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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."

106 of 288 comments (clear)

  1. Modern Inter-Fic by mekkab · · Score: 4, Funny

    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.
    1. Re:Modern Inter-Fic by stefanlasiewski · · Score: 2, Informative

      two clicks in a graphical adventure game?'

      Well, this is a text adventure game, and often the answers are two words, so maybe you should try to unlock drawer or something.

      --
      "Can of worms? The can is open... the worms are everywhere."
    2. Re:Modern Inter-Fic by Anonymous Coward · · Score: 3, Informative

      Can someone tell me how to unlock a freaking drawer that would have taken two clicks in a graphical adventure game?

      Whereas in graphic adventures you generally have so few options that there's hadly a game there at all. You don't have to have a clue why clicking on X and then Y will work, so long as you try it at some point. You wanted to shoot the guy but it decided you wanted to just wave the gun at him a bit and hey, it worked, well done, ready for the next puzzle you won't have to solve?

      Or alternatively it'll let you pick from a list of keywords and isn't that "menace" option when you click gun a bit of a give away? Maybe you should try that...

      Text adventures at least leave a little more room for creativity and imagination.

    3. Re:Modern Inter-Fic by Bambi+Dee · · Score: 4, Insightful

      Just to state the blatantly obvious, it understandeth not because it's a Flash thingie parodying Scott-Adams-style 16KB adventures, though probably not in 16KB. Modern-day IF (such as the interviewed authors') typically uses the Inform or TADS parser/world model libraries which will, of course, handle "unlock drawer with key" just fine, as well as "take all keys except the pink one out of the bottom drawer, then put them on the keyring" (well, something similarly pedantic anyway).

  2. XYZZY by So+Called+Expert · · Score: 5, Interesting
    Graphics are great, but the resolution on my imagination is awesome, and the refresh rate is much better than what you can get today.

    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.

    1. Re:XYZZY by Aardpig · · Score: 5, Informative

      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.

      I'm not sure whether its still in the shops, but a few years ago I bought the Lost Treasures of Infocom, which brings together many of their best games. Unfortunately, you don't get the actual memorabilia -- just a large book with pictures of all the items which accompany each game.

      Infocom were indeed great -- their games had such a wonderful depth. However, many of the modern post-Infocom IF games, such as Curses, Jigsaw, Christminster, A Change in the Weather, really are fantastic -- even bigger and more sophisticated than the original Infocom stuff. All of these games are free (as in beer), and can easily be found on the internet.

      Remember: it's dark and you are likely to be eaten by a Grue.

      --
      Tubal-Cain smokes the white owl.
    2. Re:XYZZY by Dukael_Mikakis · · Score: 3, Insightful

      Yeah, unfortunately, gamers these days are from an entirely different generation than those of 10 - 20 years ago.

      With MTV and flashy graphics and an emphasis on getting a quick hit, it seems like entertainment requiring "investment" is falling from our culture. Sports games are designed to have mere 5 minute quarters, there are FPS that allow you to jump in get 10 kills and bail, and many good television shows containing a consistent storyline (rather than the flavor-of-the-week variety) don't end up being so successful (running jokes/themes aside).

      It's likewise no surprise that the old computer game staples (adventure games, text games, those ASCII RPGs) are becoming increasingly less popular.

      But perhaps there is hope. Books (something I deem to be a yardstick for people's interest in imaginative entertainment and attention-span -- as true or not as it may be) have been selling increasingly more.

      People say that books are a dying medium, but perhaps some life remains with the success of Harry Potter and perhaps the frequent coupling of Hollywood blockbusters with current novels.

      But I guess we'll have to see if games start taking a new route, themselves.

    3. Re:XYZZY by irhtfp · · Score: 4, Informative
      There's a huge collection that was put out by Activision (Infocom) called Classic Text Adventure Masterpieces of Infocom . They don't publish it any more AFAIK but you can pick it up on ebay for $60 to $80 bucks. It includes:

      Arthur: the Quest for Excalibur
      Ballyhoo
      Beyond Zork
      Border Zone
      Bureaucracy
      Cutthroats
      Deadline
      Enchanter
      Hollywood Hijinx
      Infidel
      Journey
      Leather Goddesses of Phobos
      The Lurking Horror
      A Mind Forever Voyaging
      MoonMist
      Nord and Bert Couldn't Make Head or Tail of It
      Planetfall
      Plundered Hearts
      Seastalker
      Sherlock in the Riddle of the Crown Jewels
      Sorcerer
      Spellbreaker
      Starcross
      Stationfall
      Suspect
      Suspended
      Trinity
      Wishbringer
      The Witness
      Zork I
      Zork II
      Zork III
      Zork Zero

      Zork I, II and III are available for free here:

      http://www.infocom-if.org/download s/downloads.html

      --
      I've made up my mind and now I've got to lie in it.
    4. Re:XYZZY by spirality · · Score: 2, Flamebait

      Everquest, IMHO, beats the hell out of any text adventure I ever played, ever!

      It also is extremely popular and requires a good deal time, i.e. investment, to play and play well.

      Of course, no game is a substitute for reading or writing something. I do not ever begin to believe the written word is dying. Even if 90% of what is published is garbage, there is a ton of very good stuff that is decades, nay even centuries old. Pick up some of those...

      -Craig.

    5. Re:XYZZY by Futaba-chan · · Score: 4, Interesting
      Graphics are great, but the resolution on my imagination is awesome, and the refresh rate is much better than what you can get today.

      From the author's perspective, my entry in this year's IF competition is going to be a Western that spends a lot of time as a character study of its main NPC, and whose overall theme centers on making difficult moral choices in an uncertain and multipolar world. In any other genre, it would be difficult or impossible to round up the large team that I'd need to implement such a thing, and who would play it? In IF, if I can execute it properly, I can really make the concept work.

    6. Re:XYZZY by stwrtpj · · Score: 4, Insightful
      I'm not sure whether its still in the shops, but a few years ago I bought the Lost Treasures of Infocom, which brings together many of their best games.

      What's really cool about these games is that the data files for the games are platform-agnostic. I originally bought a Lost Treasures before I became a 100% Linux convert, and to my delight discovered that the Linux port of the Inform parser ran these games perfectly from the data files. Same thing when I got a hold of some old Scott Adams game files and the parser for it.

