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The structure reviews nominated and winning games through recurring creative dimensions such as storytelling quality, puzzle design, narrative structure, depth of implementation, character and NPC strength, setting and worldbuilding, and the player’s influence on plot. It also includes focused prefaces and conclusions, plus year-by-year case discussions of notable creators.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":15,"@type":76,"position":81},"https://docshare.wps.com/document/literature/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/learning-from-the-best-of-text/513356/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/learning-from-the-best-of-text/513356.png","ImageObject",300,407,{"name":92,"@type":93},"Blitz","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-19","2026-10-06",true,{"@type":102,"interactionType":103,"userInteractionCount":81},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What criteria are used to define a “Best Game” in this work?","Question",{"text":112,"@type":113},"The document frames a “Best Game” through aspects such as great storytelling, depth, and compelling mechanics, along with year-specific analyses that expand on these themes.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How does the book evaluate different years of XYZZY award-winning games?",{"text":117,"@type":113},"It presents a year-by-year breakdown where each highlighted game is discussed through focused subsections like narrative structure, puzzle design, characters, and depth of implementation, followed by a conclusion.",{"name":119,"@type":110,"acceptedAnswer":120},"What narrative and design elements does the text repeatedly emphasize?",{"text":121,"@type":113},"Across the table of contents, it repeatedly highlights coherent story, puzzle structure, strong PCs and NPCs, setting and worldbuilding, player influence on plot, and consistent or thematic narrative design.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},513356,1792355833,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":14,"category_name":15,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":81,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":144,"read_time":145},24464137899374,"https://us-avatar.wpscdn.com/davatar_3d24733baf745e90a7e4bdd5f77d97b2","Learning from the Best of Text  \nBrian Rushton  \nAugust 10, 2024  \nThis work was made possible by a grant from the Interactive Fiction Technology Foundation.  \nContents  \nForeword xiii  \nI The XYZZY Awards 1  \n1 XYZZY Best Games 2  \n1.1 Preface: What makes a ‘Best Game’ ................ 2  \n1.2 Great Storytelling .......................... 3  \n1.3 Depth and compelling mechanics .................. 3  \n1.4 Conclusion .............................. 4  \n1.5 1996: So Far, by Andrew Plotkin .................. 4  \n1.5.1 Coherent Story ........................ 4  \n1.5.2 Puzzle Structure ....................... 5  \n1.5.3 Creativity ........................... 6  \n1.5.4 Pathos ............................. 6  \n1.5.5 Conclusion .......................... 7  \n1.6 1997: I-0, by Adam Cadre ...................... 7  \n1.6.1 Narrative Structure ..................... 7  \n1.6.2 Detail and PC ........................ 8  \n1.6.3 Knowing your audience ................... 8  \n1.6.4 Summary ........................... 8  \n1.7 1998: Spider and Web, by Andrew Plotkin ............. 9  \n1.7.1 Subversion of expectations .................. 9  \n1.7.2 Depth ............................. 9  \n1.7.3 Strong Individual NPC ................... 10  \n1.7.4 Conclusion .......................... 10  \n1.8 1999: Varicella, by Adam Cadre ................... 10  \n1.8.1 Strong Narrative voice/PC/setting ............. 11  \n1.8.2 Complex NPCs ........................ 11  \n1.8.3 Depth ............................. 11  \n1.8.4 Conclusion .......................... 12  \n1.9 2000: Being Andrew Plotkin, by J. Robinson Wheeler ....... 12  \n1.9.1 Strong PCs and Multiple Viewpoints ............ 12  \n1.9.2 Setting ............................. 13  \nCONTENTS iii  \n1.9.3 In-jokes and Knowing the community ........... 13  \n1.9.4 Depth? ............................ 13  \n1.9.5 Conclusion .......................... 14  \n1.10 2001: All Roads, by Jon Ingold ................... 14  \n1.10.1 Leading the player through PC motivation ........ 14  \n1.10.2 Depth ............................. 15  \n1.10.3 An intricate, cinematic story ................ 15  \n1.10.4 Setting ............................. 15  \n1.10.5 Conclusion .......................... 15  \n1.11 2002: Savoir-Faire, by Emily Short ................. 15  \n1.11.1 Attention to detail/depth .................. 16  \n1.11.2 Setting and PC ........................ 16  \n1.11.3 Thematic Unity ........................ 17  \n1.11.4 Conclusion .......................... 17  \n1.12 2003: Slouching Towards Bedlam, by Daniel Ravipinto and Star Foster ................................. 17  \n1.12.1 Phenomenal worldbuilding .................. 17  \n1.12.2 Manipulation of the parser itself .............. 17  \n1.12.3 Strong moral choices and player influence on plot ..... 18  \n1.12.4 Illusion of size ........................ 18  \n1.12.5 Conclusion .......................... 18  \n1.13 2004: Blue Chairs, by Chris Klimas ................. 18  \n1.13.1 Depth and breadth ...................... 19  \n1.13.2 Strong PC ........................... 19  \n1.13.3 Consistent narrative ..................... 20  \n1.13.4 Conclusion .......................... 20  \n1.14 2005: Vespers, by Jason Devlin ................... 20  \n1.14.1 Very strong PC ........................ 21  \n1.14.2 Strong setting and NPCs .................. 21  \n1.14.3 Moral Choices ........................ 21  \n1.14.4 Story ............................. 22  \n1.14.5 Depth ............................. 22  \n1.14.6 Conclusion .......................... 22  \n1.15 2006: The Elysium Enigma, by Eric Eve .............. 22  \n1.15.1 Depth of Implementation .................. 23  \n1.15.2 NPCs ............................. 23  \n1.15.3 Alternate paths and hidden content ............ 23  \n1.15.4 Conclusion .......................... 23  \n1.16 2007: Lost Pig, by Admiral Jota ................... 24  \n1.16.1 Dealing with the parser ................... 24  \n1.16.2 Strong PC/Narrative Voice ................. 24  \n1.16.3 Strong NPC ....","cbCailyv9OwOMRyL","https://ap.wps.com/l/cbCailyv9OwOMRyL","pdf",1661399,285,"English","# Foreword\n# The XYZZY Awards\n## XYZZY Best Games\n### Preface: What makes a ‘Best Game’\n### Great Storytelling\n### Depth and compelling mechanics\n### Conclusion\n## 1996: So Far, by Andrew Plotkin\n### Coherent Story\n### Puzzle Structure\n### Creativity\n### Pathos\n### Conclusion\n## 1997: I-0, by Adam Cadre\n### Narrative Structure\n### Detail and PC\n### Knowing your audience\n### Summary\n## 1998: Spider and Web, by Andrew Plotkin\n### Subversion of expectations\n### Depth\n### Strong Individual NPC\n### Conclusion","[{\"question\":\"What criteria are used to define a “Best Game” in this work?\",\"answer\":\"The document frames a “Best Game” through aspects such as great storytelling, depth, and compelling mechanics, along with year-specific analyses that expand on these themes.\"},{\"question\":\"How does the book evaluate different years of XYZZY award-winning games?\",\"answer\":\"It presents a year-by-year breakdown where each highlighted game is discussed through focused subsections like narrative structure, puzzle design, characters, and depth of implementation, followed by a conclusion.\"},{\"question\":\"What narrative and design elements does the text repeatedly emphasize?\",\"answer\":\"Across the table of contents, it repeatedly highlights coherent story, puzzle structure, strong PCs and NPCs, setting and worldbuilding, player influence on plot, and consistent or thematic narrative design.\"}]","Learning from the Best of Text | PDF",1791283693,439]