Magic Words - Interactive Fiction in the 21st Century
An anonymous reader writes "1UP has just published a nine-part article on Interactive Fiction, the politically correct name for what used to be called text adventure games (e.g. Zork, Stationfall, etc.). The feature includes an overview of the genre and its history, lengthy interviews with the genre's leading current creators, and resources for aspiring IF writers. Anyone who has fond memories of typing their way through dank caverns or outsmarting leather goddesses and ravenous bugblatter beasts with nothing but a keyboard should read this -- not just for the nostalgia, but to see what's become of the format."
Videlectrix hasn't forgotten the "magic" that is interactive fiction!
P.S.- how do you get past the sous-chef?!
In the future, I would want to not be isolated from my friends in the Space Station.
I miss Infocom... not only did they have the best games (at the time, and I daresay the games still are more fun than a lot of the flashy color thingys those kids play nowadays), Infocom had the best packaging, bar none.
They knew that people would copy the disks, but they also knew if you threw in some 3d glasses, a small piece of pocket fuzz, and a plastic mask, people would gladly pay them anyway.
http://www.ifarchive.org/ seems like the right place for all you nostalgic types... or the curious ;-)
.
last year somebody died of excessing gaming (maybe one of those Interactive Fiction games), trying to go through this NINE-part article made me wanna kill myself. ;)
Consensus is good, but informed dictatorship is better
Anyone remember interactive books? Yeah, remember those? Like, you were given a decision, turn to 461 for hit him, 421 for run away, 124 for invite him to dinner. They were good... Much better than text games, for a start I don't have to stare at a screen...
What a silly thing to say. Did the makers of the games feel insulted by the label? Were the games themselves offended? Is "text" to "fiction" what "coloured" is to "black? Of course not.
Just because someone comes up with a brand-new, improved-formula, pro-active name doesn't mean that it's more politically correct, or even better, than the old one.
My favourite part was the endless game of seeing how many different ways you could type a sentence before the computer realized what you were talking about. Ah, nostalgia!
of a maze of twisted paragraphs, all of them alike
"It is a greater offense to steal men's labor, than their clothes"
Without:i .html
http://bbspot.com/News/2003/02/ati_asci
http://www.beyourowneviloverlord.tk
http://www.frozenchickenthrowing.tk
http://www.killercamel.tk
Yeah, I know my memory is foggy, and not very helpfull but does anybody know what that game could have been? Anybody know if there's a playable version of the same game somewhere?
Here is just one of many places: Play Zork.
Very popular slashdot journal for adul
I know that I am getting old when I think of interactive fiction as those old "choose your own adventure" books.
If you would like the stab the dragon, turn to page 23.
If you would like to tickle the dragons underbelly, turn to page 56.
Plus, I had such a short attention span, I could never remember the "death pages" until I had already turned to them 3 or 4 times.
What great literature that was! The skill it took to write a death page that covered all the potential ways you could have gotten there. And we thinking coding is hard...
AC
what used to be called text adventure games
;-)
What ever happened to "choose your own adventure" books?? That's what I think of when I hear the phrase. Am I THAT old??? Anyhow, anyone else here remember TradeWars 2002?
I'd rather be a conservative nutjob than a liberal with no nuts and no job.
The feature includes an overview of the genre and its history,
Man, and only one brief mention of The Hitchhiker's Guide to the Galaxy.
Seriously, that game takes the prize for descriptive prose. Forget "eerie dungeons" and "lush fields" and whatnot--the opening takes the cake:
"You wake up. The room is spinning very gently round your head. Or at least it would be if you could see it which you can't."
The coolest voice ever.
I just wish they'd explain to me how to get ye flask.
Instead I just have to sit here wondering WHY I can't get ye flask!
Almost all of the classic Infocom games, except some of the later Zork series, were written in a bytecode-like language which ran on a virtual machine known as a Z machine. This is why the old Infocom games can be played on any platform which has had a Z machine ported to it.
Inform, which is mentioned in the article, is actually a compiler which converts a high-level language into Z-machine bytecode. It was devised and written by Graham Nelson, the author of the breathtakingly-fantastic Curses and Jigsaw . Both of these games, plus the Inform compiler, plus a Z machine for just about every type of machine, can be downloaded from the Inform homepage
Tubal-Cain smokes the white owl.