      --
      Karma: Frotzed (mostly due to the Frobozz Magic Karma Company)
    7. Re:XYZZY by Goldfinger7400 · · Score: 4, Funny
      !!!!!!!!!!!!!!! That disc is worth eighty bucks?

      >search desk drawer

      You find a good deal of papers, magazines, empty soda cans etc., but alas, nothing valuable.

      >open closet

      As you tug open the door of the dusty closet, you can feel something tumbling behind it. You realize a bit too late that it's your collection of antique farming implements.

      **** You have died. ****

      YOUR SCORE WAS 0 OUT OF A POSSIBLE 80.

      QUIT, RESTART, RESTORE?

    8. Re:XYZZY by fleacircus · · Score: 2, Interesting

      it seems like entertainment requiring "investment" is falling from our culture This is a common complaint but you are forgetting The Sims and Everquest which are hardly fire-it-up-and-gee-whiz sorts of games. Nor are they particularly unpopular.

    9. Re:XYZZY by fenix+down · · Score: 5, Interesting

      Goddamn, U think you just accidentally deciphered a "what the fuck is she talking about?" conversation I had like 6 exes back. I was trying to get her to play Mario Kart or something, and she started complaining about how video games were hard. I said something stupid about having to play a little and then you'll get good, and then she said "no, no, I mean, why do they make it so you loose if you're not any good?" Then I probably said "bitch, you be trippin'" and then she probably kicked me in the nuts and went home, but now I think I get it!

      You have a few text games (usually recent ones that aren't commercial, I can't think of a name, but I know I remember playing one with a mansion and some french guys that I never finished) that aren't puzzles or anything. You don't pick the wrong road and get eaten by a monkey plant or anything, you just participate in a story. You can die, but it's not like you have to keep replaying over and over to find the one way out that doesn't have a dragon hiding in it. More role playing, less game.

      Now, I hate RPGs, in general, but I liked Knights of the Old Republic. I played through once, being evil as possible, and then I went back and played through as good as possible. Then I wanted to go back and do a few things differently, but I actually didn't want to do all the shooting and light-sabreing. I just wanted to go around being a Jedi and meddling in galactic intrigue. And just now I realized I probably would've bought the game (in retrospect anyway) if it had just been the talking and the picking where to go next with the battle money spent on more depth.

      It's like one of the movies only you can make your Jedi force-choke the bajesus out of the annoying computer-generated locals whenever you want! That's where you need to go. I bet there are a lot of people who just hate having to do the "storming the building over and over until you don't die" thing that makes finally beating it more fun for me. No puzzles, no gratuitous item-hunting, just a branching storyline you get to move around in.

      Of course, I'll start making fun of this genre the moment it appears, just like with RPGs, but I bet it'd make some money.

    10. Re:XYZZY by Tonith · · Score: 2, Insightful

      Meh, I wouldn't say that. I'm only seventeen, and I revel more in a game of Zork (or more frequently, MUDs) than my long-standing addictions to Asheron's Call. While I do enjoy some modern games, I find myself more frequently looking for the excellent storylines and intricacies of older games (older to me means mid-nineties, seeing as I'm not that old myself) such as the Super Famicom Final Fantasies, the old Dragon Warriors on Famicom, and the text worlds of my first video game addictions; MUDs and MOOs. The realm of interactive fiction extends itself not only through a single-player world, but even moreso in multiple user dimensions where roleplaying is enforced. The people become the storylines; their illustrious descriptions create the 32-bit graphics, rather than waiting for the stale, polygon graphics of Everquest or AC. As far as a lack of investment... I "invested" about two months of real time over six years to one of my favorite MUDs, a good month of real time to Asheron's Call, and the average console game I play lasts a good 30-50 hours. There's a lot of us mature younger gamers who don't mind that kind of investment.

      Maybe I'm just speaking for a small demographic of younger gamers who'd rather sit down and create a world of their own with graphics of the mind, but I can't see a blanket statement that gamers are completely different than those of twenty years ago being true. Us young folks still have imaginations too. ;)

      --
      "I'll burn my books; ah, Mephistopheles!"
      -The Tragical History of Dr. Faustus
    11. Re:XYZZY by ultranova · · Score: 2, Insightful
      Everquest, IMHO, beats the hell out of any text adventure I ever played, ever!
      Of course, no game is a substitute for reading or writing something.

      Now I'm curious. How did you play those text advedntures without reading ? On the other hand, it would explain why you didn't like them >:)...

      Anyway, the best scifi experience I've ever had was with the game Star Control 2 (with Knights of the Old Republic at the second place). Which, as it happens, has been translated for modern machines and can be played for free. Ur-Quan worm, here I come !

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    12. Re:XYZZY by argStyopa · · Score: 4, Informative

      Or you *could* get all of them for free at http://www.the-underdogs.org/company.php?name=Info com

      Bandwidth friendly games, Suspended is 86k zipped LOL.

      Of course, that's like the last site in the universe that needs a good slashdotting.

      --
      -Styopa
  3. Archive of IF games by smr2x · · Score: 5, Informative

    http://www.ifarchive.org/ seems like the right place for all you nostalgic types... or the curious ;-)

    --
    .
    1. Re:Archive of IF games by irhtfp · · Score: 4, Interesting
      Try ashes.exe (archive) at:

      http://www.ifarchive.org/indexes/if-archiveXstarte r s.html

      It's got two of the most popular interpreters and about 50 games. It's a great place to start if you want to get back into the IF scene.

      I recommend "Curses" as a first start. It's big, has good puzzles and a great dry wit.

      --
      I've made up my mind and now I've got to lie in it.
  4. excessive gaming vs excessive reading by stonebeat.org · · Score: 4, Funny

    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. ;)

    1. Re:excessive gaming vs excessive reading by s4m7 · · Score: 2, Funny

      yeah. reading is hard and it makes my eyes go twitchy. is there anything good on tv?

      --
      This comment is fully compliant with RFC 527.
    2. Re:excessive gaming vs excessive reading by Bingo+Foo · · Score: 4, Funny
      There is an article here.
      > read article
      I don't know how to "read".

      There is an article here.
      >
      --
      taken! (by Davidleeroth) Thanks Bingo Foo!
    3. Re:excessive gaming vs excessive reading by Cus · · Score: 2, Funny

      ...or even more infuriating for Scott Adams adventurers:

      > read article
      Sorry, I can't do that...YET!

  5. Interactive Books by dotwaffle · · Score: 3, Interesting

    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...

