1985: A Mind Forever Voyaging
In the wake of a devastating election, a star designer wondered whether games could be political. [PDF] [EPUB] [TXT]
A definitive book about the first half-century of interactive fiction.
Over $650,000 raised via crowdfunding
Further Explorations bonus book now available!
Extra chapters on text game genres,
favorite games, a detailed timeline, and a lot more!
We've Got Merch! Maps, Posters & More
“A fascinating peek into the history and evolution of
interactive storytelling.”
“An exceptional survey of the form: I learned new things even about games I know well, and had a delightful introduction to some I’d never heard of. ...both thoroughly researched and full of joy.”
“Shows why interactive fiction is important, why it still matters, and how the field has evolved.”
“An awesome exploration of the long history of the genre.”
“A staggering history of text games... It’s an incredible accomplishment and a wellspring of historical knowledge.”
“It's impossible to overstate how good a job @aaronareed has done... well-designed, easy to browse, and full of primary source material. It's not just a great book—it's an invaluable resource for everyone interested in text-based games, whether you're a scholar or a game designer or a player.”
Adventure. ELIZA. Trade Wars. That paperclips game... Galatea. Choices. Lifeline. 80 Days. And many more...
For fifty years, writers have been creating interactive fiction on digital platforms. From text adventures to VR poetry, MUDS to mobile dating sims, chatbots to roguelikes, these games without graphics have pioneered new genres of interactive storytelling and engaged imaginations with prose and code.
Now you can (re)discover these games in a beautiful book chronicling the first half-century of video games made from words.
Fifty in-depth chapters cover one text game from each year starting in 1971—when a Minnesota teacher wheeled a teletype into his class to debut a game called The Oregon Trail—through the dawn of the 2020s.
The fifty games include famous classics, overlooked gems, and forgotten genres: everything from epic MUDs to generative text engines, and games running on hardware from teletypes to smart watches. It's the story of interactive fiction, made accessible to outsiders and insiders alike.
A bonus volume crammed full of stuff that just couldn't fit in the main book is also now available. Further Explorations is an 85-page supplement that covers weird text game genres like hacking simulators and type-in books, fan-favorite games like Anchorhead and A Dark Room, and features a detailed timeline of text game history with hundreds of tools, technologies, events, and milestones.
Originally available exclusively as a perk to crowdfunders, Further Explorations is now available for standalone purchase in a revised and expanded edition.
An in-depth history of interactive fiction. 640 pages.
Softcover
8"x10" softcover
Hardcover
8"x10" casebound
Digital
PDF and Reflowable EPUB
Also available direct to libraries/booksellers via IngramSpark.
Hardcover ISBN: 9798985966107
Softcover ISBN: 9798985966114
A companion volume of bonus chapters. 85 pages.
Softcover
8"x10" softcover
Hardcover
8"x10" casebound
Digital
PDF and Reflowable EPUB
Please note that the offset print run manufactured for the 2022 crowdfunding campaign, including the faux-leather hardcover and slipcase collector's edition, is now completely sold out and these editions are no longer available for sale. The copies being sold now contain the same interior contents as the original run, but are print-on-demand editions.
Note: if you are looking for the original print run on eBay, note that I have seen several auctions pop up which do not specify which version of the book they are selling or include any photos. Assume these auctions are likely the print-on-demand version unless they explicitly say otherwise and have photos to prove it!
Many of the cool maps and designs from the book are now available as standalone posters or as t-shirts, coffee mugs, or phone cases! (Along with a couple new surprises...) Want some CYOA socks? A Dwarf Fortress shower curtain? A meticulously detailed map of mainframe Zork? Now's your chance.
In the wake of a devastating election, a star designer wondered whether games could be political. [PDF] [EPUB] [TXT]
BBS games in the 90s had to compete with the multimedia CD-ROM games on retail shelves, and had only text and 16-color character art to do it with...
Check out the opening pages of the book, including the start of an extensive opening chapter on the earliest days of interactive text on computers.
If you're interested in reviewing 50 Years of Text Games for your publication, please contact me (Aaron A. Reed) about getting a review copy. I'm also happy to do interviews on your blog or podcast!
You're also welcome to download hi-res images from the book for use in coverage.
New research into the dawn of digital gaming history reveals the surprisingly complex computer games created in the 1950s for, of all people, business management students.
The doomed text game from a lauded sci-fi writer with a script far too big for a floppy disk to hold...
The interactive fiction game that made its players learn a whole new language to play.
Aaron A. Reed is an indie creator exploring the intersection of writing and play. He is the author of Blue Lacuna, voted one of the top ten text adventures of all time; Subcutanean, a novel that changes for each new reader (Lambda Literary Awards finalist); and the tabletop roleplaying game Archives of the Sky, a 2020 ENnie award winner. His previous nonfiction books are Creating Interactive Fiction With Inform 7 and Adventure Games: Playing the Outsider (with Anastasia Salter and John Murray). He holds a PhD in interactive story and lives in the Bay Area of California.
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