Maniac Mansion, I think it was. A little off topic I know, but I just thought about the little code book they give you and the little red plate decoder thing...
;-)
Anyways!
.
... is that, today, it's much easier to write a simple piece of interactive fiction than ever before, yet it's far less popular nowadays. I personally like TADS, but I'm sure there are other excellent systems.
A point I'd like to make, though:
As someone who's done a LOT of serious area writing on diverse MUDs (both RP-enforced and hack and slash) and has dabbled in IF, I must stress that writing IF and writing on a MUD are two completely different things. I know someone's going to compare the two and claim IF's still alive and well in the form of MUDs, but it's not even close to the same thing. Your skill set in creating a MUD area doesn't automatically map to IF, and vica versa.
Good IF requires FAR more attention to detail than the average MUD. On a typical MUD, you can get away with only one or two levels of details because the players are busy interacting with other people. In IF, you've got to really hammer in those details to bring out a convincing world (usually - that Arabian Nights-esque game that was in the IF Comp a year or two ago was basically choose your own adventure, yet was extremely good), because the world is all there is.
IF != MUDs. That is all I want to point out, before someone claims it's so.
-Erwos
Plausible conjecture should not be misrepresented as proof positive.
Ah, the joy of typing M-x dunnet into emacs:
The only text editor to have a built-in advdenture game?
Tubal-Cain smokes the white owl.
I guess I'm just a jerk, but when did "nine page article" become synonymous with "nine part article"? I mean, sure, it looks like they tried to do a decent job putting the article together and I'm not trying to demean the content, but it sounds a lot more grand to call it a "nine part article", no? And we can add "cynical" in front of "jerk", I suppose, since I'm left wondering if "anonymous reader" is someone closely associated with 1UP who'd like to see the site get a few more hits for its "nine part article".
Leather Goddesses of Phobos by InfoCom
p.s. It seemed funny at the time
"I say we take off, nuke the site from orbit. It's the only way to be sure."
...but the text adventure genre is dead.
Kids today are only interested in cool graphics. Ever since DOOM, they've been basically buying the same game, but with nicer graphics than the previous version. Seen one FPS, seen 'em all. They're too lazy to use their imaginations.
Graphics are nice, but I haven't seen (not counting networked multiplayer) a modern PC game yet that can truly match the replayability of some of the Atari, Colecovision, NES and Genesis games.
rec.arts.int-fiction
rec.games.int-fiction
And there is also the yearly interactive fiction competition. The competition is a fairly big deal in the Interactive Fiction community, as fans submit games, play them, and rate them. 30 games were submitted this year. There are also a number of games, and interpreters that run on everything from Windows, Mac, Linux, Palm, and almost anything else you can think of.
...for fear of being eaten by a Gru!
My mom always said, "Jim, you're 1 in a million." Given the current population, there are 7000 of me. God help us all!
This *is* the gaming section, no?
You can sometimes still play it online, often via telnet:
The Home Sector: Lots of Tradewars news.
Tradewars: Dark Millenium: Large-scale multiplayer game in development. Seems to be based on Tradewars 2002 under an agreement with EIS Online.
tradewars.org: Tradewars news, links, and more.
EIS Online: The current owners of Tradewars 2002, the best known Tradewars clone. They also market Tradewars Gold and and the Tradewars Game Server for online play. TradeWars 2002 is up to version 3
Hekate's TW Links: News, links, and everything else.
TWAR Homepage: Home of the TWAR helper.
"It is a greater offense to steal men's labor, than their clothes"
Great game.
How is Interactive Fiction more politically correct than Text Adventure? What's politically incorrect about Text Adventure? Once apon a time the Adventure genre dominated the gaming industry (Sierra). So Text Adventure games are just adventure games done only with text. What's wrong with that?
Interactive Fiction describes any type of game on the market. Every game is interactive, and every game is make-believe (fiction). How does it describe text adventure games?
Can someone explain to me why this name change was adopted?? It seems to me that the developers were just embarassed that their games didn't involve any new technologies so they renamed their genre to sound more interesting.
my blog
You are in a maze of twisty little comments, all alike...
I wrote that program in 84 - it was a cool Text adventure.
