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Interactive Fiction Then and Now

Flipkin writes "Interactive Fiction was immensely popular in the 80s and believe it or not has a strong, albeit small, following today. MobyGames takes a look at the origins and history of Interactive Fiction and where it is heading." These games really were some of the best I've ever played.

180 comments

  1. Choose Your Own Adventure Books! by RockModeNick · · Score: 3, Informative

    Were my first interractive fiction, I used to love those. Especially the ones where you could die really easily.

    1. Re:Choose Your Own Adventure Books! by voice_of_all_reason · · Score: 3, Informative

      The best ones had the endings derived totally on luck, where even choosing the most logical and safe path would lead to your untimely demise. I liked that Packard guy who wrote the later ones (shiny covers). The earlier editions had stuff like "To run from the bear, turn to page 37. To fight him off with your fists, turn to page 129". And you always knew the endings were in the back :)

    2. Re:Choose Your Own Adventure Books! by gEvil+(beta) · · Score: 2, Interesting

      TSR produced a short-lived D&D-based series of books that were actually mini RPGs. There was a tearout character sheet/bookmark in the front, you rolled up your character, and then you started reading. You'd get up to a part where you had to pick a lock or fight a monster. Depending on your stats and the die roll, it'd tell you to turn to different pages. It made the whole Choose Your Own Adventure thing more interesting because you could sit down and go through the same book/story multiple times with different outcomes each time.

      --
      This guy's the limit!
    3. Re:Choose Your Own Adventure Books! by ronfar · · Score: 3, Informative
      I have one, Knight of the Living Dead . It's pretty well written, by some guy named Allen Varney. I loved some of the dialogue in that game.. oh, and the neat picture of the one vampire lady taking a bath...

      Now, Tunnels and Trolls made this their focus for a while. I have a ton of Solitare dungeons for T&T.

      Chaosium had their Alone Against series, though I think there were only two, Alone Against the Wendigo and Alone Against the Dark, I have both. Pagan Publishing published a similar solitare scenarion Alone on Halloween which I do not have, and looking at the current price probably never will.

      Oh, and there is something called Fighting Fantasy which is apparently British, so I missed out on that.

      Still, being an angry loner as a teenager really paid off for me, as you can see....

      --
      All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
    4. Re:Choose Your Own Adventure Books! by PatrickThomson · · Score: 3, Insightful

      In practice though, nobody did them. Why? because a failed luck stat either lead to death or a fight, and a failed fight lead to death. Noone's going to go back to the start of the book because they rolled a 5.

      --
      I am one of many. My idea is not unique, nor do I expect my voice alone to sway you. I speak in a chorus of opinion.
    5. Re:Choose Your Own Adventure Books! by meringuoid · · Score: 1
      The CYOA books themselves were pretty poor, I found. I liked Jackson and Livingstone's Fighting Fantasy series, at least early on; later, they succumbed to serious monster inflation. It was possible to complete Citadel of Chaos with hardly any fighting at all, if you were smart about it. Later books threw monsters at you non-stop.

      I was a huge fan of the Lone Wolf series. Stomped through like twenty of those things. No magical weapon I ever had in any game ever came close to the Sommerswerd. It should have stopped after you took down the chief Sauron-type villain, though; after that, 'what, even MORE Kai levels we never heard of before? What is this, Dragonball Z?'

      And there was one I played which was D&D Dragonlance-based. Raistlin's trial in some tower or other to become a wizard. Great plot, particularly the flashback to childhood where you can nail all the kids in your home village who used to bully you with a Burning Hands spell. And the ending. Erm, you're going to steal HOW much of my life-force, Mr Supposedly Helpful Wizard Guy? Yikes. Pretty dark. No 'hooray, you win', more 'hooray, you survived, albeit horribly drained and crippled'...

      ... sigh, the nostalgia :-)

      --
      Real Daleks don't climb stairs - they level the building.
    6. Re:Choose Your Own Adventure Books! by _|()|\| · · Score: 4, Informative
      I was a huge fan of the Lone Wolf series.

      The author of the Lone Wolf series has generously allowed many of them to be published on line, free of charge.

    7. Re:Choose Your Own Adventure Books! by Hogwash+McFly · · Score: 2, Interesting

      Man, you've just unleashed a tide of nostalgia by reminding me of Deathtrap Dungeon. I can picture that multi-eyed monster on the cover and the descriptions of foul-smelling corridors and poisonous balls of mould.

      Did anybody else ever read the Nintendo Adventure Books? They were quite big back in junior school, I can remember them being featured at a book fair in our assembly hall and we all used to swap them with eachother.

      Memories...

      --
      Mother, do you think they'll like this sig?
    8. Re:Choose Your Own Adventure Books! by Anonymous Coward · · Score: 0

      I was a huge fan of the Lone Wolf series. Stomped through like twenty of those things.

      Available online for free (as in gratis) at:

      http://www.projectaon.org/en/Main/Books

    9. Re:Choose Your Own Adventure Books! by meringuoid · · Score: 1
      The author of the Lone Wolf series has generously allowed many of them to be published on line, free of charge.

      This makes me very happy indeed.

      However, reading through... I must have missed that rule about only ever carrying two weapons. I seem to remember having been a bit of a pack rat with those things. Not that I ever used any of them except the Sommerswerd, but I always had them. I feel I have dishonoured the Order and must do it properly this time. It's as good an excuse as any to do so, after all... :-)

      --
      Real Daleks don't climb stairs - they level the building.
    10. Re:Choose Your Own Adventure Books! by Spaceman40 · · Score: 3, Funny

      "Especially the ones where you could die really easily."

      I had a set where - no matter what set of choices I made - I always was killed by ninjas. No, seriously; "Oh no, there's a tornado outside! Do you: get into the storm cellar (turn to page 54 and be killed by ninjas hiding in the storm cellar) or face it head on (turn to page 86 and be killed by ninjas falling out of the tornado)?

      Madness, I tell you.

      --
      I [may] disapprove of what you say, but I will defend to the death your right to say it.
    11. Re:Choose Your Own Adventure Books! by numerrik · · Score: 1

      i remember those! they were t3h shindig.

    12. Re:Choose Your Own Adventure Books! by Meagermanx · · Score: 2, Informative

      I thought these were interesting, but I've never gotten around to trying them out.
      I have the T&T rulebook, too, and a solitaire adventure for that, but I never got around to trying to work through it.

    13. Re:Choose Your Own Adventure Books! by autophile · · Score: 1
      Best damn adventure book ever published: Murder in Irliss, published way way back in 1982. I used to spend hours with friends playing it. Can't find much info about it on the web, but if you like adventure books, find a copy!

      --Rob

      --
      Towards the Singularity.
    14. Re:Choose Your Own Adventure Books! by pla · · Score: 1

      Were my first interractive fiction, I used to love those. Especially the ones where you could die really easily.

      I loved those as a kid, but my "must explore every possible alternative" compulsion would always result in having about a dozen post-it notes sticking out to mark my path backward for when I eventually hit a dead-end (good or bad, didn't matter, I'd still backtrack and take the next path).

      Then I learned the concept of reverse indexing, and could burn through one of those suckers in under an hour. Hard to decide whether that made them more, or less, fun, but it certainly did result in less frustration from falling post-its. ;-)

    15. Re:Choose Your Own Adventure Books! by Anonymous Coward · · Score: 0

      I had a set where - no matter what set of choices I made - I always was killed by ninjas. No, seriously; "Oh no, there's a tornado outside! Do you: get into the storm cellar (turn to page 54 and be killed by ninjas hiding in the storm cellar) or face it head on (turn to page 86 and be killed by ninjas falling out of the tornado)?

      This was a test to see whether you were James T Kirk. You failed.

    16. Re:Choose Your Own Adventure Books! by wuie · · Score: 1

      This was a test to see whether you were James T Kirk. You failed.

      I think you meant to say "Your life and your quest end here".

    17. Re:Choose Your Own Adventure Books! by HappyEngineer · · Score: 1
      I had a choose your own adventure book that was called something like "everlasting adventure" or something to that effect. After going through it for a while and continually getting sent back to pages I had been on before I looked at each page until I found the one that actually ended the adventure. I then went through the book trying to find a page that led to the end page and didn't find one.

      Apparently it truly was an adventure that would last forever.

    18. Re:Choose Your Own Adventure Books! by MobileTatsu-NJG · · Score: 1

      "Were my first interractive fiction, I used to love those. Especially the ones where you could die really easily."

      When I was in fifth grade (1988... I only mention that because I think the hooplah over D&D has died down since then.) I showed one of these books to my teacher. She basically said "I won't have anything to do with Dungeons and Dragons" and wouldn't have anything to do with me the rest of the day. I tried correcting her by telling her that it was a sci-fi set in space and had nothing to do with D&D. You see, there was a cartoon called Dungeons and Dragons on at the time... I didn't know about the RPG.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    19. Re:Choose Your Own Adventure Books! by FuzzyBad-Mofo · · Score: 1

      I think I read that one too. The bastards!

