The number of interactive fiction works is increasing steadily as new ones are produced by an online community, using freely available development systems.
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The number of interactive fiction works is increasing steadily as new ones are produced by an online community, using freely available development systems.
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The most famous example of this form of printed fiction is the Choose Your Own Adventure book series, and the collaborative "addventure" format has been described as a form of interactive fiction.
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Interactive fiction usually relies on reading from a screen and on typing input, although text-to-speech synthesizers allow blind and visually impaired users to play interactive fiction titles as audio games.
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MUDs, which became popular in the mid-1980s, rely on a textual exchange and accept similar commands from players as do works of IF; however, since interactive fiction is single player, and MUDs, by definition, have multiple players, they differ enormously in gameplay styles.
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Interactive fiction took out a small ad in a computer magazine in order to promote and sell Adventureland, thus creating the first commercial adventure game.
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Interactive fiction became a standard product for many software companies.
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Interactive fiction was bought by Activision in 1986 after the failure of Cornerstone, Infocom's database software program, and stopped producing text adventures a few years later.
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In Spain, interactive fiction was considered a minority genre, and was not very successful.
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The first Spanish interactive fiction commercially released was Yenght in 1983, by Dinamic Software, for the ZX Spectrum.
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