The VZ300 sold by Dick Smith was the first micro under $200 (and that's the reason I got one)
You can't expect to wield supreme executive power, just because some watery tart threw a sword at you
.. do all of the old bonus majick words work still?
plugh
Don't blame me, I voted for Kodos
You are in a comfortable tunnel like hall to the east the the round green door you see: the wooden chest. Gandalf. Gandalf is carrying the curious map. Thorin. Gandalf gives the curious map to you. > HIT GANDALF You attack Gandalf. But the effort is wasted. His defense is too strong. Gandalf attacks you. With one well place blow Gandalf cleaves your skull. You are dead. You have mastered 0.0% of this adventure.
READY.
PRINT ""+-0
Anyone here complete nethack or have used the latest version? I remember playing a variant on a VAX11/780 at the same time as on a PC/XT (circa '83) - whoa flashback!
Plenty of links out there: http://hakosoftware.com/nethack/
Nethack 3.4.3 here: http://www.nethack.org/common/index.html
Easily my favourite game of all time.
-- Sig meltdown immine...
because "text adventure" was double plus ungood as a name, the ministry of propaganda changed it. However, I have just been informed by the ministery of truth that i am a liar. "text adventure" has never been the name of anything....
well obviously no one plays new games any more, try this one - http://nexus.vrx.net/mp3/castle.zip
its a pc (dos/windows) text adventure. yes yes I do want to port it to linux, but the code is soooo freaking messy (turbo pascal v7 - dos) with custom calls it might be fun trying.
and then there's trek7 over at sourceforge, check that out. oh god, please help. hehehe
and does anyone remember Beaurocracy ? I think this was douglas adams game for Infocom. I love this game!
"I'm sorry, but there's a radio connected to my brain". Now how many people remember the response to that query?!
I still love these kinds of games, which is why I spend endless years trying to port them to this day...
Microsoft representatives release statements that their software is only penetrated after patches are released, and we respond on slashdot....
Other than that, this was a bit of nostalgia from the good ol' days. I really think the companies that produced adventure games back in the day should re-release them on an archive CD of sorts. I'd pay fifty bucks for that! (Of course, I say the same about the original Mission Impossible series, the original Star Trek series, and a lot of other things...)
I often say this to my wife when we're working on our
house (struggling with plumbing as Trent/Tiffany struggled with the tubing and the photo of Jean Harlow: "We'll lick those Leather Goddesses of Phobos!"
I also love how in the end game, when Trent/Tiffany needs a part for the machine which you don't have, he/she says "Well, I'll try and work around the X..." but of course the incomplete machine ends in failure (with a different description depending on what part is missing.)
No thread on IF would be complete without mentioning Willie Crowther's Adventure game. I can vouch personally that the Colossal Cave section parts of Mammoth Cave (yes, there is a Bedquilt entrance to Mammoth) resemble the game.
Occasionally a caver familiar with the game will be introduced to the actual area of the cave, and it is traditional to allow him or her the chance to ramble around and have fun trying to figure out what's where. (Will Crowther was a Mammoth Caver as well as an MIT student...along with wife Patricia Crowther (later Wilcox) was among the first people to reduce cave survey data to line plots using a computer (an early step in the cave cartography cycle.)
I've always been puzzled at how games in the so called "adventure" genre were all about puzzles. Why not just call them Puzzle Games then. An "Adventure" game should be about exploring some kind of interesting game world, not about twisting levers in a certain way. I always hated the puzzles in Zork. Those stupid dam controls. Give me a break. I think CRPGs were what adventure games were intended to be.
IMO, all computer games should contain an element of interactive fiction. At least until virtual reality has reached near holodeck levels, we will need text descriptions. Even a holodeck uses lots of text in terms of character dialogue. It's just spoken instead of written. When you combine good modern game design with interactive fiction you end up with something like Planescape:Torment, a computer game that some believe to be the best ever made. It was the interactive fiction aspect of the game that made it stand out from the competition.
Quite an experience to live in fear, isn't it? That's what it is to be a slave.
I always like the text adventure games with graphics. Kings Quest was the first computer game I ever saw and owned. (Hey, I always typed "look" to get the text description of the area.)