    1. Re:Interactive Books by boobox · · Score: 2, Informative

      Julio Cortazar's Hopscotch is a good example of what I guess you'd call an interactive book (pre-internet hypertext? Written in 1966). There were, if memory serves, a couple of ways to read the book; one was to "hop" to certain chapters in a prescribed order.

    2. Re:Interactive Books by OECD · · Score: 5, Interesting

      Anyone remember interactive books?

      Remember them? I still have them...

      Interactive books might be the ultimate geek test.

      If you were willing to try and figure out the world-view of the game designer by hit-and-miss selection, congratulations: you're a geek. If you read it once or twice, and chucked it because too much of it was the same as the last time you read it... well, I guess you'd be a 'trusted user' or somesuch.

      Same goes with text adventures (or whatever the kids call them thesedays. BTW, how do you get by the bulldozer?)

      --
      One man's -1 Flamebait is another man's +5 Funny.
    3. Re:Interactive Books by Fwonkas · · Score: 5, Interesting

      Dear god. I remember how I used to read them. I'd go through them once or twice, but while flipping pages I'd see some situation or ending that I liked. So I'd try to find out how to get to that point by finding what pages led to it. And what pages led to them, etc. That's right, I reverse-engineered Choose-Your-Own-Adventure books.

      --
      COMPUTER! Whatever happened to Blueberry Muffin?
    4. Re:Interactive Books by boobox · · Score: 5, Insightful

      Yes, you are correct.

      It's been a while since I read it, so I did a little Googling and found this interesting article by Phil Goetz here.

      Here's a relevant quote:

      "Hypertext is text with links. Links take you from one text to another. Sometimes there is a default linear path which the reader can follow through the narrative, and the links are optional.

      For instance, say you were reading the hypertext version of Hamlet on an Apple Macintosh. After reading Act II, you might be prompted, 'Should Hamlet (A) kill his uncle, (B) leave the country, or (C) mope about life and death?' You type 'A', and read a considerably shortened version of Hamlet (This exhibits one problem with interactive fiction - sometimes the action which builds up to more dramatic climax is not the action which a goal-oriented reader would take.)...

      ...Jorge Luis Borges described such a book (though he did not write one) in 'El jardin de senderos que se bifurca' ('The garden of forking paths') in 1941 (Fishburn, 1990):

      'In all fiction, when a man is faced with alternatives he chooses one at the expense of the others. In the almost unfathomable Ts'ui Pen, he chooses - simultaneosly - all of them... Fang, let us say, has a secret. A stranger knocks at his door. Fang makes up his mind to kill him. Naturally there are varios possible outcomes. Fang can kill the intruder, the intruder can kill Fang, both can be saved, both can die and so on and so on. In Ts'ui Pen's work, all the possible solutions occur, each one being the point of departrre for other bifurcations. Sometimes the pathways for this labyrinth converge. For example, you come to this house: but in some possible pasts you are my enemy: in others my friend.' (Borges, 1944)

      In the same year Borges described a backwards hypertext fiction, the likes of which has never been written, in 'An examination of the work of Herbert Quain' (Borges, 1944). Herbert Quain's supposed book April March was a backwards-branching hypertext. The first chapter described the events of an evening. The next theee chapters describe three alternate prececling evenings. The next nine chapters describe nine alternate evenings before those in the second through fourth chapters with three possible preludes to each of those three chapters. There never was any such book; Borges often pretended to review an imaginary book in order to explain the principles he had in mind for a book without actually writing it.

      Julio Cortazar wrote the novel Rayuela (Hopscotch) in 1963, which is a simple non-interactive type of hypertext. He provides two ways of reading it: With or without a set of optional chapters between the required chapters (Cortazar, 1966). To my lnowledge, the only interactive fiction written on paper before it had been demonstrated on a computer was 'Norman vs America', a 20-frame cartoon by Charles Platt based on an idea by John Sladek, published in an underground comic in 1971 (Platt, 1971)."

    5. Re:Interactive Books by Tonith · · Score: 5, Funny

      If you want to kill the ogre, turn to page 452.
      [turns to page 452]
      The ogre laughs at your pitiful attempt to kill him and rends the flesh from your bones.
      "Damnit!" [turns back to page 231]

      If you want to befriend the ogre, turn to page 294.
      [turns to page 294]
      The ogre befriends you - with an ogre-hug of epic proportions. You are crushed to a pulp.
      "Damnit!" [turns back to page 231]

      If you want to run away from the ogre, turn to page 583.
      [turns to page 583]
      You turn to run away, and run smack into a tree. While you stumble back, the ogre picks you up and throws you off a nearby cliff. Your body plummets onto several sharp pointy rocks, and you see vultures start to circle around you. "Damnit!"

      I never won at those things. Stupid ogres.

      --
      "I'll burn my books; ah, Mephistopheles!"
      -The Tragical History of Dr. Faustus
    6. Re:Interactive Books by hoggoth · · Score: 2, Funny

      > I reverse-engineered Choose-Your-Own-Adventure books

      Back then that was legal.

      --
      - For the complete works of Shakespeare: cat /dev/random (may take some time)
    7. Re:Interactive Books by operagost · · Score: 2, Interesting
      I read one called UFO 54-40: just in case ...

      *SPOILER*

      You were abducted by aliens, and part of their mythos included a paradise planet that you could not get to by following directions or making a choice. I discovered by accident that you made it to the paradise planet on page 100. Curious, I read through every story fork looking to see how I would get there - guess what? No fork lead you to that page. Get it?
      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    8. Re:Interactive Books by SlipJig · · Score: 2, Interesting

      I used to play (read?) an interactive book/game that simulated WWI air combat: Ace of Aces. Totally weird but fun! The book had pictures of the planes from various angles, firing, etc. You would declare a maneuver, and then turn to the correct page showing the outcome. Your opponent had his own book.

      --
      Read my keyboard review.
  6. PC? by Rexz · · Score: 5, Insightful
    "...Interactive Fiction, the politically correct name for what used to be called text adventure games

    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.

    1. Re:PC? by Butterwaffle+Biff · · Score: 2, Insightful
      What a silly thing to say. Did the makers of the games feel insulted by the label?

      Well, people that wouldn't be caught dead playing adventure games wouldn't buy a "text adventure", but a lot of them read fiction. So the companies making text adventures tried to expand their demographic by neutering their language. Of course I don't think it really did them much good in the end, did it?