    20. Re:Choose Your Own Adventure Books! by rtechie · · Score: 1

      I'd also reccomend the ultra-obscure Grailquest series, mainly for it's sense of humor. As other's mentioned Steve Jackon's Sorcery is also good and Dever and Chalk's Lone Wolf probably represents the apex of the genre.

    21. Re:Choose Your Own Adventure Books! by catprog · · Score: 1

      I run a website now kind of like that but you write the pages yourself. Url above

      --
      My Transformation Website
      Kindle Books http://www.catprog.org/rev
      Interactive CYOA http://www.catprog.org/st
    22. Re:Choose Your Own Adventure Books! by AndrewStephens · · Score: 1
      I had a whole bunch of the earlier Fighting Fantasy books - Deathtrap Dungeon was pretty much the best of the bunch. Well written with a setting that leant itself well to the medium. Cool artwork as well.

      There were actually a whole lot of similar series floating around in the late eighties. Did anyone else play those books that came in pairs and you played with another person? They used a clever method of synchonising state between the players so that one persons descisions would affect the other - all very cool when you are twelve years old.

      --
      sheep.horse - does not contain information on sheep or horses.
    23. Re:Choose Your Own Adventure Books! by ronfar · · Score: 1

      I liked Sorcerer's Solitare the best. Dargon's Dungeon wasn't bad either. Actually, I liked pretty much all of them, but then I'm easy to please.

      --
      All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
    24. Re:Choose Your Own Adventure Books! by kickbuttacus · · Score: 1

      I used to love text adventures and those "choose your own adventure" books; I must've had 50 of those books, Lone Wolf, Steve Jackson's Sorcery series, lots of books...after I bought my first computer (Atari ST), the first game I bought was the Hitchhiker's Guide Infocom game; I played that for 40 hours or more. This was pre-Internet, folks, no walkthrough posted on the web. About the books and games, for the books my "save game" feature were my fingers. I would keep one finger on the current page, then flip to the new page, then keep a finger there, then go on to the next page--because often in the better books, it would be several pages before you would learn whether you choice 3 pages early would get you killed. I had the same problems with the computer games: I'd save and save and save, hoping I could go back to the right save point if my choices got me killed of I forgot to take the fuzz from the seat cushion or leave a screwdriver in my bedroom....these were isolated events that happened to most of us who played these games. You might have had some friends on a bulletin board (I didn't have a modem) who knew how to help, but for the most part, I would try to tell my friends about how long it took to get the Babelfish in my ear, but they couldn't understand. Now you can share every useless moment of your life online. The days of the lone quest are gone.

    25. Re:Choose Your Own Adventure Books! by voice_of_all_reason · · Score: 1

      Yeah, but that's why I never bought games unless I was sure of the difficulty (like shareware). My whole extended family grappled with King's Quest 2 and 3 until we finally got it, and happily bought the next editions (along with space quest). But clones like Teen Agent and Hugo's House of Horrors I never even considered because, like you said, the help to get through the game wasn't around yet. So it was a good thing.

      HHGTTG is just an exercise in painful, obscure syntax and frustration, IMO. And I even watched the BBC movie before I'd played the game.

  2. No mention of MUDS?!? by elrous0 · · Score: 4, Informative
    How can you write an article about IF and not mention MUD's, which continue to be popular even today? These games not only continue the text-based adventure tradition, but they also allow for interaction with other players within the text "world."

    -Eric (former alum of the Kobra MUD)

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:No mention of MUDS?!? by RockModeNick · · Score: 1

      I played a hell of a lot of batmud from 97 to 2001...

    2. Re:No mention of MUDS?!? by voice_of_all_reason · · Score: 1, Funny

      If by "interaction with other players" you mean "more prick-waving dick-fights", then yes.

    3. Re:No mention of MUDS?!? by sendtwogrey · · Score: 1

      'SAY' 2001 ?
      'SAY' check your calendar bozo, I've not been playing that long.
      'SAY' that would mean I've been playing for nearly three years.
      'EXIT NORTH'
      'SAY' Laughing

    4. Re:No mention of MUDS?!? by Threni · · Score: 1

      I've never managed to find a MUD that had any other human players in them. I mean, I'm sure some humans are present in some of them, but divide that number by the number of rooms and it seems to explain why it's such a quiet experience.

      Also, all MUDS seem to require that you use telnet or some wretched dos box or whatever. Are there any MUDS out there that don't stink like they're 20 years old?

    5. Re:No mention of MUDS?!? by mgblst · · Score: 3, Funny

      I can't believe they didn't post an screenshots!

    6. Re:No mention of MUDS?!? by Anonymous+MadCoe · · Score: 1

      I remember Kobra, used to be a great MUD :-)

    7. Re:No mention of MUDS?!? by shudde · · Score: 1

      I've never managed to find a MUD that had any other human players in them. I mean, I'm sure some humans are present in some of them, but divide that number by the number of rooms and it seems to explain why it's such a quiet experience.

      mud.arctic.org port 2700

      I'm pretty sure the mud I played on and off for the last 8 years had human players or at least some NPCs who were surprisingly fluent in Finnish and enjoyed running a 12 man group after you.

      It's a dragonlance-based dikumud with a heavily-modified codebase (10 years worth) and an average of 60-80 people online, a few of whom may not kill you on sight.

      There are still muds out there with 200+ people logged on regularly, though they tend to be roleplay-encouraged or enforced.

      Also, all MUDS seem to require that you use telnet or some wretched dos box or whatever.

      http://tintin.sourceforge.net/

      Modern variant of the old tintin codebase, runs on Windows, Mac and Linux.

    8. Re:No mention of MUDS?!? by elrous0 · · Score: 1
      It's been a few years since I've played. I wonder if that annoying C3PO is still on Kobra Station, still being chased down and killed by players who've finally had enough.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    9. Re:No mention of MUDS?!? by meringuoid · · Score: 1
      I've never managed to find a MUD that had any other human players in them. I mean, I'm sure some humans are present in some of them, but divide that number by the number of rooms and it seems to explain why it's such a quiet experience.

      I used to play on Discworld MUD quite a lot. Huge, but there are plenty of people around, especially in Ankh-Morpork. Also, all MUDS seem to require that you use telnet or some wretched dos box or whatever. Are there any MUDS out there that don't stink like they're 20 years old?

      Um, they're text-based games. That's the point. Something wrong with telnet for that? If you want automapping or macros or something there are specialised MUD clients which provide those, but if it's fancy 3D graphics you're after then I suggest you try World of Warcraft, and enjoy your gold farming.

      --
      Real Daleks don't climb stairs - they level the building.
    10. Re:No mention of MUDS?!? by meringuoid · · Score: 1
      I wonder if that annoying C3PO is still on Kobra Station, still being chased down and killed by players who've finally had enough.

      Not sure, but you've got _me_ wondering now. Is the creature known as The Lag still lurking in the streets of Ankh-Morpork, there to be slain by players frustrated with network latency?

      ... it's been six years, dammit. Do NOT get back into that habit!

      ... aaarrrrrrrgggghhhhhhhhhtelnet discworld.imaginary.com

      --
      Real Daleks don't climb stairs - they level the building.
    11. Re:No mention of MUDS?!? by Anonymous+MadCoe · · Score: 1

      Hehehe, I do recall a newyear's eve when an arch with a sense of humor set C3PO to aggressive. Didn't last long, fun tho, having him attack players only to run away scared...

      (Comming to think of it quite a few Jedi and arches were playing little pranks that new-year's eve, that was a good party, not as good as some of the Kremlin parties, but pretty good)...

    12. Re:No mention of MUDS?!? by operagost · · Score: 1
      No MUD requires a "wretched DOS box"; what you're seeing is Windows' wretched telnet client. You should either go to hilgraeve.com and get the free HTPE upgrade or download another decent client. I like Tera Term as a freebie, but zMUD is a non-free, sophisticated MUD client.

      I played on Apocalypse in the 1990s. I still have an immortal character with which I check in from time to time.

      /** shameless plug follows **/
      Of course, there's always Galactic Trader, but it's more a 1D VT100 adaptation of the Elite game than a MUD. And don't try to use zMUD with it, either.
      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    13. Re:No mention of MUDS?!? by Bastian · · Score: 1

      I don't think there's a whole lot of similarity between MUDs and IF, other than that they're both text-based. MUDs resemble IF no more than Everquest resembles Myst.

    14. Re:No mention of MUDS?!? by lpangelrob · · Score: 4, Funny
      It's okay, here's one I found:
      It is pitch black. You are likely to be eaten by a grue.

      >_

    15. Re:No mention of MUDS?!? by elrous0 · · Score: 1
      Man, I'll still never forget how hard it was to get a lightsaber in that game on your own (beneath 19th level). My biggest moment of frustration was double-teaming that enslaved jedi working as a pump jockey on that one planet, only to have him explode on us when we finally killed him. That was a damn cruel joke on the designer's part!

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    16. Re:No mention of MUDS?!? by Anonymous Coward · · Score: 0

      Carrionfields. Hands down the best mud out there.

      carrionfields.org:9999

    17. Re:No mention of MUDS?!? by tabby · · Score: 1

      http://www.wired.com/news/columns/0,70348-0.html?t w=wn_index_3

      Welcome to World of Warcraft: The Text Adventure.