I grew up with the typing Sierra games on the Apple II. I still have the boxes and 5.25" floppys with a a picture of a mountain on the dust sleeve. I was very disappointed by the point and click games and never bothered to buy any of them. Instead I went backwards in time and got the Infocom games. The only point and click I thought was any good was Willy Beamish, which Sierra bought. I could never figure out why Sierra removed the typing interfact to their games...
Currently my research involves text adventures. My advisor and I believe that text adventure games could serve as an excellent testbed for research in intelligent agent behaviour cause they model a number of real-world challenges, like partially observable world states, incompletely specified goals, and the need for common-sense reasoning and belief revision. Here is his paper on the subject.
I'm currently working on doing Logical Filtering in an adventure game, which is a way to maintain a sort of belief about the current state of your world depending on your prior knowledge and observations. Somewhat like filtering in a Hidden Markov model.
Some people at Saarland University, Germany, are also doing great work on description logics in adventure games. A description logic is like a language where you express concepts and the relations between them so that inferring properties is very easy.
It would be great to get some feedback and suggestions from the IF community about what they think about this. Is there any really cool idea you've had about what more could be done with adventure games? I mean many games have some standard stuff like inventories, containers etc. Is there something fundamentally different you've ever thought of doing. Something which involves creative and complex relationships between entities in an adventure games is what we're looking for. Thanks.
I have found a truly wonderful proof of Fermat's Last Theorem, but unfortunately this sig is too small to contain it.
[i]Anyone who has fond memories of typing their way through dank caverns or outsmarting leather goddesses and ravenous bugblatter beasts with nothing but a keyboard should read this[/i] You cannot type your way through a dankcavern. I see no leathergoddesses here.
What they mean by "9 part article" is "9 sets of banner ads, one per page".
I always thought an interesting application for "modern" interactive fiction would be to apply the technologies of voice recognition and speech synthesis to IF. The structure of the IF game itself would remain the same - only all of the interaction is through listening/speaking rather than reading/typing.
So on your next long drive to nowhere in particular, you could play an IF game on your car's computer instead of listening to a non-interactive audio book or some tunes on the CD player/radio.
Obviously, this kind of thing might also be fun for the visually-impaired gamer.
Any idea if anyone has ever done this?
Don't forget the classic Videlectrix game: Thy Dungeonman II!!
http://www.videlectrix.com/thydungeonman2.html
Strong Bad owns.
Comment removed based on user account deletion
--Stephen
Did you ever notice that *nix doesn't even cover Linux?
I remember my excitement a few years ago when I found out about the frotz z-code engine to interpret all the old Infocom games. I had purchased the Activision collectors editions a long time ago and so had a lot of games to play with. It brought back a lot of memories. I think the first game on disk (of course I had pac-man et.al. on cartridge) I ever bought for my Atari 800 was Zork III: The Dungeonmaster. The thrill of discovery was still there as I tried some of the games I had never played. I encourage everyone to try this tremendous form of entertainment. Great for those airport waits.
Also, if I remember correctly, Interactive Fiction was the term Infocom used itself as a description of the games, not any kind of politically correct nonsense. I think they were trying to indicate that their offerings were more like literature than the run of the mill text adventure, although off hand I can't remember anyone else who marketed games of this sort.
Ahh, fond memories of Zork...
> kill
You!
You are dead.
er...oops..
If you sit there too long, you head wil A Splode.
or perhaps a bodice-ripping romance, if anybody's done one of those, which I strongly believe they should,
'nuff said.
One man's -1 Flamebait is another man's +5 Funny.
Anyone know where I can play some IF via telnet? I'm stuck at the airport using my sidekick. I wanna see if I can play one of these via the telnet/ssh client.
BatMUD
Bot Assisted Blogging
In interviews I'm often asked to comment on how IF compares to various computer game genres, and I usually don't have much to say because my interest in computer games is minimal. I'm not a gamer. I'm a writer. Every time modern IF comes up on Slashdot, a hundred people dredge up how great Infocom was... but I've never cared for most of Infocom's offerings. "Text adventure games" bore me. I have little interest in and even less patience for solving puzzles, and most of my IF reflects this. So it seems to me silly to call something like Photopia or Narcolepsy a "text game," because they're not games. They have a lot more in common with works like The Sweet Hereafter and The Big Lebowski than they do with Zork. So I call them interactive fiction, not to make them sound more important, but simply because it's a more accurate name.
