces literature, or more importantly, includes interpretation of the literature or otherwise guides the reading in a particular way.
The only example I have found, and one that arguably only introduces the stories and does not attempt interpretation, is “Voices from Spoon River” (game available here). I have only found the SPAG review; any other reviews or impressions of the game, feel free to share. I will use the review on SPAG (here) to bring up some questions/comments I have on game design of IF in this genre.
This is perhaps why “Voices of Spoon River” is most attractive. But is the point of literary-pedagogical IF to be immersion into the world of the original work? At most, this seems only a beginning–and not necessarily the best one. It seems unlikely one can ever offer greater immersion into the text than simply rereading the text. And thus, I think the content of pedagogical IF must not simply seek a recreation of the original work, but provide critical content.
It should be said this review is several years old. I think that perhaps IF has reached a point where an ending can be “a downer” and even have a somewhat unsatisfying resolution in terms of the character, but still be enjoyable to the player.
This quote addresses an important question, fundamental to any game/recreation with the intentions of “Voices of Spoon River”: how closely must the plot/puzzles/endgame be involved with the thematic nature of the original text? I think that Masters’ thematic construction is weakened by this game. Perhaps the player gains temporary immersion in the world of Spoon River, but the game does not promote any greater understanding of Masters’ characters or themes. The resolutions offered in “Voices of Spoon River” ultimately detract from Masters’ entire project.
I think that adding on “happy endings” or other solutions that do not jive with the original content is not detrimental in itself; resolving puzzles in a way counter to the original work and/or its themes can result in endgames that, though “winning”, is heavy-handed about missing the lesson. This can be done either by strongly criticizing the particular action or solution to a puzzle or by encouraging the correct behavior in the “incorrect” endgames. I believe that for pedagogical IF, the designer should probably be fairly heavy-handed and perhaps suggest the correct behavior in the incorrect endgame, simply for the sake of making the game playable in a short amount of time (classroom setting or at-home use). A solution that displays an understanding of the work’s theme (not just plot) can give a list of THINGS TO DO like in Infocom’s hintbooks, and thereby get to read the other endgames, that may be somewhat amusing.
And a final quote:
I am curious what other people think regarding manipulation and game environment in a work of pedagogical IF. I see no problem with a work being sparse in manipulation. NPC interaction, in most cases, can add to immersion and to providing a method of interpreting the original work–so I am mainly talking about items and devices in terms of interaction. For the most part, it seems like ‘less is more’ if you’re trying to impart a lesson. Certain devices could be necessary–an oven in Hansel and Gretel, a spinning wheel in Rumpelstilskin–but locked containers and hidden doors would almost certainly draw away from the pedagogical function of the work.
Are there thoughts on more-or-less decorative manipulation in pedagogical IF–its value or its dangers?
[should i post this at raif?]