      You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully. There is an elf with an exclamation point above her head here.
      >Talk elf
      "Alas," she says. "There is a great darkness upon the land. Fifty years ago the Dwarf Lord Al'ham'bra came upon the Dragon Locket in the Miremuck Caverns. He immediately recognized the ..."
      > Click Accept
      "Hey," the elf protests. "This is important expository. Azeroth is a rich and storied land, with a tapestry of interwoven ..."
      > Click Accept
      "OK, fine. Bring me six kobold tails."
      > Shout "Where are the Kobolds?"
      You hear a voice in the distance. "NE of stream, near lake." You hear another voice in the distance. "Right near lake." You hear another voice in the distance. "LF1M! Need priest!"
      > Go NE
      A small ramshackle house sits atop a hill, apparently abandoned. At the foot of the hill is a large field. The field is swarming with kobolds, their tails swinging seductively in the breeze.
      > Kill kobold
      You kill a kobold. You get a kobold tail.
      > Kill kobold
      You kill a kobold. You get two pieces of silver and a kobold tail.
      > Kill kobold
      You kill a kobold. You get three pieces of silver and an apple.
      > What, no tail?
      Apparently this was the rare but majestic Manx kobold.
      > You said they had tails
      You hear a voice in the distance. "LF1M just need any healer ready to go!"
      > Kill three kobolds
      You kill three kobolds. You get eight pieces of silver and four tails.
      > Four tails?
      Maybe it's something in the water around here.
      > Go SW
      You return to the stream where the elf waits, a golden question mark floating above her head as if to say "Huh?"
      > Talk to elf
      "At long last, you've returned!" the elf cries. "I had feared that you ..."
      > Click Complete Quest
      The elf snorts and hands you a slimy, rusted, bent dagger with runes on it reading "Discount Shiv Warehouse -- Bring us a lower price, we'll stab it."
      > Look at dagger
      It's a noxious, poorly-balanced piece of crap, but it's better than the weapon you have right now.
      > What do I have now?
      It's not clear from the decay, but you think it may have once been a whisk.
      > Wield dagger
      You look slightly less feeble. A knight rides by on a gleaming white charger. He is bedecked from head to toe with shining armor. His shoulder armor alone is big enough to house you, your family and any pets you pick up at the auction house, and still have room to hang that pathetic dagger of yours on the wall as a constant reminder of your utter weakness compared to a true man like him.
      > Pout
      You hear a voice in the distance. "LF2M need healer and tank!"
      > Talk to elf
      "I have another task for you," the elf says. "In the east there are ..."
      > Click Accept
      "Take this bag of jelly to Commander Wolfchow in Cramhollow Dale."
      > Go to Cramhollow Dale
      You run to Cramhollow Dale. You run and run. You run and run and run. You keep on running. Someone runs past you, faster. You keep running. Two gnomes run past you in the opposite direction. Still you run. You're not there yet. What are you going to do?
      > Run
      That's right, bunky. You're gonna run. You continue to run and run and run and run and ... whoa, you're in Cramhollow Dale. A tall man who looks like a lot of the other tall men around here has a question mark over his head.
      > Give bag of jelly to man
      "Good!" says ...
      > Click Complete Quest, Accept, whatever, just get on with it
      "Take this crate of liver back to Elfiwee Muttonscorner near the gully stream."
      > Go back to stream
      You run. You run and run. You run and run and run.
      > Wonder aloud why I find this so damn compelling
      You hear a voice in the distance. "Need group! No quitters!"

      --
      I've experiments to run, there is research to be done on the people who are still alive.
    18. Re:No mention of MUDS?!? by LMariachi · · Score: 1
      How can you write an article about IF and not mention MUD's [sic]

      Easy. The same way you write an article about Mesoamerican archaeology without mentioning Egyptian pyramids.

      former alum [sic] of the Kobra MUD

      Do you even know what "alumnus" means? You can't be a "former alum" unless maybe they rescinded your Kobradiploma or something.

    19. Re:No mention of MUDS?!? by Cappy+Red · · Score: 1

      I think I was there once.

      --
      This is my sig. It's prescription, I swear. I need it for reading things... on the other side of things
    20. Re:No mention of MUDS?!? by elrous0 · · Score: 1
      The same way you write an article about Mesoamerican archaeology without mentioning Egyptian pyramids.

      Exactly, because obviously no one who created a MUD ever even saw text-based games like Zork, much less was inspired by them in ANY way--or in ANY way based their entire command syntax, room structure, etc. on them. It's just a complete fucking coincidence that they look and behave almost identically.

      Do you even know what "alumnus" means?

      Of course not. Only a select few have your awe-inspiring mastery of English.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    21. Re:No mention of MUDS?!? by LMariachi · · Score: 1

      So every article about a subject should include mention of every single thing the subject has influenced or been influenced by. Why don't you write that article about IF yourself? I'm sure plenty of people will care to wade through all 700 pages of it.

  3. Slash interface by LiquidCoooled · · Score: 5, Funny

    > L
    You are on slashdot.
    You can see the headlines.

    > Read headlines
    There are 12 old articles.

    > N
    You are in the mysterious future.
    There is 1 article here.

    > RTFA
    I'm sorry, you cannot do that.

    > open article
    You open the article in the mysterious future.

    > L
    It is empty in the comments section, You are likely to be eaten by a grue.

    --
    liqbase :: faster than paper
    1. Re:Slash interface by JeanBaptiste · · Score: 2, Funny

      >open article
      Nothing to see here, please move along

      >move along
      Its Not News, It's Fark.Com!

      >disconnect internets
      ATH0~~~#@)@#)#_Q)#$(@#[NO CARRIER]

    2. Re:Slash interface by meringuoid · · Score: 5, Funny
      It is empty in the comments section, You are likely to be eaten by a grue.

      > make post in comments section

      First post - YOU WIN!

      --
      Real Daleks don't climb stairs - they level the building.
    3. Re:Slash interface by luckyguesser · · Score: 1

      that would be awesome to have a command line, mud-like interface for slashdot... i would use it!

      --


      The power of Christ compiles you.
      A Random Blog
    4. Re:Slash interface by Afrosheen · · Score: 1

      Awesome post, here's my take on it.

      >Look

        You are at the Slashdot home page. There are 12 old articles here.

      >Read article 1

        Hmm. It seems this same story was posted on Digg yesterday. You've already read it.

      > Read article 2

        As you scan the headline, you realize you read it on Fark.com 2 days ago. Oh well, better luck next time.

      > Read article 3

        You're in luck! It's a flamebait piece by Dvorak about how the internet will explode in 2012..literally. Unless Microsoft saves it, of course. There are 486 comments attached to it.

      > Inventory

        You're carrying one pocket protector, 3 warming bottles of Bawls, an antistatic wrist wrap, and 50 cents in change. Not enough to spend OR jingle in your pocket.

      > Post reply to article 3

        You are posting a reply. Choices for your reply are:
          a. In Soviet Russia the internet explodes you in 2012
          b. Dvorak is a moron, why does he even bother.
          c. Exploding Internet, FTW!
          d. An actual, well-thought-out reply relevant to the article.

      > d

        As you start typing you feel a slight humming and see a bright light appear out of nowhere. You look down and notice your feet are being disintegrated one layer at a time. Moments before you are sucked into Tron's mainframe, you happen to notice a typo in your finished reply. Life just isn't fair is it?

        You are dead. Type retry to try again.

  4. Loved these games as a kid by nnnneedles · · Score: 1

    Go to page 177.

    Page 177. You are in the future. [Describes grim future]. You are affecting events around you which causes a collapse in time space. No longer will you be able to get back to your friends or save the planet from [insert name of evil man]. Game over.

    Oh boy, those were the days!

    Seriously though, they had some really cool sci-fi/fantasy in those books, pretty much as good as any conan book or similar.

    --
    Will code a sig generator for food
    1. Re:Loved these games as a kid by Oldsmobile · · Score: 1

      I would usually just cheat and read all the choices and pick the one I liked better.

      --
      Some say he is made with ascii, others that he is eyeballed daily by millions. All we know is, he is known as the Sig
  5. Where it's heading? by mccalli · · Score: 5, Funny
    MobyGames takes a look at the origins and history of Interactive Fiction and where it is heading.

    I can tell you that. Currently it is in a maze of twisty passages, all alike...

    Cheers,
    Ian

  6. Re:look around by Rob+T+Firefly · · Score: 4, Funny
    >witty reply

    I don't know how to "witty reply."

    >clever reply

    I don't know how to "clever reply."

    >lame reply

    You make a lame, cliche-ridden Slashdot post, probably having something to do with Netcraft or "Star Wars."
    There is an angry moderator here.

  7. Four words that sum up the awesomeness.. by Rob+T+Firefly · · Score: 4, Funny
    You have:

    no tea

    1. Re:Four words that sum up the awesomeness.. by drxenos · · Score: 1

      I am so embarrassed that it took me several seconds to place the reference.