Adam Cadre, Holyoke, MA
http://adamcadre.ac
The main parts I remember are wandering around a city in a taxicab, trying to find something to do. The text used to read something like "There is a taxi stand here, and a cabbie waiting for a fare." And then there was a scene in a bar in the city where the description read something like "One of them asks for a match, and everyone laughs uproariously." (I didn't get the joke at the time, not that it's a very funny joke.)
I eventually found my way into an adventure of some sort because I remember there being a cave or dungeon or something, with a sign over a door reading "Breathes there a man with soul so dead," or some other quip about a soul.
I never got very far into the game, and I never have seen any mention of it since...
What's the world coming to where you turn into a crotchety old guy at mid-twenties? I think exactly the same way you do about the situation of gaming, but I realize our attitudes are similar to those old fogies who go around saying "Back in my day we had to walk through 6 feet of snow etc."
I'm really hoping Video games will go through a period of revitalization, 'cause they're heading down the path of mass commercialization.
It's been mentioned already, but I thought I would share my own memories about "text based interactive fiction".
I read all of the choose your own adventures. And I cheated at all of them. I would have all ten of my fingers marking different parts of the book. I wanted to make sure that I didn't "die".
It was alot of work, but I always finished those books with the most points possible (and I learned a great life lession....or someting).
Anyway, I could never finish hitch hikers guide, because I couldn't put my fingers in the disk, damnit!
See my Home Theater
I highly recommend Photopia. It's a really cool interactive fiction that can be played in less than 2 hours.
"Not knowing when the dawn will come, I open every door." - Emily Dickinson
There are many types of text based games. I run a MUD (Multi User Dungeon) which has over 35,000 rooms and more as more modules are added to the game. Over 256 live users can be on all at the same time fighting monsters and each other!
Text based adventure games are not lost! Check need to know where to find them. MajorMUD is just 1 over 1,000's od MUD out there.
Look at something like lojban, which is parsable by a computer.
-I am an elective eunuch.
I've thought about this -- I like playing with both speech synth and IF -- but decided that you really have to think intensely about IF. I'm uncomfortable even listening to audio books, since I can't stop and reflect when I need to. IF would be much more difficult to play without being able to stop.
While I'm posting, I wanted to say that it's wonderful to see an IF story put on Slashdot. IF fell off a lot of people's radar with Infocom. The games have advanced a lot and, IMHO, gotten much better. Problems like "hunt the verb" have been largely eliminated, and many clever tricks and elements introduced.
May we never see th
check it:f ocom%20Collection-zip.torrent
http://213.158.115.211/suprnova//torrents/1268/In
about 150 mb and it's the dos/windos version.
better yet, download it here
f ocom%20Collection-zip.torrent.
http://213.158.115.211/suprnova//torrents/1268/In
150mb.
The main problem is that an AI capable of entertaining and interacting with a human would have to be very complex. The complexity of an IF world is very small compared to what it would take to train an AI.
You know those stories about people that get stranded somewhere in a foreign country, and have to perform an amazing act to learn and understand what's going on? A human baby learns extremely quickly. Each human manages to do this, to go from zero knowledge of any language to speaking and comprehending knowledge with a few years of work. The problem is that it takes *four years* of constant interaction with new people and languages, plus visual input, to learn something like this. If you consider how much sheer *stuff* there is in four years of a human life, the task becomes staggering in scope. And we'd still be working with only a text-based interface...given the lower data bandwidth, and the fact that visual knowledge from the outside world is incredibly important to understand what is going on in a game for us, it would probably take far longer with just text to work with.
So maybe it could be done, but all the IF writers in the world have not written enough content (and some of it is surrealistic or misleading). All of it offers a much less powerful world than the one humans are in.
May we never see th
While you're there, try Babel (for the TADS engine) and Bliss also for TADS.
Babel, a sci-fi horror game, was the first IF game I beat without needing any hints (though it's still significantly more difficult than many IF games out there), and Bliss...probably the best example I've ever seen of using the IF format. Describing it would probably spoil it, so I can only recommend playing it. When you've finished it, you'll understand.
Note that both of these games are dark and potentially disturbing. If you like fluffy or fantastic or slice-of-life or something else, look elsewhere...