    2. Re:PC? by dilby · · Score: 5, Funny

      I would have thought they'd call them graphically challenged adventure games.

      --
      This post patent pending.
    3. Re:PC? by fenix+down · · Score: 3, Insightful

      It's politically correct because not all interactive fiction games are adventues, hence not calling it a text adventure when it's a mystery story, or perhaps a bodice-ripping romance, if anybody's done one of those, which I strongly believe they should, and if they have then they probably didn't like people calling it an adventure. So, replacing the stereotype with a generally descriptive name is politically correct.

    4. Re:PC? by marko123 · · Score: 4, Funny

      If a bodice-ripping romance is not an adventure then you, good sir, are jaded....

      >L

      You look around you and see a POINT the previous poster made.

      >GET POINT

      Point taken.

      --
      http://pcblues.com - Digits and Wood
    5. Re:PC? by Dennis+G.+Jerz · · Score: 5, Interesting

      For an audience that is more familiar with literature than computer games, I use "interactive fiction," emphasizing that the game uses blocks of prose to describe events and things, but that it reacts to your input. For an audience familiar with computers, "text adventure" or "adventure game" is usually enough.

      Some contemporary offerings aren't "adventures" -- they are character studies, one-room mysteries, flashbacks, or puzzle-based wordplay. To call them all "adventures" is limiting. Calling it "text-parser-based interactive fiction" is probalby more accurate, but unwieldy. A good deal of classic commercial games included both a text parser and graphics, so "text" isn't always the defining factor.

      Some academics use the term "interactive fiction" to describe literary hypertext. And some "interactive fiction" is actually very linear, giving only the illusion of player agency. So even the "preferred" term is imperfect.

      I'm not aware of any fan or designer of IF who would be upset if someone said, "Hey, is that an adventure game you're playing?" Take "politcally correct" in the Slashdot article as a lighthearted poke, nothing serious.

      --
      Literacy Weblog http://jerz.setonhill.edu/weblog
  7. Oh, the memories! by perimorph · · Score: 5, Funny

    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!

    1. Re:Oh, the memories! by Hitmouse · · Score: 5, Funny

      Eliza: Why is the endless game of seeing how many different ways you could type a sentence before the computer realized what you were talking about, your favorite part? Does your mother feel the same way?

  8. You are in the middle by Alien54 · · Score: 4, Funny

    of a maze of twisted paragraphs, all of them alike

    --
    "It is a greater offense to steal men's labor, than their clothes"
  9. play Zork here by $$$$$exyGal · · Score: 4, Informative

    Here is just one of many places: Play Zork.

    --
    Very popular slashdot journal for adul
  10. Interactive Fiction--Old School by BoldAC · · Score: 4, Funny

    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

  11. text adventure by chunkwhite86 · · Score: 3, Interesting

    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.
  12. Hitchhiker's Guide! by Faust7 · · Score: 5, Informative

    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."

    1. Re:Hitchhiker's Guide! by PressReturn · · Score: 5, Informative

      grrr, will now attempt to hit the proper button
      infocom HHGTG game

      --
      When I speak, no one believes me. When I write it down, people know it's true. (Basquiat)
  13. Re:Would really like to remember... by smr2x · · Score: 5, Informative

    Sounds like it.

    From http://www.infocom-if.org/games/planetfall/planetf all.html:

    Released: 1983

    About 20 years. Good luck and hope it's the right one.

    --
    .
  14. stupid flask by prockcore · · Score: 4, Funny

    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!

    1. Re:stupid flask by mekkab · · Score: 4, Informative

      oh, have you played the new one?
      yeah verily, indeed.

      --
      In the future, I would want to not be isolated from my friends in the Space Station.
  15. Z Machine by Aardpig · · Score: 5, Interesting

    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.
    1. Re:Z Machine by zjbs14 · · Score: 3, Interesting
      A couple of years ago on a lark, I wrote a Z machine emulator for Java (Yes, I know there are already ones out there). It was a lot of fun and I got some great insight on what they had to do to pack such cool stuff onto 160 KB floppies.

      Besides, it was just too cool to have Zork come up in an application I wrote.

      --
      No sig, sorry.
    2. Re:Z Machine by marnanel · · Score: 4, Interesting

      Re-implementing the Z-machine is nothing to be ashamed of. Someone's done it in Perl, and someone else did it as an Emacs major mode... and heck, I'm working on a pure Javascript Z-machine for Mozilla </plug>. There's so much good new Z-machine material coming out each year now that building new Z-machines for modern environments isn't just some sort of digital archaeology to relive the Infocom glory days, though of course there's that side to it as well. It's a living tradition, not a reconstructed dead culture.

      --
      GROGGS: alive and well and living in
  16. The irony... by Erwos · · Score: 5, Insightful

    ... 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.
  17. Dunnet by Aardpig · · Score: 5, Informative

    Ah, the joy of typing M-x dunnet into emacs:

    Dead end
    You are at a dead end of a dirt road. The road goes to the east.
    In the distance you can see that it will eventually fork off. The
    trees here are very tall royal palms, and they are spaced equidistant
    from each other.
    There is a shovel here.
    >

    The only text editor to have a built-in advdenture game?

    --
    Tubal-Cain smokes the white owl.
    1. Re:Dunnet by Erwos · · Score: 4, Interesting

      And the best part: you can cheat by reading the straight Lisp code. I must confess I had to do it once, just for some syntax.

      Dunnet is actually quite fun, and I'd recommend people who like IF to give it a shot.

      -Erwos

      --
      Plausible conjecture should not be misrepresented as proof positive.
  18. i remeber something about.. by Bodhammer · · Score: 3, Funny
    a length of rubber tubing, some lubricant, and a Yak...

    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."
    1. Re:i remeber something about.. by stwrtpj · · Score: 2, Interesting
      Leather Goddesses of Phobos by InfoCom

      I remember when I purchased this game new for my C64 while I was still a teen living with my parents. I went so far as to paste a fake label on the floppy disk to disguise the game so I didn't have to answer awkward questions from my parents if they saw it lying around. I thought I was being so "naughty" by getting this game (young AND foolish you see ...).

      Never finished the game in my youth. Then I got married to someone who liked these games as much as I did but had never played this one. We fired it up under a Linux port of the Inform parser, played it together, and proceeded to laugh our asses off as we played it. We each picked up more subtle jokes in descriptions, characters, and room layouts that the other didn't.