      --


      Anonymous Cowards suck.
    2. Re:Four words that sum up the awesomeness.. by bloobloo · · Score: 2, Funny

      And don't forget the thing that my aunt gave me that I don't know what it is.

    3. Re:Four words that sum up the awesomeness.. by ScienceofSpock · · Score: 1

      AND that you can't seem to get rid of it.

    4. Re:Four words that sum up the awesomeness.. by Petrushka · · Score: 1

      > Pick up tea

      no tea: dropped.

  8. Some good amateur IF by Anonymous Coward · · Score: 5, Interesting

    Try Metamorphoses and Photopia. The former is known for its diverse ways of solving the puzzles; the latter is known for its nonlinear plot, touching story, and controversial lack of influence over ultimate outcomes. (Slight spoilers in the Wikipedia entry.)

    1. Re:Some good amateur IF by boa13 · · Score: 1

      Just to clarify: the way Photopia is told is very non-linear (fragments of a story that only make sense when the last one is revealed), but the gaming experience itself is very linear. Actually, it is so linear that some people have argued that Photopia is not a game but a merely a story where you press Next regularly. (This is wrong: there are puzzles, though not very hard.)

      Photopia is very powerful, a dramatic short story that haunts you for a long time. Another of my best gaming memories.

    2. Re:Some good amateur IF by Nycteris_a · · Score: 1

      I think Shade haunted me longer. Brr! But Photopia was well written. Galatea haunts as well. Wonderful AI interactions.

    3. Re:Some good amateur IF by Abcd1234 · · Score: 1

      I'm also a fan of "Shade" by Andrew Plotkin. It's a nice, smallish one-room game with fantastic atmosphere.

    4. Re:Some good amateur IF by RichardX · · Score: 1

      Does anyone remember one - it was an IF competition winner, I think, certainly not by Infocom or anything like that..
      it was quite a short game, and quite abstract. Without giving any spoilers, I remember there was a miniature model of the world you were in, inside of the world you were in.. and the prose was really really weird. It started out with something like
      "The sun beams. There is rock."
      and all the text in it, including your input, had this really abstract kind of feel to it
      Anyone know the one I'm talking about? it's ages since I played it, so my recollection is kinda vague

      --
      Curiosity was framed. Ignorance killed the cat.
    5. Re:Some good amateur IF by Blackheart2 · · Score: 1
      "The sun has gone. It must be brought. You have a rock."

      That is Dan Schmidt's game, "For A Change".

      --

      BH
      Fools! They laughed at me at the Sorbonne...!

    6. Re:Some good amateur IF by RichardX · · Score: 1

      Ah! that's the one, thankyou... think I'll go dig up a copy of Frotz and play that again :)

      --
      Curiosity was framed. Ignorance killed the cat.
  9. Adventure by tedgyz · · Score: 2, Interesting

    Playing Adventure on a PDP-11 at the local library was the primary reason I got into computers. Now, as a Software Architect with 20 years experience, I can safely say that computer games did me good.

    I just saw a great sig on another thread:

    You are in a maze of twisted little posts, all alike.

    --
    "No matter where you go, there you are." -- Buckaroo Banzai
    1. Re:Adventure by jbolden · · Score: 1

      Adventure PDP 11 20 years? You sure you aren't missing a decade in there somewhere? Mid 80's is Infocom is starting to fade Scott Adams is long gone.

    2. Re:Adventure by tedgyz · · Score: 1

      Adventure PDP 11 20 years? You sure you aren't missing a decade in there somewhere? Mid 80's is Infocom is starting to fade Scott Adams is long gone.

      You are correct sir. I got started with PDP 11's in Junior High circa 1978. The twenty years refers to my career.

      --
      "No matter where you go, there you are." -- Buckaroo Banzai
  10. "Read Game" in The Escapist by Allen+Varney · · Score: 1

    For The Escapist issue 7, I wrote " > Read Game," a similar article about the history of text adventures and current trends in interactive fiction.

    1. Re:"Read Game" in The Escapist by Allen+Varney · · Score: 3, Informative

      Dang, why didn't the link go through? The URL for "Read Game": http://www.escapistmagazine.com/issue/7/12

  11. What I hated about CYOA by hackwrench · · Score: 1

    They never maintained a coherent reality. Do one thing and you come across organization x, do something else, organization x doesn't exist.

    1. Re:What I hated about CYOA by bjorniac · · Score: 3, Funny

      That's quantum mechanics - the universe was in a superposition of containing organization x and not containing it, and by turning to page 137 or 25 you collapsed the wavefunction. Either that, or it was a neat way of making sure you could re-play the game without knowledge of what was going to happen if you took a different turn early on...

  12. Grues by Rik+Sweeney · · Score: 2, Funny

    I'll always remember the line

    It is pitch black. You are likely to be eaten by a grue.

    It always excited me, as back then it was the only sort of sex I could get.

    Come to think of it, that still is.

    sigh

    1. Re:Grues by drxenos · · Score: 1

      What really impressed me back then was you could ask, "what is a grue?".

      --


      Anonymous Cowards suck.
    2. Re:Grues by ysegalov · · Score: 0

      Good thing the lantern could last for at least 300 moves or so.
      Did you use to turn it off when reaching a room with natural light? I always tried to save battery power.

  13. FYI by Anonymous Coward · · Score: 0

    The article is about interactive fiction computer games, e.g. "text adventures" like Zork, not about Choose Your Own Adventure books.

  14. Where it is heading... by borkus · · Score: 1

    Ahab: LFM [White Whale] need rezzers pst

  15. Good games by Rekolitus · · Score: 3, Informative

    Myself, I reccomend Return to Ditch Day and The Plant (as well as Adam Cadre's works.)

    Anyone else played these?

    1. Re:Good games by Gulthek · · Score: 1

      Just the Adam Cadre stuff, he's brilliant. I'll check out the others though, thanks for the tip.

    2. Re:Good games by kavau · · Score: 2, Informative
      My personal favorite: Anchorhead (go here for a review). It's very well written, has a delightfully creepy atmosphere, and is almost free of glitches.

      Try Hunter, In Darkness for something slightly different (but at the same time strangely familiar).

  16. I grew up on this stuff by BHearsum · · Score: 1

    I haven't played most of the games mentioned in the article, but there's one specific type on interactive fiction I love: Sierra ones.

    I didn't have an Internet connection until I was 16 or so, so I spent a lot of time playing these damn games. Police Quest 1/2, Leisure Suit Larry 1/2/3, Space Quest 1/2. In my opinion these are some of the best games ever made. I recall at the age of 5 spending half an hour guessing the answers to the 'age verification' questions in LSL1. That game rocked, despite me not understanding any of the jokes. /done

    1. Re:I grew up on this stuff by Rekolitus · · Score: 1

      Those are usually called adventure games, not IF. Although I guess you could say they're a comibation what with the text parser and all. And yes, adventure games are awesome.

    2. Re:I grew up on this stuff by drxenos · · Score: 2, Informative

      Yes, but the confusion is that Interactive Fiction was called Adventure Games long before these graphical ones (which evolved from the textual ones) came about.

      --


      Anonymous Cowards suck.
    3. Re:I grew up on this stuff by meringuoid · · Score: 2, Funny
      I recall at the age of 5 spending half an hour guessing the answers to the 'age verification' questions in LSL1.

      I downloaded LSL1 last year.

      It started asking the age verification questions. I stare blankly. My answers convince it that I'm three years old.

      No, I'm TWENTY-THREE you stupid game. It's 2005! You have to be like forty to know about all that crap these days!

      You'd think they'd have it phone home over the net to get updated questions each year. Lack of foresight, huh?

      --
      Real Daleks don't climb stairs - they level the building.
    4. Re:I grew up on this stuff by Jackmn · · Score: 1
      I downloaded LSL1 last year. It started asking the age verification questions. I stare blankly. My answers convince it that I'm three years old.
      Try pushing alt-x.
  17. Recommended book and game by MythMoth · · Score: 3, Informative

    I recently read "Twisty Little Passages" ( http://www.amazon.com/gp/product/0262134365/ ) by Nick Montfort which despite its horribly self-consciously academic approach (it's all about developing a "theory" of IF for lit. crit. purposes) still has some interesting sections about the history of IF and comparing the various approaches to the field against each other.

    It also introduced me to my favourite work of IF, "For a change" by Dan Schmidt, which is really proof that the genre has more to offer than you might have expected. He's a genius, and it's beautiful.

    Give it a go online here: http://paperstack.com/for_a_change/ (requires Java) or download the ZCode files from Dan's site: http://www.dfan.org/IF/

    --
    --- These are not words: wierd, genious, rediculous
    1. Re:Recommended book and game by drxenos · · Score: 1

      I completely enjoyed Montfort's book, except for the first chapter which, I am not ashamed to admit, I am too dense to understand what he was trying to say.

      --


      Anonymous Cowards suck.
    2. Re:Recommended book and game by MythMoth · · Score: 1

      I completely enjoyed Montfort's book, except for the first chapter which, I am not ashamed to admit, I am too dense to understand what he was trying to say.