May we never see th
Except for games that use audio or graphics, Linux has pretty much spot-on compatibility with any IF game, as do most operating systems. IF games are extremely portable, written to one of a number of portable VMs (and all this years before Java...and with better compatibility than Java).
.gam files. .zX formats, but I've only played .z5).
TADS (IMHO the most advanced engine, though Inform is very close) just plain runs on Linux. You want this to play
There is Frotz to run Inform (.z5 files...I believe a couple other
There is an ADRIFT implementation called SCARE for Linux. It has a less-than-perfect parser. To be honest, ADRIFT is a much simpler engine, and I generally fine TADS or Inform games to be much more fun and impressive.
Note that other classic adventure game VMs -- the ones for commercial graphical adventures -- like the Sierra (King's Quest, among others) and Lucasarts (Day of the Tentacle, Sam and Max, Secret of Monkey Island, among others) VMs have been ported to Linux in the form of Sarien, FreeSCI, and ScummVM. I don't believe there have been any new AGI/SCI/SCUMM adventures made -- the engines are static and no improved games will be made for them, but they're still neat projects to have fun playing the originals on.
May we never see th
Interactive fiction games are actually not very interactive.
The word interactive suggests some kind of system capable of adjusting and modify itself to your reactions in some manner. Such a system should do its best to watch your movements, whatever they are, trying hard to provide a reasonable response to them. Interactivity is all about giving you as most freedom as possible. Interactive software is expected to allow you to do almost anything you wish and provide reasonable and interesting responses to all your actions. Chris Crawford refers to the process as a listen/think/speak loop between two actors, and the most thinks you can "say" that your listener will understand, the more interesting is the converstaion.
However, "interactive fiction" is filled by constraints. The game limits as much as it can the things you can do: you can't move to any place, you can't take anything, you can't speak to other people, and when you're able you can't say almost anything to them. You're expected to find the "commands" the game understand, and the game world is filled with random constraints called "puzzles". While I expect the presence of conflicts and obstacles in a game, the moment there is a predefined, designed set of closed solutions you almost can't talk about interactivity anymore. You should create problems instead of puzzles, as any modern game designer would say. Problems are interactive and solutions beyond the creator's grasp are expected to exist given the broad number of actions at your disposal. Puzzles, however, are not interactive. There is a solution, find it or you're stuck and punished. But the action you need to do is hidden to you, even if logical. You should figure the exact word or sentence: if it where presented to you, the puzzle whould be so simple there would be no point to its existance. You're fighting the interface.
Interactive fiction is out of touch of modern game designing techniques. There is nothing wrong with text-only interfaces and textual descriptions, but the whole genre needs a deep rethinking if it is going to be something more than fine books so difficult to read that you need to figure puzzles before you can turn the page (and this in the better case).
"interactive fiction" whatever. The modern day equivalent is called Vice City. If you are parapalegic or somegthing and cant work a mouse it's called KOTOR.
But there is something to be said for that world unfolding on the amber screen over an acoustically coupled modem... Then there was the parser. Noun Verb would get you very far, like "kill orc" or "scream bear." "Scream bear" is one of my favorites. I couldn't get across the bridge without giving up the pot-o-honey treasure item to the bear guarding the walkway. Well, in my frustration, I typed "scram, bear" into the command line.
The game only read the first three letters of any word you typed in, so it interpreted "scram" as "scream" and followed up with some message about the poor bear cup being scared off and running away. So I won that game, but only through an act of frustration which I seriously doubt was intentional on the part of the programmer.
There are a few other good ones, like "the magic password to enter is needed" and you type in "needed". Come to think of it, these games are a lot more cerebral than Vice City or KOTOR and it's too bad that the blinky lights have taken over. Oh well I guess that's civilization for you. TV or smallpox, I guess we chose TV.
Bonus points for whoever actually typed in "lick dots" without cheating.
outsmarting .. ravenous bugblatter beasts with nothing but a keyboard
A keyboard? I used a towel.
The main adventure started on a PDP-10 and was written in Fortran by Crowther and Woods. It was mostly data driven (special actions needed software assistance) and the data file was eminently hackable. This sounds very much like a variant of the original from the 70s.
See my journal, I write things there
AAAAACCCCKKKK!
:-)
Wait!
You're the SCARE maintainer? I've got patches for you that have been sitting around, and couldn't get in contact with you via email!
