A History of Early Text Adventure Games
HFKap writes "The earliest computer games were pure text and were passed around freely on the ARPANET, culminating in the 'cave crawls' Adventure and Dungeon. The advent of the home computer opened up a commercial market for text adventure games, though the limited resources of these machines presented significant technical problems. Many companies vied for success in this market, but the best-remembered today is Infocom, founded by a group from MIT. Infocom's virtual memory and virtual machine innovations enabled them to design extremely ambitious and creative games, which they dubbed Interactive Fiction (IF). Ultimately the text game lost its paying customers to the lure of graphical games, such as those produced by Sierra On-Line. This article is a dialogue between Harry Kaplan and Jimmy Maher, editor of the modern IF community's pre-eminent e-zine SPAG."
You are likely to be eaten by a grue.
Whenever I go to foxnews I am happy to see there are still many, many very creative people releasing this interactive fiction, complete with hyperlinks to make it interactive leading you to even more fiction. I would say if there is one genre that really stood the test of time. It is IF. Horay!
"Oh look! A rainbow!"
"You are at the fountain."
I must be getting old. I remember "flashbulb" memories and genuine excitement about Adventure whenever a huge block of text would scroll into the screen, indicating a new area or a puzzle solved. We used a rotary dial phone into a 300 baud acoustic coupled modem on a dumb terminal in 1977. Ah, fond memories of my first exposure to computers.
Long Live Plugh!!!
This should stand as proof that graphics should not be in the forefront of the entire gaming industry, they had graphics then and did much better giving a fully descriptive story as was needed. I really want to see some level of text based gaming come back. Hell it might be a great way to market a Wii Keyboard.
Anything can be found funny, from a certain point of view.
You have been eaten by a grue.
... and in Soviet Russia, grues are likely to be eaten by YOU!!!
http://www.object404.com
I was a kid and I had a bare knowledge of English language as 2nd language, so it went like:
...
"You start off with your parachute snagged on a branch of a mangrove tree, leaving you helplessly dangling high above the jungle floor."
> north
> go north
> down
> go down
> climb tree
> look tree
> look at tree
> look parachute
> objects
> inventory
> help
> shit
> untie parachute
Yeah, sorry if I don't share the same enthusiasm for such games.
I am looking forward to this upcoming documentary:
http://www.getlamp.com/
by the guy who did "BBS: The Documentary"
That's the one I remember playing a lot on my C64.. "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." For those interested, you can play it online here: http://www.heavygames.com/hitchhikersguidetothegalaxy/gameframe.asp
"The purpose of learning is growth, and our minds, unlike our bodies, can continue growing as long as we live." - M.J. A
I'd heartily recommend Adam Cadre's "Photopia". It's one of the most affecting pieces of fiction of any time I've ever read. http://adamcadre.ac/if.html
garethw
south. east. open window. in. west. get lamp and sword. east. up. light lamp. get all. douse lamp. down. west. move rug. open trapdoor. down. light lamp. north. attack troll with sword. again. again. again. again. get axe.
File under 'M' for 'Manic ranting'
If there's an English major in the house: What is it called when an interview consists of one small question, followed by many paragraphs of detailed answer, followed by an unrelated question?
In other words: Is there any sort of descriptive term for "interview by email" which I can learn, so that I can more aptly describe these non-conversations in the future?
They have about as much interaction as an interview might if it were conducted by parcel post. While the monologues contained therein may (or may not be) interesting, the whole thing lacks so much spontaneity and fluidity that I might as well be reading a book.
Kid-proof tablet..
Back in the days, and I don't speak from experience, computers were not for everyone so the market was different. Today, most gamers don't have the patience to read a book, even less to think while doing so like you do in an interactive fiction game. Actually, the whole society is like that. So, shiny graphics ARE important today. I showed some Infocom games to some friends since I thought text adventures were a nice idea and when they saw there was no graphics they simply shrugged them off. Well, one did try Zork, and after a few minutes, he thanked me for showing him something he didn't know and never touched these kind of games after that.