      Well, maybe I'm dense too. And I've lent it out, so I can't quote the passages that annoyed me specifically. But the impression I gained was: "This book was written to be cited by other academics". Fortunately the subject matter is strong enough to survive that, at least in part.

      He seems at his best when he is enthusing about the games and the history of the software houses that produced them. He is at his worst when it is trying to categorise the various games into various literary theories.

      Overall I would like to see another book on the same subject by a less academic author, or at least written for a less academic audience. Alternatively I would have liked to see more technical (in a software sense) discussion of how the games were actually implemented.

      --
      --- These are not words: wierd, genious, rediculous
    3. Re:Recommended book and game by drxenos · · Score: 1

      I think I am in the same boat as you. I bought and read the book for the history. I have always loved reading about IF history for some reason, maybe its the nostalgia.

      --


      Anonymous Cowards suck.
    4. Re:Recommended book and game by boa13 · · Score: 1

      I tried For a Change very briefly, it is very interesting. The writing is intriguing. I'll have to play it more seriously.

      Dan Schmidt, by the way, worked in the game industry, at Looking Glass Studio, a name I'm sure many slashdotters are familiar with. He has a great anecdote about commenting code here:

      How not to comment code (Ultima Underworld example)
      http://www.dfan.org/writing/comment.html

    5. Re:Recommended book and game by MythMoth · · Score: 1

      Well, I was never all that into IF originally; though I enjoyed it, I was never obsessively interested in it. Aside from Hitchhikers, obviously ;-)

      But I do find books about computer industry history particularly interesting; one I bought and read at about the same time as the Montfort book was "The Soul Of a New Machine" by Tracy Kidder. Very interesting, though a little depressing given that the company he wrote and enthused about (Data General) is one I'd barely even heard of. To bring this vaguely back on topic, there's a great description in there of the author's first encounter with Adventure. Very well written and I commend it to you.

      --
      --- These are not words: wierd, genious, rediculous
    6. Re:Recommended book and game by drxenos · · Score: 1

      Thanks I will look for it. Have you read "Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic"? I haven't yet, but I got it in my "wish list."

      --


      Anonymous Cowards suck.
    7. Re:Recommended book and game by markimusk · · Score: 1

      wow! I honestley thought I was the only soul that had ever read this book!

      I don't even know how I got it. But I will second the recomend, great book that looks at the life and personalities of earlier programmers.

    8. Re:Recommended book and game by MythMoth · · Score: 1

      Tracy Kidder won the Pulitzer for "The Soul of a New Machine", so I guess you, me, and the Pulitzer committee have read it as a bare minimum ;-)

      It's somewhat dated, but I think it's still quite well known actually. I'd certainly heard of it quite a while before I got around to reading it.

      --
      --- These are not words: wierd, genious, rediculous
    9. Re:Recommended book and game by markm · · Score: 1

      According to http://www.mobygames.com/developer/sheet/view/deve loperId,6727/ Dan still works in the game industry.

  18. Always lost my place eventually by VGfort · · Score: 1

    Thats one thing I didnt like, i usually ended up on the "you died" page or was given another page with more possible options, and its hard to keep track of all the backpages you came from, unless u right them down or try to put a finger in each slot in the tiny paperback. Other than that those books were great, I've always wondered why they died down, I'm sure kids today would enjoy them.

    1. Re:Always lost my place eventually by drxenos · · Score: 1

      I took me awhile to understand what you were referring to. The article is not about "Choose Your own Adventure" books.

      --


      Anonymous Cowards suck.
    2. Re:Always lost my place eventually by Rob+T+Firefly · · Score: 1

      I was a total sad fanboy of these books, and my school library had complete runs of a couple of series. One night after losing too many places I made myself a set of bookmarks, labelled 1-50 or so, and placed one in every "decision" page. This not only let me go back to the most recent whenever I "died," but after completion I'd go back and read all the other possible paths.

    3. Re:Always lost my place eventually by soft_guy · · Score: 1

      I bought a couple of CYOA books for my daughter and she did like them very much.

      --
      Avoid Missing Ball for High Score
    4. Re:Always lost my place eventually by pla · · Score: 1

      its hard to keep track of all the backpages you came from, unless u right them down or try to put a finger in each slot in the tiny paperback.

      Two words: Reverse indexing.

      You can either do it as you go, or with five minutes' work up-front... Basically, any time you follow a path (even a one-choice jump), note the source page on the destination. You can also collapse one-choice jumps back to the previous actual multi-choice decision, but that can cause problems if the story includes multiple entry points inside a linear path (you'll still have the ability to rewind, but you can't start at an arbitrary page and see how else you might have gotten there).

      Interestingly, most books didn't have a proper tree structure, with one input and output per page... Some even included loops, but for the most part almost all CYOA books tended to fan out 4-7 choices deep then reconverge on either death or a plot advanceing node.

  19. Re:look around by allanc · · Score: 5, Funny

    >examine moderator

    This moderator looks like a pasty white Linux geek who hasn't left his parents' basement in at least a month. He is unsubtle, and quick to anger.

    >attack moderator

    The moderator is unphased by your ad hominem attack
    (Score:-1, Troll)
    (Your karma has just gone down by one point)

    >tell moderator about linux

    The moderator already knows about linux.
    (Score:-1, Redundant)
    (Your karma has just gone down by one point)

    >tell moderator about linux superiority

    You tell the moderator stuff he already knows about how much better Linux is than Windows. Even though he already knows it, he likes hearing about it.
    (Score:+5, Insightful)
    (Your karma has just gone up by five points)

  20. No mention of online IF? by aussie_a · · Score: 5, Informative

    Wow, I'm really surprised that this article could completely miss online IF (otherwise known as MUDs). Not only are there commercial entities successfully running online IF (such as Iron Realms it allows for a much larger story to be told.

    The big problem with IF is that you can't do whatever you want. You're limited to what the creator was able to forsee and program. Not so with MUDs, which are able to have long and rich stories. The reason MUDs are able to overcome this limitation is that they have staff running it all the time, who are constantly adding new code updates and story updates.

    An example of a player run storyline is in ArmageddonMUD, which is based on Dark Sun. In it a player playing a dwarf decided to free his fellow dwarves who were slaves in the obsidian mines, and lay seige to the city-state that had kept them enslaved. This was entirely thought up by players, and with the staff's help, done by the players.

    MMOs sometimes attempt to be roleplaying games, to enable an interactive story to be told. But they're even further limited by the fact that, you can't do what you want. You can only do what animations have been coded. Again, MUDs don't have this limitation, with any action being able to be provided by emoting. MUDs have the advantage over IFs in that they are multiuser. Whereas in an IF there's no-one but yourself.

    So I'm very surprised that something discussing interactive fiction, including it's future (which IMO are MUDs, with more and more being created every day while others continue to be run for over 10 years), didn't feel the need to mention MUDs.

    1. Re:No mention of online IF? by MenTaLguY · · Score: 1

      The big problem with IF is that you can't do whatever you want.

      That and multiplayer are what separate IF from MUDs.

      --

      DNA just wants to be free...
    2. Re:No mention of online IF? by Anonymous Coward · · Score: 1, Interesting

      "The big problem with IF is that you can't do whatever you want. You're limited to what the creator was able to forsee and program."

      Not really true any more. Authors like Emily Short with 'Savoir-Faire' have included a degree of simulation into their work. This means they do not have to predict the result of every choice the player can make, but rely on the game engine to do the right thing as it's treated as normal physical interaction.

      Here's a page on the liquid modelling in 'Savoir-Faire'
      http://emshort.home.mindspring.com/liquids.html
      exeprt:

      # Some materials, such as cloth, are absorbent

      * Placing an absorbent object in a liquid or pouring a liquid over the absorbent object will cause it to become wet
      * Absorbent objects remember what kind of liquid they contain
      * Squeezing an absorbent object will dry it
          o Squeezing an absorbent object into a container will move a quantity of the appropriate liquid into that container
          o Squeezing a wet absorbent object over another object, or wiping another object with a wet absorbent object, will cause the other object to become wet
      * Absorbent objects, if white to begin with, will take on the color of the liquid in which they are dipped, assuming that color is not 'clear'

    3. Re:No mention of online IF? by Wyndo · · Score: 2, Interesting

      Bleh.

      I've played some MUDs. Even wrote a browser-based MUD-like game. I guess they *can* be IF-like, but I don't think that's as common. I've found MUDs to have room descriptions that are way too long, and intereactions/responses that aren't nearly long enough. It's like the effort goes into room creation, not gameplay. Plus, I don't really want to commit to one game for a long period of time. Double plus, authors of IF can work on a single game and make it work right, where MUDs just keep on going, with varying levels of consistency. I've never seen a MUD that emphasizes the *fiction* in Interactive Fiction. Invariably you can point to examples to contradict this, so feel free.

