![]() Most of the organisers of The Rosebush come from the communities around the Interactive Fiction Competition, the Spring Thing, the IFDB, and so on but we explicitly also intend to publish about the works of adjacent communities, such as the ChoiceScript community and the retro text adventure community. While tabletop role playing games, computer role playing games, visual novels, and choose-your-own-adventure books are also interactive fictions in a sense of that term, they are not our primary topic. In particular, The Rosebush will publish about both parser-based and choice-based interactive fiction. The focus of The Rosebush lies on digital works in which a player interacts with a pre-written story where text is the main medium. ![]() Interactive fiction is a term with many uses. The intended audience consists of both players and authors of IF. It will publish substantial articles that increase our understanding of interactive fiction, from individual works to design patterns, community structures and historical trends. The interactive fiction community already has well-established channels for reviews of individual games, and several people have well-read blogs, but we’ve been lacking a good platform for in-depth analyses, theory articles, discussions of craft, interviews, historical pieces, and so on. The Rosebush will be a free online magazine dedicated to publishing longer form articles about interactive fiction. Learn more below, or you can also read this post on our website. We hope to begin publishing early this summer, perhaps in June. The purpose of this preliminary launch is to let the interactive fiction community know that we exist, and to invite submissions. ![]() Welcome! We’re very happy to announce the preliminary launch of The Rosebush, a new online magazine for interactive fiction theory and criticism. I’d love to hear other people’s thoughts, whether you’re someone who’s played slice of life games or writes them! interactive fiction game writing slice of life games writing thoughts ![]() But I don’t have a strong sense of much more than that. I have the impression that slice of life plots are usually low-action, but may (or may not) have high emotional stakes for the main characters. I’m curious about what makes a game slice of life rather than nudging it into another genre such as romance? And what makes a slice of life game successful for you? What elements make something feel slice-of-life to you, and do you like those elements in games of other genres? (I’ve seen people talk about slice of life aspects in Crème de la Crème and Royal Affairs - what does that mean to you? Lingering on everyday routines, getting to know characters, workplaces, low-stakes interactions and events?) I am here on this Sunday morning to ask you about what you think about slice of life! I made a thread on the CoG forum too so if you have thoughts please feel free to post there or here, whichever suits you! ![]()
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