Interactive fiction
creative works (literature, films, video games or software), simulating environments in which players use text commands or lines to control characters and influence the environment

Interactive fiction (IF) is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of interactive narratives or interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.
Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that interactive fiction games were easily ported across all the popular platforms at the time, including CP/M (not known for gaming or strong graphics capabilities). The number of interactive fiction works is increasing steadily as new ones are produced by an online community, using freely available development system.
The term can also be used to refer to literary works that are not read in a linear fashion, known as gamebooks, where the reader is instead given choices at different points in the text; these decisions determine the flow and outcome of the story. The most famous example of this form of printed fiction is the Choose Your Own Adventure book series, and the collaborative "addventure" format has also been described as a form of interactive fiction.
This brief starts where responsible research should: with the source description of “Interactive fiction” as creative works (literature, films, video games or software), simulating environments in which players use text commands or lines to control characters and influence the environment. Everything that follows is an evidence route, not borrowed authority.
Why this record matters
The subject matters to the science & nature register because the source frames it as creative works (literature, films, video games or software), simulating environments in which players use text commands or lines to control characters and influence the environment. Its deeper value depends on whether names, dates, institutions and citations support that framing.
Datasets, specimens, observations and peer-reviewed methods provide the appropriate test for the technical claims summarized here. The source revision retrieved here is dated Sep 17, 2026. The linked authority identifier is Q1143118. None of the 0 selected statements returned an explicit reference.
Current terminology should not be projected backward without checking the classification used when the underlying evidence was created. The source lead contains qualifying language; that uncertainty should survive quotation, summary and reuse. Authority statements aid reconciliation but still require their own references, qualifiers and ranks to be checked.
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This entry incorporates text from “Interactive fiction” on English Wikipedia. Contributors are listed in the page history. Text is available under the Creative Commons Attribution-ShareAlike 4.0 License. Selected authority identifiers and statements are retrieved from Wikidata under CC0; their references and qualifiers remain part of the verification path.