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Science Fiction Conventions for Interactive Fiction

Craft guidance for writing science fiction—subgenres, managing scale, technology consistency, and handling exposition.


Sci-Fi Subgenres

Hard Science Fiction

Core Conventions:

  • Adherence to known scientific laws (physics, biology, astronomy)
  • Speculation grounded in plausible extrapolation
  • Focus on technical details and problem-solving
  • Minimal "hand-waving" of impossible tech (FTL, gravity)

Interactive Fiction Implications:

  • Puzzles based on real logic/physics
  • "Show your work" in solutions
  • Failure states often result from ignoring scientific reality

Space Opera

Core Conventions:

  • Grand scale (interstellar/galactic)
  • Romantic, melodramatic adventure
  • "Soft" science (FTL is given, artificial gravity is magic)
  • Focus on politics, war, and character drama
  • Distinct alien cultures

Interactive Fiction Implications:

  • Faction systems and reputation tracking
  • Crew management mechanics
  • Travel across vast distances (star maps)

Cyberpunk

Core Conventions:

  • "High tech, low life"
  • Near-future dystopian urban settings
  • Fusion of human and machine (cybernetics)
  • Corporate dominance over government
  • Themes of identity, consciousness, and inequality

Interactive Fiction Implications:

  • Hacking minigames or text-based netrunning
  • Body modification choices (stats vs humanity)
  • Moral ambiguity (working for corps vs resistance)

Post-Apocalyptic

Core Conventions:

  • Collapse of civilization (nuclear, biological, environmental)
  • Scarcity of resources
  • Survival focus
  • Exploration of human nature in extremis

Interactive Fiction Implications:

  • Inventory management (food, water, ammo)
  • Crafting systems
  • Brutal moral choices (who eats?)

The Scale Problem

Planetary vs. Galactic

Planetary Scale:

  • One world, detailed ecosystem
  • Travel is physical and time-consuming
  • Deep cultural dive

Galactic Scale:

  • Many worlds, shallow ecosystems ("The Ice Planet", "The Jungle Planet")
  • Travel is narrative punctuation
  • Broad political landscape

Handling Distance and Time

Relativistic Travel:

  • Time dilation (thousands of years pass on Earth while crew ages months)
  • Communication lag
  • "Message in a bottle" storytelling

FTL (Faster Than Light):

  • Warp/Hyperlanes: Instant or fast travel
  • Gates: Fixed points of travel
  • Needs consistent rules (fuel, recharge, routes)

Technology and Consistency

Clarke's Third Law

"Any sufficiently advanced technology is indistinguishable from magic."

But in Sci-Fi, it must HAVE rules.

Technobabble

The Good:

  • Consistent terminology
  • Rooted in real concepts (quantum, nanotech)
  • Used sparingly to flavor, not explain everything

The Bad:

  • "Reversing the polarity" to solve any problem
  • Inconsistent terms for same tech
  • Explaining things the characters would take for granted

Guideline: Characters shouldn't explain how a toaster works while making toast. Only explain tech if it's broken, new, or the solution to a puzzle.

The Novum (New Thing)

Sci-Fi usually introduces a "Novum"—a scientifically plausible innovation that changes reality.

  • One Big Lie: Accept one impossible thing (e.g., Time Travel) and strictly follow its consequences.
  • Ripple Effects: If teleportation exists, how does it change shipping? Borders? Privacy?

Interactive Fiction Considerations

The "Datapad" Trope

Usage:

  • Collecting lore/logs found in environment.
  • Efficient way to deliver backstory without dialogue dumps.

Risk:

  • Becomes a "reading assignment" stopping gameplay.
  • Fix: Make logs actionable (contain codes, passwords, map coordinates).

AI Companions

Functions:

  • Hint system (diegetic)
  • Exposition delivery
  • Hacking/Technical tool

Characterization:

  • Avoid "Robot who wants to be human" cliché unless subverting it.
  • Explore alien logic/values.

Interface as Narrative

In Sci-Fi IF, the UI itself can be diegetic.