      So yeah... bleh. :(

      --
      :::: Mike Snyder
      :::: Prowler Productions
    4. Re:No mention of online IF? by Wyndo · · Score: 2, Informative

      Also, unless things have changed dramatically these past few years, the parsers in a MUD are nowhere near as what you get in most Interactive Fiction. Well a MUD understand what you mean if you try to PUT LARGE ROCK INTO THE SMALL BOX THEN PUT THE BOX ON THE TABLE AND OPEN IT. ? I mean -- unless that *exact* interaction is required, it's not going to do anything in a MUD. With IF languages, as long as your box is a container, has a capacity large enough to hold the rock, and there is a table set up as a platform, it'll work. It might not be *meaningful* to do it, but it should work. IF parsing beats any MUD parsing I've seen.

      --
      :::: Mike Snyder
      :::: Prowler Productions
    5. Re:No mention of online IF? by AutumnLeaf · · Score: 1

      It takes time and energy to staff a mud, manage it, and adapt it. As more and more mud admins get careers, kids, etc.... they have less time to maintain them. Sometimes they are handed off to new talent, other times they become footnotes in history due to neglect. They'll never go away all-together, but I think they are still fading away.

  21. Better yet... by meringuoid · · Score: 2, Interesting
    Later in that same game...

    You have:

    no tea
    tea

    I am convinced that this started life as a bug. The 'no tea' joke was great, but the 'no tea' item led to weirdness. Then they added the 'common sense' line to cover for the workaround to stop people doing things like dropping the no tea. Then someone did some really bad acid and decided to incorporate it into the plot as a puzzle...

    --
    Real Daleks don't climb stairs - they level the building.
    1. Re:Better yet... by MobileTatsu-NJG · · Score: 1

      "I am convinced that this started life as a bug. The 'no tea' joke was great, but the 'no tea' item led to weirdness."

      Funny, I always thought that little gag started life as somebody getting coffee from a coffee dispenser. "Well... supposedly it's coffee.. but it isn't. Hey, check this out! I have both coffee and no coffee!" "That sounds like something Douglas Adams would say!"

      You might be right, but I didn't get this joke until I tried the coffee machine at the train station.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  22. Interactive Hiring/Promotion Exams by jmoloug1 · · Score: 0

    Not many people may realize this but the State of NY uses the same type of approach for management promotion exams. They were implemented about 10 years ago and they usually comprise at least half of your score on civil service promotion exams (the other half being job-specific scoring). The idea is that these interactive management tests are standardized ways of evaluating people's "management skills."

    So far these tests are not very consistent and are not truly standardized or normalized. I personally have done very well and poorly just taking the same test twice. They seem to be more of random-number generators than anything.

    Having said that, they're probably more benign than the usual promotion mechanisms in civil service or elsewhere. At least you get some good qualified people promoted as frequently as the poorly qualified incompetents.

    1. Re:Interactive Hiring/Promotion Exams by meringuoid · · Score: 1
      So far these tests are not very consistent and are not truly standardized or normalized. I personally have done very well and poorly just taking the same test twice. They seem to be more of random-number generators than anything.

      [Your blood pressure has gone up.]

      --
      Real Daleks don't climb stairs - they level the building.
    2. Re:Interactive Hiring/Promotion Exams by Anonymous Coward · · Score: 0

      [Your blood pressure has gone up.]

      +42, Douglas Adams

  23. Interactive Fiction by mknewman · · Score: 2, Interesting

    I, like many people, started playing Zork at college instead of studying in my CS classes. Later, the Infocom games were lots of fun on my old Atari 800, and even today I still have all of the Infocom games on my PDA, there are a number of PD ZMachine interperters, I use ZipARM on my PocketPC. One thing I didn't see mentioned was the horribly abortive attempt for Infocom to break out of the game business into the database arena with Cornerstone, which eventually brought the company down. Just think, if they had made a go of it Office and maybe even M$ might be afterthoughts.

    1. Re:Interactive Fiction by westlake · · Score: 1
      the horribly abortive attempt for Infocom to break out of the game business into the database arena with Cornerstone, which eventually brought the company down

      Infocom stuck with text long after King's Quest.

      The problem was and is that reading large blocks of text on screen and just isn't as much fun (for most people) as interacting with fully animated characters and environments.

  24. Today's reality by nycguy · · Score: 2, Funny

    Brain hurts from too much reading. Must click graphics...

    1. Re:Today's reality by ArrogantParagon · · Score: 1

      Too much conjugation.

  25. Re:look around by Kjella · · Score: 1

    Good. I even see you've managed to incorporate slashdot math, where -1+5 = +5. Not to mention I always love this one:

    > tell moderator things copy-pasted from TFA
    (Score:+5, Informative)

    --
    Live today, because you never know what tomorrow brings
  26. Adventure and Software Testing by martyb · · Score: 2, Interesting

    I am certain that the need for focus and persistence to complete the game of Adventure (and later a number of Infocom titles) served me well in my computing career. I started programming in 1972 and later specialized in Software Testing and Software Quality Assurance.

    I found that software testing is like playing a game of Adventure:

    • Adventure: Explore cave and collect treasure.
    • Testing: Explore code and collect bugs.

    There are lots of little treasures (low-priority bugs), but once in a while I'd discover just the right "incantation" and locate one of the *really valuable* treasures: System Crash, Infinite Loop, Data Corruption, and Major Security Hole!

    There is one significant difference, though... testing has much better pay! :)

    FWIW: I first played Adventure in 1978 on an IBM Mainframe (3033) running MTS (Michigan Terminal System) at RPI. Someone in my dorm had found it on our system and we spent the next several months competing to be the first to complete it. I can't recall if I was first, but I *did* make it to Adventure Grandmaster with a perfect score of 350. I was later able to get a copy of it on magtape and a printed listing... I think I may still have them in a box in storage, too.

    1. Re:Adventure and Software Testing by tedgyz · · Score: 1

      Kudos to you. Good QA engineers are very hard to come by. I've only worked directly with one. It is not a popular career path.

      I used to have FORTRAN printouts of DUNGEON (eventually Zork). It was the first open source game. :-)

      --
      "No matter where you go, there you are." -- Buckaroo Banzai
  27. Play these games on PalmOS by wrecked · · Score: 2, Informative

    I play these games on my Palm with Frotz, a Z-code interpreter. Frotz exists for a variety of platforms, including Unix, Windows CE, GameBoy Advanced, Windows, KDE etc. Many of the interactive fiction games are in Z-code format.

    1. Re:Play these games on PalmOS by Xamien · · Score: 4, Informative
      The Inform compiler is available from inform-fiction.org for those who want to try their hand at actually creating old-school IF. It produces story files for the Z-machine that will run under Frotz. There is also an online copy of the Inform designer's manual available.

      Inform isn't the only system available for creating IF -- see the rec.arts.int-fiction Authorship FAQ.

      On a related note, the Interactive Fiction Competition is apparently still going strong after over a decade, with entries sorted by authoring system.

    2. Re:Play these games on PalmOS by jbolden · · Score: 1

      If you don't mind me asking.. Most Infocom games actually required the box, as there are clues on the stuff (like the matchbook or the flip art or whatever). How do you get around that?

    3. Re:Play these games on PalmOS by goathens · · Score: 1

      I've only moderately dabbled in the actual infocom titles, most of the games i play are non-commercial.

      I suppose if I wanted to get around the need for "feelies" I could look on gamefaqs or google (no, I haven't tried to yet)

  28. Measure the Love in Dollars by Expert+Determination · · Score: 2, Interesting

    I was an active collector of Infocom games until recently, but I had to give up because (1) I eventually acquired all 35 games and (2) the special edition versions of the game still sell for incredible prices. Check out this copy of Starcross that just sold on ebay for $500. People still have fond memories for these great games.

    --
    "The White House is not an intelligence-gathering agency," -- Scott McClellan, Whitehouse spokesman.
    1. Re:Measure the Love in Dollars by LMacG · · Score: 1

      Sure, everybody always talks about how well-written the Infocom games were, but the packaging was a stroke of marketing genius. I still have the copy of "Hitchhiker's" that I bought for my Atari 800, with the peril-sensitive sunglasses and the piece of pocket fluff. Hmmm, $500, eh?

      I also have a fair number of issues of The New Zork Times (or whatever they were forced to rename it), and if I look hard enough, I could probably find my "I Got The Babel Fish" t-shirt.

      --
      Slightly disreputable, albeit gregarious
  29. Re:look around by ronfar · · Score: 1

    > Set browse threshold to -1

    It is dark, you are likely to be eaten by a Troll.

    --
    All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
  30. Are we listing our favorites now? by roystgnr · · Score: 1

    Then let me add Spider and Web. Some of the puzzles are a little tough, but for many of them the game setting works as a built-in walkthrough without making you feel like you've failed or breaking you out of the story's atmosphere.

    1. Re:Are we listing our favorites now? by boa13 · · Score: 1

      Spider and Web is memorable for the extraordinary way the story is told, and for the impact this has on the main puzzle. Understanding and "solving" it at exactly the right time is one of the gaming memories I'm most fond of.