      --
      Karma: Frotzed (mostly due to the Frobozz Magic Karma Company)
  19. I loved and miss the old Infocom games... by Anonymous Coward · · Score: 2, Interesting

    ...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.

    1. Re:I loved and miss the old Infocom games... by Anonymous Coward · · Score: 3, Insightful

      ..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.

      Yeah, but kids aren't the only ones playing games. There's a small but thriving community creating dozens of new games each year, several of which are comparable to the original Infocom games. If interactive fiction was alive when Infocom was releasing 3 or 4 good games a year, how much more alive is it now when the online IF community is releasing four or five times that number?

      Beyond that, I don't need a mediocre game that millions of other people play; I need a good game that I can play.

    2. Re:I loved and miss the old Infocom games... by moexu · · Score: 2, Interesting
      Not only that, but all of the answers to the puzzles are available online for free.

      I grew up playing Sierra's adventure games. It usually took me at least a couple of weeks to get through one of them. I'd get stuck and try everything I could think of, and then come back the next day and try again. Kids today don't have that kind of attention span for games; they'd rather just find a walkthrough, and text adventure games aren't very interesting without the puzzles.

      --
      "Seek first to understand." - Socrates
    3. Re:I loved and miss the old Infocom games... by master_p · · Score: 4, Insightful

      Ever since DOOM, they've been basically buying the same game

      Not true. After Doom, the next major step was Quake, which brought real 3d spaces and true up/down. And then came Half Life, with many new things and concepts to master. The tri-tentacle terror that hunts on sound is one of the most beautifully executed FPS game sequences I have seen.

      Furthermore, the rise of real 3d has given birth to 3d FPS, to Deux Ex, to Everquest and many other games.

      And wait till you see Half-Life 2 and Doom 3. Your jaw will drop to the floor, not only by the graphics, but also by the gameplay, which is made possible by the graphics.

  20. The IF community is still alive by Rope_a_Dope · · Score: 5, Informative
    There's the newsgroups:

    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.

  21. To this day, I never turn out the lights... by jbarr · · Score: 4, Funny

    ...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!
  22. trade wars info by Alien54 · · Score: 4, Informative
    Anyhow, anyone else here remember TradeWars 2002? ;-)

    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"
  23. Heh...The Count by big_groo · · Score: 2, Informative
    The Count - Vic 20.

    Great game.

  24. Interactive Fiction??? by panaceaa · · Score: 4, Interesting

    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.

    1. Re:Interactive Fiction??? by Aardpig · · Score: 2, Informative

      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?

      Because interactive fiction is closer to the high-quality fiction one might buy in a bookstore, than it is to the video games one might buy in a gaming store. Consider this: on the one hand we have Curses, a masterpiece of language and storytelling; and on the other we have 'All your base are belong to us'. Quite different. The term 'interactive fiction' is meant to highlight the literary nature of the genre -- while at the same time indicating that it is interactive.

      --
      Tubal-Cain smokes the white owl.
    2. Re:Interactive Fiction??? by Anonymous Coward · · Score: 2, Interesting

      Please don't get the idea that "interactive fiction" is the mandatory
      new name, used by all in the community. It's not.

      Sure, I say "IF" sometimes. Mostly because it's two keystrokes and
      two syllables... I say "text adventures" and "text games" just as
      often.

      I think most of us are relatively non-uptight about the terminology.
      Some of us are aiming towards works with fewer game-like elements, and
      some more so -- but even that's a question of the work itself. Not
      what people call it.

      -- Andrew Plotkin

    3. Re:Interactive Fiction??? by tachyonflow · · Score: 2, Interesting
      There's nothing politically incorrect about the term "text adventure". The original poster was just being silly. I use the term "text adventure" all the time, to refer to this broad genre of games.

      However, the term "interactive fiction" implies a much higher standard of quality, probably because Infocom popularized the term and their games were clearly more sophisticated than most others of the time. From the opening sequence to The Hitchhiker's Guide to the Galaxy, it looks like Infocom was using the term "interactive fiction" at least as far back as 1984:

      THE HITCHHIKER'S GUIDE TO THE GALAXY
      Infocom interactive fiction - a science fiction story
      Copyright (c) 1984 by Infocom, Inc. All rights reserved.
      Release 59 / Serial number 851108

      I'm sure there were some good non-Infocom games from the era, but I do recall quite a few really horrible games which had awful parsers and gameplay. You would type "TAKE THE STICK", and the game would reply "Sorry, I don't know what a 'the' is." I'd say that these games probably classify as text adventures, but are not up to the standards of Infocom's "interactive fiction".

      (And, as another poster pointed out, not all interactive fiction games are adventures.)

  25. Actually approprate for all stories by sigma · · Score: 4, Funny

    You are in a maze of twisty little comments, all alike...

  26. Remember 'The Lost Sword' on the VZ300 by MrRTFM · · Score: 2, Interesting

    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
  27. Blast from the past by Neo-Rio-101 · · Score: 2, Funny

    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
  28. Blatant plug and other info by RouterSlayer · · Score: 2, Interesting

    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...

  29. We've moved on to a new Interactive Fiction... by Sam+Nitzberg · · Score: 2, Funny

    Microsoft representatives release statements that their software is only penetrated after patches are released, and we respond on slashdot....

  30. Favorite Line from Leather Goddesses of Phobos by LouisvilleDebugger · · Score: 3, Interesting

    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.)

  31. Why so many puzzles. by 0111+1110 · · Score: 2, Insightful

    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.
    1. Re:Why so many puzzles. by Futaba-chan · · Score: 3, Informative
      I've always been puzzled at how games in the so called "adventure" genre were all about puzzles.

      That's not the case, necessarily, any more -- look at Photopia or Galatea, for example. Contrived puzzles were always a pet peeve of mine, too, which is why A Mind Forever Voyaging was my favorite game of the classic Infocom era. But at their best, good IF games can combine a deep sense of immersion with a powerful story in which the author can be somewhat literary, for an experience that depressingly few big-budget modern games match.

  32. AI and adventure games by thesilverbail · · Score: 5, Interesting
    I'm a PhD student at the University of Illinois. I do research in AI and automated reasoning.

    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.
    1. Re:AI and adventure games by CB-in-Tokyo · · Score: 3, Interesting
      With all the power that home computers have these days, I have often thought that if AI was put into interactive fiction, it could take advantage of unused computer power, and make IF viable again.