One of those adds a command history!
May we never see th
Please, someone help me on this one. I've been trying to find out what this game was for years.
A text game that we played over a 300 bps dial up to a Georgia Tech server in the late 70's or early 80's. The only thing I can remember for sure is that there was a monkey with a brass leg in one of the rooms.
Any help?
I have misplaced my pants.
Maybe it's just my imagination, but I always remember it being very dark in those text adventure games. Most of the time I couldn't really see what was going on...
"I used to have that really cool,funny sig
From: Leather Goddesses of Phobos
]There is a machine here, with a sign saying "T-remover".
>Open door
>Place rabbit in machine
>close door
>start machine
]The machine comes to life and there is a brilliant flash of light.
]A rather suprised looking rabbi jumps out of the machine and runs away.
Usually, I'll play new (to me) games on planes or other times when I have at least an hour, and re-explore old games when I've got less time, like waiting for a meeting.
...Hi all,
/My .02
just wanted to say that The Neverhood (whence I stole my nick) is a neat game, even though it has no text interface.
You (a clay figure) walk around in this zany clay landscape, and while the interface is simply point-and-click, the humour, physical set design, and soundtrack is excellently made. All in all, it is reminiscent of the old adventures (Zork, CC, Transylvania, etc).
"Good news, everyone!"
Unfortunately, there's a radio connected to my brain.
Hey, how about the best of both worlds:
>+-+-+-+-+-GO NORTH
You see two Orcs and an Enforcer
>SHOOT ORC WITH BFG
The Orc explodes in a bloody spray of meat
>SHOOT ORC WITH BFG
You are out of ammo. The Enforcer hits you, -10.
>SHOOT ENFORCER WITH RAIL GUN
You miss the Enforcer. The Orc hits you, -5.
>SHOOT ENFORCER WITH ROCKET
The Enforcer explodes in a bloody spray of meat.
The Orc hits you, -5.
>SHOOT ORC WITH ROCKET
The Orc explodes in a bloody spray of meat.
>GET MEDIKIT
+20
>GET ROCKETS
You now have 55 rockets
>GO NORTH
You see 3 Orcs and 2 Grunts.
>
try { do() || do_not(); } catch (JediException err) { yoda(err); }
All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
Ah. Those were the good old days. .
-FL -Plugh
<flamebait> For that reason, Zork and Myst sucked equally. ;-)
</flamebait>
"Rub her feet." -- L.L.
All are well-crafted and will bring back a memory or two. In addition, I've played a few new 'point and click' adventures made with the AGI/SCI engines; check the web, there should be a graphic adventure equivalent to the IF-Archive.
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Together, we will drive the rats from the tundra.
Two games that do part of this are Siboot and The Sims. Siboot, which I've never played, is described in Chris Crawford's On Game Design. The Sims has the rudiments of a relationship model, but I would hide the NPC stats from the player. If you insult an NPC, he may put on a happy face and exact his revenge at a later date.
Nope, it wasn't Colossal Cave, it was quite different in many respects. Maybe it shared some of the same code but it was a wholly different adventure.
Who remembers Perry Simm? Absolutely best story in a game manual ever.
And nowadays, some people are actually trying it. (I'm really curious if that project is real or if they are putting us on. Can anyone tell?)
Secession is the right of all sentient beings.
Does anyone know a nice map editor program that I can use to create a map while playing text adventures with quite irregular maps like zork 1?
I only found the one built into Zinc so far and it's lacking important features.
Thanks.
If a job's not worth doing, it's not worth doing right.
My favourite text adventure was tabtne.vda and tabtxe.nda in Wing Commander: Privateer. They are, for the unenlightened, commonly referred to as advent.bat and adnext.bat.
Yes, the people at Origin included a pair of text adventures, written in DOS BATCH FILES, with their game. How cool (and masochistic) is that?
They were actually pretty fun little games.
Random and weird software I've written.
MyAdventureGame.com is entirely devoted to user-created text adventure games. It's certainly not a popular site, but it's cool to see fans putting stuff like that together.
Surely - the author of this article means "Adventure International" ???
Though Infocom was the most successful company producing IF, they were not the only one; other notables include Adventure House, founded by Scott Adams, and Sierra On-Line, cofounded by Roberta Williams
First they burn books, then they burn people.