Since Graham Nelson created the interactive novel design system and programming language Inform in 1993, this field has been evolving. With version updates, the related virtual machines have also been continuously improved. Among them, the emergence of Z-Machine and Glulx has given creators more choices and possibilities. These virtual machines have played an extremely important role in the development of interactive novels.
The existence of virtual machines makes it possible for works to run across platforms, which is a huge advantage for developers.
The original Z-Machine was developed by Infocom in 1979 and was designed specifically for their interactive fiction works. The emergence of this virtual machine allows creators to run the same Z-code file on multiple platforms without making any modifications. This means that no matter how complex the title profile is, players can always enjoy these stories on the device of their choice.
Over time, Z-Machine's limitations became apparent, such as controls over game size and content. In order to solve these problems, Andrew Plotkin created the Glulx virtual machine in 2004, which was not only able to support larger games, but also introduced many advanced features. Starting from version 6.3 of Inform, the Inform language has built-in support for Glulx, which allows creators to design interactive works with larger scale and richer gameplay.
The emergence of Glulx provides creators with greater freedom, so that the depth and scope of the story are no longer constrained by the Z-Machine.
For some beginners, Inform 6's language system is simple and easy to understand, and provides a stable structure for creating stories. Through the Inform compiler, developers can convert source code into Z-code or Glulx files to run in these two virtual machines. Although early versions of Inform only supported Z-Machine, with the introduction of Glulx, developers' choices have become wider.
Since then, the launch of Inform 7 has further simplified this process. It uses a natural language-based programming method, allowing developers to focus more on the story itself rather than tedious coding. For example, creators can define an object's properties and behavior with just one sentence, making the creative process more attractive for many writers.
"No longer let programming be an obstacle to creation, and return story creation to the core narrative."
The programming methods in Inform 7 make it easy for many creators with non-technical backgrounds to get started, encouraging more people to participate in this creative process. From referencing character continuations to stories involving deeper emotions, this language greatly expands the boundaries of interactive fiction. Today, many well-known works are based on this creation.
More importantly, the continued development of these virtual machines has enabled the community activity of interactive novels to continue to increase. Compatibility between platforms and support for new gameplay allow developers to continue experimenting and innovating. Various innovative projects and games are regularly introduced to the market, which not only enriches the content of the entire field, but also stimulates reflection on both literature and games.
"Creation is not only a display of technology, but also the transmission of emotions and stories."
As tools and platforms advance, authors looking to create interactive fiction now have more resources than ever before. Whether it is a classic game based on Z-Machine or an innovative Glulx work, the stories under the framework of these virtual machines are refreshing.
What direction will the development of interactive novels take in the future? Will a new generation of virtual machines emerge that challenge these classic boundaries?