      The question is how to do it? I am not a programmer or an expert on AI, so I do not know what is possible or not, but I have often wondered what might happen if you created an agent for the game, and let it learn there. For example just have it go around and interact with its environment. Give it every command possible, and have commands return codes to it. The codes could be used to weight a Neural Network that is controlling what actions it will take. Gibberish commands return a code the weighs the network against repeating that combination. Good commands return codes that let it know these are proper commands. After a while it should learn all the proper commands, and perhaps we can use that as a model and train it differently. Now we return codes based on the outcome of the proper commands. Commands that have a positive outcome (ie kill ant > you attack the ant and destroy it) can return a positive weight and commands that have a negative outcome (ie kill dragon > The dragon destroys you utterly. You find yourself floating in a dark place) can be weighed accordingly.

      Basically I am just talking out my ass, but I have not the expertise to try these things. If any of these ideas seem worth doing and you try them, I would be very interested in learning the results.

      No ants were actually harmed during the creation of this posting.

    2. Re:AI and adventure games by Allasard · · Score: 2, Insightful
      Ahh, I did something similar for my Cognitive Science senior project almost 6 years ago now. I used something I called Intention-Based Reasoning to build a goal stack to build complex patterns using simple declaritive logic trees focused on overcoming failures, interestingly. Old hat nowadays, I'm guessing.

      I modified TinyMudd so I could add AI modules for NPCs.

      Unfortunately, I waited to the last week of the year to start, of course. :) By the end of a week, I had a NPC that realized when it was hungry, could find food and get through unlocked doors by finding keys. It didn't have any location memory, so it took a while to get through a door when the key was in a different room, but it was pretty cool for a week's worth of work.

      I did write plans for an improved engine and still come up with ideas and write them down. But I haven't implemented anything since that week. Makes me wonder what it could have done with more time. Now I'm stuck in the real world cycle as a Unix admin and don't want touch computers at night.

      Damn laziness, maybe I should have went to grad school....

      Good luck, working with text adventures is a great way to build intelligence models into an already existing world you don't have to waste your time programming from scratch. It's a good testbed for AIs that could be then moved to real world tasks.

      I'm glad someone else is going down this path. I'd like to get back into AI someday. Maybe when I'm laid off. :)

      -Mike

    3. Re:AI and adventure games by scrytch · · Score: 2, Interesting

      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.

      Deep knowledge representation is well and good in research projects and perhaps single player games. Once you try to scale it up to a MUD, for even simple things like "known names" (of people and objects), you find yourself wishing for many more gigs of RAM and a few more CPU's to handle it. M objects of N knowable states by P players ... ouch.

      Ultimately, the winning strategy is just to have a good setting, story, gm's, and roleplaying in a MUD. Knowledge representation, no matter how good the attempts have been, always ends up feeling like artificial game mechanics.

      --
      I've finally had it: until slashdot gets article moderation, I am not coming back.
    4. Re:AI and adventure games by Dan+Crash · · Score: 3, Insightful
      I'd love to see an open source project that integrates OpenCyc into an interactive fiction programming suite.

      The primary benefit I see in doing this is that instead of requiring users to complete excruciatingly specific chains of actions to achieve a goal, programmers could set goalstates and let the creativity of their players run wild trying to achieve them. OpenCyc's inference engine should be able to determine whether the goalstate was achieved or not, based on the properties of the objects.

      This would, of course, make for an entirely different interactive fiction experience. Up until now, interactive fiction programming has focused on creating intuitive but nonobvious chains of reasoning and rewarding the player for discovering these sequences. Goal-based interactive fiction would place a greater focus on designing situations based on the properties of your objects. For example:

      The Guard Room is filled with weapons. There are several shotguns mounted on the wall, next to a cabinet full of ammo. There is a filing cabinet in the corner, and a map of the prison on the wall.

      There is a desk here with a phone, a lamp, a letter opener, and guard who seems to have fallen asleep while doing paperwork. It's Jimmy. The nice guard. Poor kid. You feel bad that he has to die so you can be free.


      In a normal IF game, there would be one preferred way to solve this problem. Perhaps two, if the author felt especially creative. But an OpenCyc enabled game would let you examine the room in increasing detail, and use any and all of the objects you find to achieve the goal of incapacitating Jimmy.

      Instead of being required to, say, grab a gun from the shotgun rack and shoot Jimmy in order to move past him, you might decide electrocuting Jimmy is quieter and smarter:
      > get letter opener from desk.

      Taken. Jimmy snores quietly but does not budge.

      > cut lamp cord with letter opener

      You are electrocuted. You have died.

      Oops. OpenCyc knew that the letter opener was metal and that the lamp cord was plugged in, and that a human being could be electrocuted by doing this. Next time you unplug the lamp before cutting the cord and electrocuting Jimmy. Or maybe you tie him up with the lamp cord, and don't kill him. Your choice.

      What makes this style of gameplay especially intriguing is that solutions could emerge which would surprise the author. It might even be fun to create situations which have no immediate solution and see if, through clever introspection, one might not emerge. Sharing your unique solutions with others would be part of the fun of playing the game.

      By building on OpenCyc, the effort one programmer takes to define objects could be used and amplified by other authors. It could perhaps even be used by the general OpenCyc community in other applications. If nothing else, the challenge of trying to create a goal-based interactive fiction language that was powered by a common-sense inference engine like OpenCyc would be a heck of a lot of fun.

      --
      He who refuses to do arithmetic is doomed to talk nonsense.
  33. Re:Bring them back!!! by Futaba-chan · · Score: 2, Informative

    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! Activision did precisely that, for $20, with its Lost Treasures of Infocom, back in the Nineties.

  34. Voice Interactive Fiction by Fermata · · Score: 5, Interesting

    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?

    1. Re:Voice Interactive Fiction by Dennis+G.+Jerz · · Score: 2, Interesting

      I have used Dragan Naturally Speaking to play interactive fiction. I first fed in a transcript of a complete game session, to give the speech-recognition software an edge. It worked fairly well, though getting the software to read only the new text that appears on the screen (rather than starting from the top) would involve some changes to the game interpreter. A few years ago, Scott Adams updated his classic gaming engine with a scrolling feature that would probably lend itself well to screen readers.

