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Colossal Cave Adventure

Game

3 documents in the library are about Colossal Cave Adventure, from writers such as DiGRA. Each has a summary and key insights with the page they come from.

Documents
3
newest 16 Jun 2026

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Each row is a game or company named alongside Colossal Cave Adventure, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Colossal Cave Adventure

Cover of "Perhaps, This Is Hell": Descent Into SIGNALIS
Article

"Perhaps, This Is Hell": Descent Into SIGNALIS

This paper examines how video games engage with katabasis, the mythic descent into the underworld, using a close reading of SIGNALIS (rose-engine, 2022) and comparative analysis of its intertexts.

  • The paper argues that playable descent narratives translate traditional katabatic (underworld-descent) images and motifs into interactive form, enabling complex emotional experiences.
  • Its primary case study is SIGNALIS (rose-engine, 2022), read as both a literal and metaphorical katabasis through its vertical structure, threshold moments that compel protagonist Elster downward, and the explicit line "PERHAPS, THIS IS HELL."
  • The author contends that in SIGNALIS, Hell is not a destination but the distorted world itself: a self-generated cycle of guilt, decay, and memory loss.
DiGRAJun 2026
Cover of Designing Open Dialogue Systems for LLM-Based NPCs
Whitepaper21 pages

Designing Open Dialogue Systems for LLM-Based NPCs

This paper argues for an approach to non-player characters in which players converse with NPCs through free-form typed dialogue, with a large language model generating responses under the control of pre-written "directing prompts" that constrain the NPC's behavior.

  • The paper proposes free-form typed dialogue with NPCs, where an LLM generates responses under pre-written "directing prompts" that constrain behavior, positioning this against historical text-parser and menu-based dialogue systems.
  • Its central thesis is that LLM reasoning, including step-by-step and causal reasoning, lets game state change through qualitative semantic judgments rather than numerical win conditions.
  • Rather than seeking deterministic outputs, the authors treat both player input and model output as non-deterministic and achieve predictability through system-level instructions that shape every response.
DiGRAJun 2026
Cover of The Evolution of Liberalism in the XCOM Franchise Reboot
Article

The Evolution of Liberalism in the XCOM Franchise Reboot

This paper examines the XCOM franchise reboot, comprising XCOM: Enemy Unknown (2012), XCOM 2 (2016), and XCOM: Chimera Squad (2020), as a case study in how games engage international relations theory, with particular attention to liberal internationalism.

  • The paper argues the XCOM reboot trilogy (Enemy Unknown 2012, XCOM 2 2016, Chimera Squad 2020) traces a liberal arc: global cooperation against an external threat, collapse into authoritarian rule, liberation, and then domestic vigilance for a pluralist society.
  • Using John Mearsheimer's distinction between liberal optimism and realist pessimism as its theoretical frame, the study contends the franchise departs from the realist logic its turn-based strategy mechanics might suggest.
  • Enemy Unknown depicts sixteen major powers uniting under a council against an alien invasion, substituting generalized global threats such as climate change for the colonial anxieties common in alien-invasion fiction.
DiGRAJun 2025