List of composite works
Some works of interactive fiction have been built from all of or parts of previous works. Here are the ones we know about:
- Crossworlds Part 0 - The Girl Next Door (BBBen; 2006; ADRIFT 3.9).
- Domicile (John Evans; 2003; Z-code).
- This work reincorporates selected locations and a few items and NPCs from three of the author's previous works: Castle Amnos (2000), Elements (2001), and Hell: A Comedy of Errors (2002). However, the gameplay in Domicile is different from the previous games. Magical means of transportation is used to travel between the different games.
- Gossip (Hugo Labrande; 2009; Z-code).
- IFDB Spelunking (Joey Jones; 2012; Glulx).
- In order to convey the experience of playing ten works randomly chosen by IFDB, the author adapts parts of (or sometimes just makes references to) ten different works: The Algophilists' Penury (Jon Stall; 2012; Z-code), Casting ('trix; 2005; Z-code), Cold As Death (Gorm; 2010; Web browser), The Computer Club of Fear (Nate Segerlind; 1988; Eamon), The Extricator (Peter Hoar, Catherine Lamb, David Hater, and Sean; 1992; The Quill), Les Feux de l'enfer (Sabine Gorecki; 2005; ADRIFT 4; French), Framed (Richard Bayliss; 1998; GAC), Inventory (Christopher Armstrong; 2008; Z-code), A Minimum Wage Job (John Cater; 2006; Z-code), and Seestraße (Frank Sorge; 2009; Z-code; German). Interestingly, it's sometimes possible for the player character to keep an inventory item from one work and use it in another.
- Vague (Richard Otter; 2009; ADRIFT 4).
- This work reincorporates selected locations, items, and NPCs from at least ten of the author's previous works. The locations are stitched together to make a surreal patchwork landscape with no immediate explanation as to how such very different locations could possibly be adjacent to each other.
- Zork III: The Dungeon Master (Marc Blank and Dave Lebling; publisher: Infocom; 1982; Z-code).
- One part of this work lets the adventurer visit a location each from Zork I (1980), Zork II (1981), and from Enchanter (1983) -- the last of which wasn't written yet. It should also be noted that much of the original Zork trilogy was made by splitting up the mainframe pre-Infocom Zork game (a.k.a. Dungeon) (1979) into three parts (and adding, removing, and reworking some of the material, of course).