      If you're serious about looking into games for the visually impaired, try http://www.audysseymagazine.org/

      --
      Literacy Weblog http://jerz.setonhill.edu/weblog
    2. Re:Voice Interactive Fiction by ahunter · · Score: 2, Interesting

      I implemented speech synthesis in the Mac OS X version of Zoom, although more as a gimmick than anything else. When I get around to it, the new Cocoa version should improve on this considerably (as it will be able to take advantage of Mac OS X's existing accessibility features as well as providing its own synthesis). Speech recognition is more difficult under OS X, as you have to provide specific phrases to recognise. I thought about hacking the game and reading the grammar tables (both the Inform and Infocom formats are documented somewhere) in order to generate these, but it did seem like rather too much effort and would probably be a bit hit and miss in any case.

  35. Best text adventure game ever! by tommut · · Score: 2, Informative

    Don't forget the classic Videlectrix game: Thy Dungeonman II!!
    http://www.videlectrix.com/thydungeonman2.html

    Strong Bad owns.

  36. Comment removed by account_deleted · · Score: 2, Funny

    Comment removed based on user account deletion

  37. New book by illuminatedwax · · Score: 5, Informative
    The Onion AV club has a review of Twisty Little Passages , a new book about interactive fiction by Nick Montfort.

    --Stephen

    --
    Did you ever notice that *nix doesn't even cover Linux?
  38. Interactive fiction vs. text adventures by adamcadre · · Score: 5, Interesting
    There's been some (mostly negative) talk here about the term "interactive fiction"... and Andrew Plotkin has pointed out that no one involved in IF really insists on the term. That said, I recently rewrote the introduction to my own IF page, and since it seems relevant to the discussion, here's an abridged version:

    To most people who've heard of it, the entry for "interactive fiction" in their mental dictionaries goes something like this: " Interactive fiction, noun. A fancy name for text adventures, a type of computer game popular in the early 1980s despite having no graphics. Usually involved wandering around in caves solving complicated puzzles, and became completely obsolete around the time Reagan left office, as graphics became less crappy."

    The problem with this definition is that the medium of interactive fiction is no more a relic of the 1980s than the novel is a relic of the 17th century. [...] Now, it's true, a lot of IF works (even today) are games, and you have to solve puzzles in order to "win." Even a few of mine are like that (and I've identified how gamelike each one is [on my IF page]). But they don't have to be, and most of mine aren't. They're stories [...] with the twist that you get to participate in the telling.

    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

  39. Anyone remember "Crystal Cave"? by jamie · · Score: 2, Insightful
    I remember playing a text adventure on a DEC PDP-10 back in the early '80s, but I've never been able to find reference to it since. I'm almost sure it was called "Crystal Caves" or "Caverns" or something.

    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...

  40. Man... by Azureflare · · Score: 2, Insightful
    Not even thirty and I feel like an old fogy ;_;

    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.

  41. Photopia by Flamesplash · · Score: 3, Informative

    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
  42. Re:MajorMUD by Eric+Smith · · Score: 3, Informative
    A MUD is not a text adventure game. A MUD generally has a theme, but not any sort of consistent plot.

    And having 35,000 rooms seems like a serious drawback, not a useful feature. I can't imagine that many of those rooms are well-developed. Good text adventure games typically have under 200 rooms or locations, but put a great deal of effort into designing them well.

  43. AIs would need a complex world by 0x0d0a · · Score: 2, Interesting

    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.

  44. Linux compatibility with IF is excellent by 0x0d0a · · Score: 5, Informative

    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).

    TADS (IMHO the most advanced engine, though Inform is very close) just plain runs on Linux. You want this to play .gam files.
    There is Frotz to run Inform (.z5 files...I believe a couple other .zX formats, but I've only played .z5).
    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.

  45. Use a towel by Anonymous Coward · · Score: 2, Funny

    outsmarting .. ravenous bugblatter beasts with nothing but a keyboard

    A keyboard? I used a towel.

  46. Re:IF today by Dennis+G.+Jerz · · Score: 5, Funny
    That's a good one... Scott Adams tells this story about "SCR* BEAR"... I've posted an .mp3 of him telling this story at an academic panel a couple years ago...

    http://jerz.setonhill.edu/if/adams/audio/bear.mp 3

    Well, I got a fan letter in that just had my whole company rolling in the aisles. It said:

    We got to that bear on the ledge. We tried giving it the honey and he ate it up and boy that was a treasure and that was no good. So we reloaded the saved game and we went back to that bear. We pushed that bear, we prodded that bear, we tickled that bear, we have gotten so upset with that bear we could get nowhere.

    Now the following is rated PG-13 so if you don't want to hear it, please close your ears. Ok. Continuing..

    So we finally said "Screw the bear!!" And the game replied, "The bear is so startled he falls off the ledge!"

    They thought I was a genius programmer!


    http://jerz.setonhill.edu/if/adams
    --
    Literacy Weblog http://jerz.setonhill.edu/weblog
  47. Re:Interactive? by Dennis+G.+Jerz · · Score: 4, Informative

    No medium is unconstrained, so pointing out that IF is constrained is perhaps missing the point. From a certain perspective, what you call constraints in IF can be seen as freedoms. The IF designer is *not* constrained by needing a team of 3D artists, scriptwriters, mo-cap actors, and voice actors in order to realize a particular vision. Whether the effort required (on behalf of the designer and the player) is worth the aesthetic payoff is a matter of personal taste. It's clear there isn't an audience willing to pay for text adventure games -- I've got no delusions in that area. But that doesn't nullify the cultural value of the genre.

    Within the aesthetics of IF, if a puzzle really is random, it's *not* considered a good puzzle, but there are some games that people play only for the puzzles, because the puzzles are devious enough, clever enough, or maddening enough that they keep their interest. Even fans of IF hate gratuitous mazes and "guess-the-verb" problems (which are treated as bugs, not puzzles).

    Have you seen some recent IF? Adam Cadre's "Photopia" is the canonical example for "Gosh, look how far IF has come," in that it's a relatively easy game (you might get stuck in a few places, but that's what walkthroughs are for) with a strong storyline; it's not just a good story divided up into chunks, it uses the IF medium to its advantage; when I finished it for the first time, I sat there, stunned, and then immeditely restarted from the beginning to see what kind of power I could wield over the outcome. The degree of power that the author granted me was an important part of the "message" of the story, and it fit perfectly with the medium. The same author's "9:05" plays with the notion of "winning" -- but the ending in which your NPC ends up the best is completely unsatisfying, and the ending in which your NPC ends up in deep trouble is deeply satisfying (in a creepy way). Emily Short's "Galatea" is an NPC portrait; the conversation interface won't win any Loebner prizes, but it's a good attempt to push the boundaries of the "ask X about Y" syntax for conversing with an NPC.