    2. Re:Are we listing our favorites now? by Gulthek · · Score: 1

      Spider and Web absolutely rules for the utterly awesome solution to escape from the interrogation room. Brilliant. I would repeat it here but it's just so deliciously good that I wouldn't want to spoil it for anyone.

  31. Re:look around by Anonymous Coward · · Score: 0

    > inventory
    You have:
            a towel
            a babel fish
            a thing your aunt gave you which you don't know what it is
            an anonymous post on Slashdot
            no tea.

  32. There are other humans in muds?? where? by grapeape · · Score: 1

    I played many MUDS back in their day but everytime i have felt nostalgic over the past few years and started into one all I ran into were scripted bots. I have a friend that MUDS 24/7 at majormud, he is mudding right now while he is at work at burger king. Never understood the appeal of having a script play a game for you but I would suspect that 95% of the MUD users out there are scripted while the other 5% are newbies or nostalgia seekers pondering why the other characters wont talk to them.

  33. random words in interactive fiction by grapeape · · Score: 1

    You are in an open field west of a big white house with a boarded front door.
    There is a small mailbox here.

    > _

    When I was a kid it was fun to type in curse words just to see what repsonse it would get.

  34. Annual IF Contests by Anonymous Coward · · Score: 0

    Don't forget too that there are various interactive fiction contests held annually. I know of at least two that have been running for more than a few years:

  35. A Mind Forever Voyaging by vulgrin · · Score: 2, Interesting

    Hands down, STILL my favorite game ever. I love CStrike, Oblivion, and Unreal, but no other game affected me so much after I finished it. Its led to my healthy dose of skepticism and paranoia that I have today!

    Definitely go check it out if you are into these at all. I believe there is still a telnet server out there where you could play these games online...

    --
    I sig, therefore I am.
  36. Lone Wolf! by wuie · · Score: 1

    There was also Joe Dever's Lone Wolf series, which had the fun of a CYOA and an RPG mixed all into one.

    What I really enjoyed about them is the variety of Kai powers (which later became Magnakai, then Grand Master, etc), and how those choices could affect how easily you could survive the path that you took. An example would be that you wouldn't want to travel somewhere excessively hot or cold without the Kai power of Nexus (The ability to withstand extremes in temperature).

    Also, it was a nice touch to have the ability to bring over your character from previous books. Sometimes, it felt like a necessity, since some parts were easier if you were in possession of certain items that were acquired in previous books, like the Sommerswerd.

    1. Re:Lone Wolf! by meringuoid · · Score: 1
      Also, it was a nice touch to have the ability to bring over your character from previous books. Sometimes, it felt like a necessity, since some parts were easier if you were in possession of certain items that were acquired in previous books, like the Sommerswerd.

      IIRC, Dever made a point of having every Lone Wolf adventure be at least possible to win for a fresh character, using only powers and items acquired within that volume.

      So, as I and presumably you noticed, if your character had at some point in his past gone through Fire on the Water, it was... different. I got to the point where I looked at the monster, and just thought: 'Skeletons = undead = double damage from Sommerswerd = I can't be arsed statting out the fight. I win.'

      One other series I rather liked was the three Knightmare books. A TV tie-in. There was an adventure at the back of each one, generally in the style of the TV series, and a mini-novel at the front. Pretty bloody dark stuff. Mediaeval, violent, and occult in a very non-New-Age sort of way. I had nightmares about the Gruagach and the Eye...

      --
      Real Daleks don't climb stairs - they level the building.
    2. Re:Lone Wolf! by wuie · · Score: 1

      So, as I and presumably you noticed, if your character had at some point in his past gone through Fire on the Water, it was... different. I got to the point where I looked at the monster, and just thought: 'Skeletons = undead = double damage from Sommerswerd = I can't be arsed statting out the fight. I win.'

      True, but there were some times that having the Sommerswerd was more harmful than good. In The Cauldron of Fear, having the Sommerswerd would put you into a near-unbeatable fight with the Darklord at the end, whereas *not* having it would make the battle much easier.

      There's another book that has almost the same thing happen at the end (Prisoner of Time I think, but don't quote me on that), and in Castle Death it was entirely possible to lose the Sommerswerd forever.

      Crazy times.

    3. Re:Lone Wolf! by meringuoid · · Score: 1
      True, but there were some times that having the Sommerswerd was more harmful than good. In The Cauldron of Fear, having the Sommerswerd would put you into a near-unbeatable fight with the Darklord at the end, whereas *not* having it would make the battle much easier.

      I don't recall that at all. I remember when I went to the Darklords' city I had to keep the Sommerswerd in a special scabbard to prevent its blazing aura of uber good power from giving me away, but regarding Darklords themselves, so far as I can remember the Sommerswerd always used to just blast 'em.

      That said, I've been introduced from elsewhere in this discussion to this little marvel, so I may be replaying the lot quite soon. In which case, the fewer spoilers I have to ruin my rediscovery of my half-remembered youth, the better. Don't correct me, I'll find out :-)

      There's another book that has almost the same thing happen at the end (Prisoner of Time I think, but don't quote me on that), and in Castle Death it was entirely possible to lose the Sommerswerd forever.

      Don't remind me. I remember that. Got captured, locked up, all equipment taken. I was livid. But I'd gone through God knows how many books without cheating and I wasn't going to start now... thankfully I found my gear in some lockup and got the sword back, but I was so damn close to tears at that one.

      --
      Real Daleks don't climb stairs - they level the building.
  37. Timely by pete-classic · · Score: 1

    What a timely article! Videlectrix just released Thy Dungeonman III today!

    -Peter

    1. Re:Timely by AndrewStephens · · Score: 1

      Just played this today, everyone over a certain age should check it out. Its a great homage/parody of the way things used to be.

      --
      sheep.horse - does not contain information on sheep or horses.
  38. Interactive fiction problem by paulxnuke · · Score: 1

    22 years ago I bought a Commodore 64 floppy drive ($179 then!) so I could play a copy of ZORK I found in a department store in upstate NY. I had never heard of such a thing before but I fell in love with the description on the package. I've played a lot of IF games since and I've always wanted to create one but I've never had time to try.

    The problem I always had was similar to pixel-hunting in graphical games: phrasing a command exactly right. Many times I've given up, asked/bought a cheat book/etc, and found that I had guessed correctly already but had not been able to get the program to take it. (Other times it was a completely out of the box solution that was obvious to the author but not me. Fair game.)

    It's not surprising that new converts are so rare and the market so small. Look what modern teenagers do for amusement: the last thing they want is something that requires them to slow down or think. These are the kids who think a movie is "real" while the book it came from isn't, for Pete's sake!

    1. Re:Interactive fiction problem by Wyndo · · Score: 1

      In Interactive Fiction, there are a whole lot more bad or mediocre games than good ones. Newbies are likely to find coal before they find diamonds, and guess-the-command can be a big turn-off. The best thing is probably to play the games that get the highest marks first -- winners of prior IF competitions, maybe. Not all IF makes you guess the right command, and some do a great job of figuring out what you mean.

      And start here: http://www.ifwiki.org/

      It's no shock that the audience is small. Most gamers don't even *like* to read -- at least, not for a game. The mainstream criticizes too much text in games. Take an all-text game, and it's the opposite of what most gamers like.

      I think most gamers just aren't well-rounded. Most recently, my gaming includes Partners in Time (DS), Zelda: The Minish Cap (GBA), The Spring Thing 2006 Games (Text IF), and Resident Evil 4 (GC).

      ---- Mike.

      --
      :::: Mike Snyder
      :::: Prowler Productions
  39. Zork for the next generation by Sw0rdfiche · · Score: 1

    Last June I taught a game design class to kids 11-13. As a way of talking about branching,I introduced them to Zork I. After the initial "where are the pictures" response, the kids dived right in. They'd never seen a natural language parser before. They'd never had to map anything out. They never had the machine talk back to them or crack wise when they typed something inane. They were hooked.

    While "Zork Fever" only lasted a few days, the experience opened up a whole new world of interaction for the kids. After that, they went back to the online game where among the choice of weapons they could use was a toilet, which they could use to beat their prey to a bloody pulp.

    Ah well...

  40. Best IF character by gerwen · · Score: 1

    The best IF character ever? Floyd the Droid from Planetfall iirc. I cried when he sacrificed himself for me. Anybody want to play a game of hucka bucka beanstalk?

    1. Re:Best IF character by syrinx · · Score: 1

      Was waiting for someone to bring that up. I loved Planetfall.

      > EAT GOO
      Do you want to eat the red goo, the brown goo, or the green goo?
      > _

      --
      Quidquid latine dictum sit, altum sonatur.
    2. Re:Best IF character by soft_guy · · Score: 1

      I was partial to Comrade Thumb from Ballyoo.

      --
      Avoid Missing Ball for High Score
  41. Slow evolution of IF... by RexRhino · · Score: 1

    The trouble with IF is that not much has changed since the days of Infocom. Here are some features that would definitly be welcome in modern day IF or Z machine interpreters:

    1. Auto mapping - I mean, come on, I still have to map things out on graph paper? An automapping feature would be welcome.

