Gameplay is language-based in nature. All interaction with the player, both input and feedback, is done through the input and output of pure text. Input mimics natural language using verb-noun (action-item) commands (Abbreviations also qualify, because they abbreviate a verb-noun construct, like "w" for "go west" or "i" for "list inventory"). Output is rendered in full, natural-language, grammatically-correct sentences. Sometimes referred to as "text-adventure" or "Infocom" games (after the company that made them famous).
Interactive fiction (often abbreviated "IF" or "I-F") is a form of literature unique to the computer. While the reader cannot influence the direction of a typical story, the reader plays a more active role in an interactive fiction story and completely controls its direction. Interactive fiction works come in all the sizes and genres available to standard fiction, and in fact are not always even fiction per se (interactive tutorials exist and are slowly becoming more common).
Dramatic creations that encourage user and viewer participation through computer technology, e.g. hypertext, group feedback, or VR.
features multiple plots and endings. The reader determines the structure of the story by choosing from different alternatives at the end of each chapter.
Interactive fiction, often abbreviated IF, describes 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 and as computer games. In common usage, the word refers to text adventures, a type of adventure game with text-based input and output.