    I recommend that you take a look at recent winners of the XYZZY Awards -- games are selected on the basis of puzzles, NPCs, setting, writing, and a half dozen other specific categories. The rethinking that you call for is already underway.

    http://www.wurb.com/if/award/3

    (The 2003 XYZZYs will be announced this Saturday.)

    Given the external constraints forced upon early game designers, in the form of cruel memory restrictions, blocky graphics, atrocious sound, and 30 or so competing platforms, the text genre was actually freeing -- it was easily portable, for one thing; for another, typing into a command line interface that may or may not understand what you wanted to do was a common activity -- that was pretty much how you used a computer.

    The term "interactive fiction" historically emphaiszed that an text adventure game was a form of story in which you participated; while the stories weren't always compelling, and while narrative is only one of many components of contemporary commercial games, if the story is good, an IF player won't mind giving up some freedom in order to see the narrative play itself out the way the designer intended it.

    Modern game design techniques wouldn't exist -- that is, they wouldn't be modern -- if they didn't have older techniques to build off of (and, when appropriate, reject).

    --
    Literacy Weblog http://jerz.setonhill.edu/weblog
  48. Re:Interactive? by Cebrian · · Score: 2, Interesting

    Ah, but IF is constrained by design, and willing to do so. As an IF writer, I don't give the player a world filled of interesting things to do and then suggest some goal: I simply plan about an specific puzzle and then populate the world with the minimal actions and objects needed to win. Any side addition such as extra actions available and more objects to define the world and interact with, are considered simple flavor or clues for the player, when this form of interactivity should be the central point of the experience instead of yet another word puzzle or yet another story to be told. It is incredible just how so many games blame the player when s/he attempts to interact with some things not related to the plot ("this is only scenary, you idiot!").

    The game industry is in no good shape, but there is hope. Serious research has been going on the field since the 60's at least, and there is the literature to prove it. There is no excuse to ignore all this work, neither for the professional 3D-wizbang developer (who unfortunately usually does) nor for the amateur game writer.

    Actually, I see Photopia as a step backwards. I agree it's a fantastic story, but there is no interactivity at all. The command prompt in Photopia could be substituted by a "press any key to continue" message and the overall experience could be about the same. Perhaps better, because the "puzzles" in Photopia serve no purpose at all and can distract you. Photopia triumphs with the fiction part while dismishing the interactive one.

    I have to concede at least that the IF designer does not have nonsense marketing constraints such as the need to do big, flashy 3D graphics. Actually, the command prompt would be the best interface there is IF (and it is a big if) it understands everything. Then it is the equivalent of a Star Trek computer hearing your voice and doing just what you said. The problem with current command prompts, and the cause they are substituted by GUIs, is they don't. They only understand a tiny subset of verbs you're supposed to memorize. Interactive fiction "pretends" it understands a lot. You're supposed to try anything you want. The reality is, however, very different. There is a tiny subset of commands accepted, and you know them either because you're familiar with the genre or because guessing them is part of the puzzle. This is horrendous interface design at best. There should be another way, maybe inverse parsers, maybe some new interface abstraction not seen yet.

    Finally, I'm not interested in historical retrogaming. There are other good points to bring interactive fiction to the table. Anybody could write it, for example, transforming the genre to a medium and not only a bunch of "games" (it's not true today simply because the current tools are simply not designed this way).

  49. Interactive FPS by ch-chuck · · Score: 2, Funny

    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); }
  50. Re:But ... by ahunter · · Score: 2, Interesting

    Someone did a survey of how modern games responded to XYZZY and PLUGH. There's a wide range of responses, ranging from hollow voices to easter eggs. Let's see... here it is.

  51. Politically Correct Term? by ronfar · · Score: 2, Informative
    Interactive Fiction, the politically correct name for what used to be called text adventure games
    It seems to me that they were calling it Interactive Fiction way back in the New Zork Times (anyone else remember anxiously awaiting each issue, until those bastards at the New York Times made them change the name to The Status Line). In fact, there was one issue where they thought that the term Interactive Fiction was a bit unwieldly so they had a contest to come up with a new term for Infocom Style Adventure games.
    --
    All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
  52. My Favorite Text Moment. . . by Fantastic+Lad · · Score: 3, Funny

    >Examine lamp

    The dusty silver oil Lamp is very old. There are some words engraved on the side of the Lamp.

    >Read words

    You cannot read them. They are covered in dust.

    >Wipe lamp

    As you wipe away the dust, the lamp shudders and grows warm in your hands. But then it makes a wheezing sound and a thin trail of smoke sputters from the lamp. Nothing else happens.

    > Examine lamp

    The shiney silver oil Lamp is very old. There are some words engraved on the side of the Lamp.

    > Read words

    "Do not rub."

    Ah. Those were the good old days. . .


    -FL -Plugh

  53. Death of IF by Dun+Malg · · Score: 3, Insightful
    I read an editorial commentary one a web site (I can't remember where, and I can no longer find it) discussing the demise of adventure games. One reason cited was the use of irrational puzzles. The author went on to describe one such puzzle in detail (I quote from memory, so it's just an approximation):
    You must get into a secret base, but you need an ID Pass. You get a soldier drunk and steal his pass. Next, you find a pen and draw a mustache on his picture on the ID. Then you go out back to the shed, put a piece of masking tape over a small hole in the back of the shed. You then chase a black cat into the shed, who then runs out the hole in the back. The masking tape catches some of the cat's hair as it brushes past it. You then take the hair from the tape, find the bottle of spirit gum in the hotel manager's desk, and use the cat hair to make a fake mustache. The problem with the puzzle is that it's illogical. Everybody knows that the first step in impersonating a man without a mustache is to not make a fake mustache. Even after making the leap to the mustache, the method of making it is totally bizarre and non-intuitive. The worst part is that getting into the base is a bottleneck in the game. Unless you can figure out the "stupid cat trick", you can't continue. Bad design like this was a nail in the coffin.
    --
    If a job's not worth doing, it's not worth doing right.
  54. My favourite text adventure by Cecil · · Score: 3, Informative

    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.