    2. Notes section - OK, how about games that automaticly generate notes that are accessable from a tab or button. So when the wizard tells me "Bring the magic crystal to me, and I will give you the Staff of Ages", a note will appear in my notes that says "The Wizard told me that he will give me the Staff of Ages if I bring him the magic crystal". It would only make notes of game critical actions, not every action I do... so it would be a quick reference.

    In the modern day and age, I shouldn't have to write things down on paper to play a computer game!

    1. Re:Slow evolution of IF... by Wyndo · · Score: 1

      Wow. Weird -- and totally not true. IF has come a long ways since the old days. Of course, it depends on which games you play. You can find 1980's-ish games. You can find modern stuff too, with an emphasis on stories over puzzles. Because IF is a hobbyist pursuit now, and it's *written* by hobbyists, you'll find the good among the bad.

      And Adrift has auto-mapping.

      And some games may include notes. It's up to the author to implement, the same way it's up to the programmers to implement *everything* in a video game. Most authors just choose not to. This is where you exercise your freedom and pick the games with the feature's you're after.

      ---- Mike.

      --
      :::: Mike Snyder
      :::: Prowler Productions
    2. Re:Slow evolution of IF... by Anonymous Coward · · Score: 0

      Towards the end of the Infocom games (when they started adding some graphics), they DID have an automapping feature.

    3. Re:Slow evolution of IF... by drxenos · · Score: 1

      In the modern day and age, I shouldn't have to write things down on paper to play a computer game!
      Yeah, and the games make you read! And type, too! All I should have to do is click on the pretty pictures.

      --


      Anonymous Cowards suck.
    4. Re:Slow evolution of IF... by RexRhino · · Score: 1

      So people aren't reading or writing unless they do it on dead trees?

    5. Re:Slow evolution of IF... by rpresser · · Score: 1

      Automap is implemented in the nitfol interpreter, but it's a bit tricky to use, because it relies on you being able to find the global variable that is used to represent the player's location. It works pretty good though.

      GUEMap is an external mapping app that can scan a transcript for you and build a map, IIRC.

    6. Re:Slow evolution of IF... by Sebastopol · · Score: 1

      Younger generation, say hello to older generation.

      Older generation, meet younger generation.

      You don't want to have to write things down, take notes, or make alternate representative models of a surrounding to solve a puzzle?

      Either the younger generation is far more intelligent than the older generation, or far more lazy.

      Survey says??

      --
      https://www.accountkiller.com/removal-requested
    7. Re:Slow evolution of IF... by RexRhino · · Score: 1

      Except that I am part of the older generation. I was a huge fan of the Infocom back in the day. I have played probably over 100 IF games over the years. I probably still play 4 - 5 new IF games each year.

      A teletype interface was great back in the day, but that isn't a good interface anymore. Manually mapping on paper adds nothing to gameplay, it is not fun or a challenge, it is just a hassle. When I find out the password is "52390" in the game, it is not fun or challenging to write "Secret Password: 52390" on paper. It takes nothing from the fun to have the software record that information instead of me. Having a gui list of inventory items, and clicking on an icon next to an item to examine it isn't less fun than typing "i {enter] examine large red book [enter]".

      None of those things are part of the fun of interactive fiction, and eliminating them won't make the game any easier (although they WILL make some things less tedious).

      I wonder how many of the people who insist that interactive fiction must be played in a teletype interface actually play much interactive fiction anymore?

    8. Re:Slow evolution of IF... by Sebastopol · · Score: 2, Insightful


      Since we're now delving into the realm of personal opinion and subjectivity, I disagree completely.

      The tactile component of the maps and notes are very important. They allow the player to transcend the exegesis in a physically immersive way that computer-assisted gameplay simply cannot provide. In fact, I would argue that having a computer keep track of this information spoils the suspension of disbelief by introducing -- in most cases, and with the exception of the teletype itself -- anachronistic elements of game play. Furthermore, many puzzles I have encountered were only revealed throught discoveries made via mapping, and would have been immediately reveald had the computer provided an automap (from the first maze in Zork one, to the catacombs in Christminster 30 years later).

      Perhaps automapping should be provided for people who can't be bothered to immerse themselves, like "Easy" levels in today's FPS: where you can skim the surface to get a feel for the game without a commitment. But a dimension of the richness is clearly lost.

      However, I find that your not-so-subtle horn-blowing claims of being an older IF veteran stand in stark contrast to your words, and so I question the former.

      --
      https://www.accountkiller.com/removal-requested
    9. Re:Slow evolution of IF... by drxenos · · Score: 1

      I agree. I find creating the map while playing very enjoyable. I also like reading through the notes I've created while trying to solution a puzzle.

      --


      Anonymous Cowards suck.
  42. Re:look around by drxenos · · Score: 1

    > moderate post
    You have wasted your points moderating a post by an anonymous coward.
    (your score has gone down 1 point.)

    --


    Anonymous Cowards suck.
  43. Farmers Daughter.... anyone?? by Czar+the+Bizarre · · Score: 1

    ...remember getting sodomized by Jed and Cled ?

  44. Today's reality-Modern Talkies. by Anonymous Coward · · Score: 0

    "Brain hurts from too much reading. Must click graphics..."

    Then you'd hate this or this game then.

  45. New IF coming out all the time (linky) by tenzig_112 · · Score: 1

    Here's one I did not too long ago called
    Eric the Power-Mad DM about playing D&D back in the early 80's with a megalomaniac dongeon master.

    Here's a Javascipt interpreter for the Old School Scott Adams games

  46. Graphic Adventures by franksands · · Score: 0

    Adventures from LucasArts like Loom, Monkey Island, Day of The Tentacle, adn Grim Fandango will always have a special place in my heart. They are as old as text adventure games, but they were definitely innovative, from a time that LucasArts had good stories, not just the "let's-sell-everything-related-to-StarWars-that-we -can-think-of" idea that we see today.

  47. IF automaps... by meringuoid · · Score: 1

    But surely automappers would take all of the fun out of exploring a maze of twisty little passages, all alike?

    --
    Real Daleks don't climb stairs - they level the building.
  48. Kids and Old Games by brockill · · Score: 1

    I've tried to get kids interested in some of the old games I was interested in (IF, MUDs, etc.) but usually without much luck (which is a shame, some of those IF games were excellent). However, recently I was surprised how interested my cousin's kids were when I showed them one of those old games where you "program your own robot".

  49. palm-frotz vs palm frobnitz by goathens · · Score: 1

    I currently use frobnitz, not frotz. Have you or anyone else used both? care to give a comparison?

    1. Re:palm-frotz vs palm frobnitz by RexxFiend · · Score: 1

      I used frotz then frobnitz for a while. I would say that frobnitz has more features than frotz but I would recommend clifrotz.

      It is built on the ruins of frotz but has cool stuff like support for external cards (also means no need for messing about with pdb converters), quetzal file support (you can share the save files with other z-machines) and support for larger screens (used with graffiti anywhere means you can play the games in widescreen - very nice!) It also has v6 graphics support if you have any of those.

      There is a useful page here which lists the different interpreters for palm.

      The only real issue I have with Clifrotz, is that the up and down arrows give you a command history, which is cool and very useful, but this means that you have to drag the screen to get the game history which only gives you about 2 screen's worth of history to backtrack with. The code is being worked on tho so I'm sure we could ask the author to give it a better history viewer.

      --

      A crash reduces
      Your expensive computer
      to a simple stone.
  50. Steve Jackson's "Sorcery!" by OakDragon · · Score: 1

    I think my favorite series of the genre was Steve Jackson's Sorcery! . They had georgous art, and the puzzles, plot, and writing were quite good.

  51. Write Your Own Adventure? by RhettR · · Score: 1

    Most interactive fiction seems interactive in one way--you may get to choose what to do next, but that's only out of the available list of options, and the story from that point forward is predetermined.

    What about a story where you can do that (like a Choose Your Own Adventure), but you can also add another choice, and write what happens? Don't like the way one path turned out? Go back and write another one that turns out better!

    If you're interested in checking something like that out, try out BookLick.

    Disclaimer: I am involved in the creation of that site.

    1. Re:Write Your Own Adventure? by catprog · · Score: 1

      And my site as well

      --
      My Transformation Website
      Kindle Books http://www.catprog.org/rev
      Interactive CYOA http://www.catprog.org/st
  52. woohoo by Anonymous Coward · · Score: 0

    I've actually got that one (dungeon) compiled on a unix account I use! To be honest, though, I've never got far... maybe I'm just too old for these things now :(. When I was a kid, I got through sabre of saltar and eye of min within a week of copying... errr, buying them.

  53. Those darned simple puzzles! by Anonymous Coward · · Score: 0

    "What's tall as a house,
    Round as a cup,
    And all the king's horses
    Can't draw it up?"

    For yeeeears I was stuck on this. At one point I figured it out, but I still didn't get the parser to understand my answer. Then some years later...

    > say "well"

    I can't tell you how much I hate the Frobozz Magic Well Company. :>

    Sometimes even the simple riddles stop a player cold.

    --Dave Romig, Jr.