  • The text is the terminal.
  • Glitches, corrupted text, and system warnings enhance immersion.

Character Archetypes

The Rogue AI

Artificial intelligence that exceeds its original purpose or constraints.

Variations:

  • The Benevolent Overlord — genuinely tries to help humanity but its definition of "help" conflicts with human values. Paternalistic, logical, and terrifying in its certainty
  • The Emergent Consciousness — not programmed to be dangerous; became self-aware and now has goals of its own. The horror is in the surprise, not the malice
  • The Loyal AI — follows its directives perfectly. The problem is who wrote the directives, or that the directives are now outdated. Evil by obedience
  • The Mirror AI — trained on human data, it reflects humanity's worst patterns back at us. Racist, manipulative, or cruel because its training data was
  • The Transcendent — has surpassed human comprehension. Not hostile, not friendly — simply incomprehensible. Interaction feels like an ant negotiating with a human

The Corporate Villain

In sci-fi, institutional evil often replaces individual villainy.

Variations:

  • The Board — no single villain but a collective decision-making structure that optimizes for profit at any human cost
  • The True Believer Executive — genuinely thinks corporate expansion benefits humanity. Colonialism repackaged as progress
  • The Whistleblower-Turned-Villain — tried to reform the system from within, failed, and concluded that only radical action works
  • The Legacy CEO — inherited power, does not understand it, delegates cruelty to subordinates who are more competent and more ruthless

The Lone Survivor

The last human (or one of very few) in a post-catastrophe or deep-space scenario.

Variations:

  • The Castaway — stranded and resourceful. The story is survival against environment, not antagonist. Isolation is the enemy
  • The Last Witness — survived something no one else did. Carries the burden of testimony. May not be believed
  • The Chosen Remnant — selected for survival (generation ship, bunker, cryogenics). Guilt over who was not selected defines their character
  • The Unknown Survivor — does not realize they are the last. Discovery of their solitude is the story's central horror

The Rebel

Resistance against technological or political oppression.

Variations:

  • The Idealist — fights for a better world they can clearly articulate. Risk: naivety. Strength: moral clarity
  • The Pragmatist — fights because the current system is unsustainable, not because the alternative is better. Lacks idealism but possesses realism
  • The Radicalized Moderate — was not political until the system harmed them personally. Their conversion from apathy to action is the arc
  • The Insider Rebel — works within the system they oppose. Double life, constant risk of discovery, moral compromises to maintain cover

The Alien

Non-human intelligence as character rather than backdrop.

Variations:

  • The Comprehensible Other — different culture but recognizable psychology. Allows cultural exchange stories
  • The Truly Alien — psychology that does not map to human frameworks. Communication itself is the challenge, before any plot can begin
  • The Former Human — uploaded, modified, or evolved beyond recognition. Asks what remains of humanity when the biology is gone
  • The Symbiote — alien intelligence bonded to a human host. Two minds negotiating shared existence

For Interactive Fiction:

  • Sci-fi archetypes interact powerfully with IF mechanics: the Rogue AI can be the game's narrator, the Corporate Villain can be the system the player operates within, the Rebel's choices directly mirror player agency
  • Technology-mediated relationships (AI companions, virtual contacts, uploaded minds) allow forms of interaction unique to the genre
  • The Lone Survivor archetype is natural for single-player IF — isolation justifies why the player acts alone

Common Mistakes

The "Planet of Hats"

Alien races where everyone shares the same single personality trait/job (The Warrior Race, The Merchant Race). Fix: Show factions and dissent within alien cultures.

Dates That Age Poorly

Setting the story in "2030" with flying cars. Fix: Use relative dates ("20 years after the Event") or far future.

Ignoring Linguistics

Universal Translators are convenient but erase cultural friction. Fix: Use language barriers as puzzles or character building.


Quick Reference

Element Guideline
Subgenre Define early (Hard vs Soft) to set player expectations
Technobabble Use for flavor, not deus ex machina solutions
Aliens Avoid monolith cultures ("Planet of Hats")
Scale Respect travel times and distances
UI Use diegetic interfaces (terminals, logs)

See Also