The Inform Library version 6.12 introduces two fun new ways of storytelling. First, you can use first-person and third person narrative voices. Second, you can use past tense. The typical way to write interactive fiction has been for the game to talk about the player in the second-person narrative voice in the present tense. For example: > PUT COOKIE ON TABLE You put the cookie on the table. That's how Infocom usually did things and is Inform's default. Now suppose you, the author, want the story to read more like an autobiography. Consider this: > PUT COOKIE ON TABLE I put the cookie on the table. This is the first-person narrative voice. Third-person narrative voice looks like this: > PUT COOKIE ON TABLE George puts the cookie on the table. To cause these alternative narrative voices, the player object needs to have a narrative_voice property with a value of 1 or 3. Setting it to 2 results in the old regular behavior. It's most convenient to do this in the Initialise() routine like this: [ Initialise; location = TheRoom; player.narrative_voice = 1; ]; For third-person mode, some additional properties are necessary: [ Initialise; location = TheRoom; player.narrative_voice = 3; player.short_name = "George Jones"; (player.&name)-->0 = 'George'; (player.&name)-->1 = 'Jones'; ]; The name property must be specified like this. There are five slots to which you may add dictionary words. Using these modes may require a bit more discipline when it comes to writing your prose and dealing with the default responses from new verbs you introduce. If the player always controls the same character and/or the narrative voice never changes, you can write your verb subroutines to always talk about George. If the player changes characters or the narrative voice changes, things get a bit more complicated. Problems like that can be solved by careful use of the CSubject functions which are detailed at the end of this document. Previously if you changed the player-character to something other than selfobj, the former player-character would be described as "Your former self" when typing "LOOK". If you want to change bodies like this, you must set player.short_name even if you use the old regular second-person voice. Make sure the narrative_voice, short_name, and name properties are all sensibly set for all possible bodies the player might control. Changing bodies can be a handy technique for implement flashbacks. Create self2, self3, and so on for each time period you visit. Just change the player global to the self you want to be in control. The SelfClass class is provided with all the various properties a player-character needs. Use this class whenever you create a new self. An interesting way of using the third-person voice is to give the PC a generic name like "detective" (put that in the short_name and name properties). Then take away the PC's proper attribute. This will cause the library to address the PC as "the detective" and correctly capitalize the word "the". For instance: [ Initialise; location = theroom; player.narrative_voice = 3; player.short_name = "detective"; (player.&name)-->0 = 'detective'; give player ~proper; ]; This results in a room description like this: >PUT FOLDER ON TABLE The detective puts the folder on the table. >LOOK Squad Room This is the 13th Precinct's squad room. The detective can see a table (upon which is a folder). >INVENTORY The detective is carrying: a badge a revolver The default article used to describe a non-proper PC is "the". If you want to talk about "a detective", just set player.article to "a". There is another property for the player object: nameless. This has meaning only in the first-person or second-person narrative voices. Normally if you're using either of these voices and the PC switches bodies, the PC's former body is referred to as "My former self" or "Your former self". If you want the former body to be referred to some other way, set player.nameless to false and set the name and short_name properties to something appropriate. If third-person narrative voice is used, the nameless property is ignored. "The detective" isn't namelessness. It's just not a proper name. The Library uses the CSubject subroutines to figure out when to say "I", "You", or "George". You can use them too. The most important of these is CSubjectVerb(). It handles the conjugation of verbs used by the actor. These are its parameters: obj The actor who is doing something. reportage Boolean: causes the actor to "observe"[1] nocaps Boolean: Don't capitalise if "you" is used[2]. v1 1st person "I" present verb. v2 2nd person "You" present verb[3]. v3 3rd person "He", "she", or "it" present verb. past The past tense form of the verb[4]. [1] In the Library itself, "reportage" is used in SubjectNotPlayer() which determines the correct conjugation for certain actions performed by NPCs. If this is "false", then this will happen: >SALLY, RUB LAMP Sally achieves nothing by this. If this is "true" then this happens: >SALLY, RUB LAMP Sally observes that she achieves nothing by this. This sort of thing can be important if you want to imply that the NPC is aware of the result of an action. [2] When the second-person voice is used, responses very often begin with "You". Suppose you want to put a conjunction like "but" in front of "you". For instance: >EAT PUDDING But you can't have any pudding if you don't eat your meat! See that "you" is not capitalised. If you omit this parameter, it will be false and therefore the game will capitalise "you". If you want to use a conjunction as in the above example, pass "true". [3] The v2 parameter is usually not necessary because the first and second person present forms of verbs are usually the same. Unless you have something special planned, pass 0 for v2. [4] Past tense can be useful for implementing a flashback. For instance: >EXAMINE VASE The vase was very expensive-looking. Here's an example of using CSubjectVerb(): CSubjectVerb(actor,false,false,"close",0,"closes","closed"); " ", (the) x1, "."; The default is to use the present tense. If you want to change to the past tense, set player.narrative_tense to PAST_TENSE. To change back, change it to PRESENT_TENSE. If you're doing something more complicated, like going back and forth between the present and the past, it can be handy to create a "past PC" with its own posessions and properties. That one always has its narrative_tense set to PAST_TENSE. Then when you want to flash back, simply call ChangePlayer() appropriately. There is a helper function called Tense() that doesn't quite fit in with the CSubject functions. This one takes two parameters: present and past. Its purpose is to keep the tense of various verbs straight. It's not meant for sorting out narrative voices, but instead is applied after that has been sorted out. In fact, Tense() is used extensively in the CSubject helper functions to do just that. Here's how to use it: print "After the storm, there still "; Tense("isn't", "wasn't"); " enough rainfall."; Most of the rest of the CSubject functions are wrappers for commonly used verbs: "is", "isn't", "has", "will", "can", "can't", and "don't". These have only three parameters: obj, reportage, and nocaps. You can call these with two or one parameters if you like. The functions will receive 0 (also false) for missing trailing parameters. CSubjectVoice() is similar to CSubjectVerb() except that the name of the subject is not printed. Here they are along with sample calls: CSubjectIs() CSubjectIs(x1,true); " already closed."; CSubjectIsnt() print "But "; CSubjectIsnt(actor,true,false); " in anything at the moment."; CSubjectHas() CSubjectHas(actor,false); " better things to do."; CSubjectWill() CSubjectWill(actor,true); " first have to close ", (the) x1, "."; CSubjectCan() CSubjectCan(actor,true); " only get into something free-standing."; CSubjectCant() CSubjectCant(actor,true); " usefully blow ", (thatorthose) x1, "."; CSubjectDont() CSubjectDont(x1,true); " seem to fit the lock."; CSubjectVoice() print "What "; CSubjectVoice(player, "do", "do", "does", "did"); print " "; CSubjectVerb(player, false, true, "want", "want", "want", "want"); " to do?";