Like Roberta Williams said in 1999:
Back when I got started, which sounds like ancient history, back then the demographics of people who were into computer games, was totally different, in my opinion, than they are today. Back then, computers were more expensive, which made them more exclusive to people who were maybe at a certain income level, or education level. So the people that played computer games 15 years ago were that type of person. They probably didn't watch television as much, and the instant gratification era hadn't quite grown the way it has lately. I think in the last 5 or 6 years, the demographics have really changed, now this is my opinion, because computers are less expensive so more people can afford them. More "average" people now feel they should own one.
If you want to try any of the old textadventures, there are several pages that allow you playing the games only with javascript e.g.
http://z-machine.appspot.com (which was written by me - I admit, this is a shameless plug) or http://parchment.toolness.com/ .
I used to belong to that demographic long long ago. But with age I simply lost patience and reading too much from a computer screen is tiring. We were young. Now we are at best middle aged, at worst seniors. Most of us do not want or cannot waste as much time on tiring task. Even if the new demographic of young people was coming in, we a bit older would not want to go through that again and again. The myth that now people only accept instant gratification is just a myth. Many of those I.F. were simply cumbersome and unforgivable but since this is all we had, we accepted it. Most people would not willingly eat stale moldy rotten bread if fresh bread is available. You do it only when there is no fresh bread available and you are starving. Same for the first graphic+novel type of adventure like KQ's. We will not willingly go again in that especially eating the cake right off the start breaking down the game.
Maybe they can revive I.F. as type of ebook. But I doubt it.
C. Sagan : A demon haunted world:
http://www.amazon.com/gp/product/0345409469/
visit randi.org
There's a guy, Russel Dalenberg, who deals with the "archeology" of the original Adventure game.
Besides the fact that he had had a great userid ("ged") when he first emailed me for info about a then-unknown version, I always thought he had the ultimately geeky hobby.
The basics of gaming hasn't changed in over 30 years. Shortcuts, Mindless violence and the feeling of victory when you eventually "win" - which lasts all of 20 seconds until it gives way to the hollow feeling of "well, what now?"
Yes, there are graphics - which, like any addiction is never enough, is a total money sink and means you're always searching for the next high-point. And sound and vibration feedback and networks. Although these are all just peipheral to the storyline, which sadly has not progressed past new and grosser versions of a gore-fest.
Back arounf 1981, my boss at the time described the "new" rounds of video games that were coming out as "just another version of 'stomp the spider'". That observation still holds true for the vast majority of titles today. Progress?
politicians are like babies' nappies: they should both be changed regularly and for the same reasons
As a newbie sysadmin, I feel I'm living in an Infocom adventure for some reason. Here's a write-up of my work day about a week ago.
I'd urge everyone to give Parchment a try :-http://code.google.com/p/parchment/
Parchment is a project dedicated to running IF games in your browser, and it does so wonderfully. You can even SAVE your progress, and it gives you a bookmarkable URL you can use to resume your game at a later date. That page tells you how to get any Zcode game playable on Parchment, and the page below has links to loads of IF games that have already been made available.
I'd recommend giving Curses a go, although maybe not if you are completely new to IF.
http://parchment.toolness.com/
I have no sig yet I must scream.
All that discussion and not a single mention of MUDs, MOOs or any online multiuser text based adventures! Does the fact that they're running on a remote server and have multiple users somehow exclude them from being designated as text based IF? I think not. If anything they're far more imaginative and far longer player commitment than most single user adventures running on the local machine.
Here in the UK there were a good number of such games published during the 8-bit micro boom of the early 1980s.
The first game to really start things going was Melbourne House's The Hobbit which, on some platforms, included crude graphics for some of the locations. The parser for this game was quite complex, allowing the player to pass instructions on to other characters. The other characters in the game also had some form of artificial intelligence, granting them the ability to wader around at random and move things around. Consequentially no two games were ever the same.
Another significant developer was Level 9 who created huge games using text compression. These were sold for a huge range of platforms.
Another major development was when Gilsoft developed The Quill, a an adventure game construction kit. This allowed virtually anyone to create a game based around a standard runtime environment. Many games were then released to the market, some so cleverly constructed that major software publishers could pass them on at full price. Later add-ons were created that allowed in-game graphics, basic sound effects and other features. Text compression was eventually added, too.
I'm now in the latter half of my thirties and my girlfriend is in her mid-twenties and I was just rambling on about text adventure games. She looked at me like I had three heads and never heard of such a thing.
I distinctly remember a trip to a business with computers (and data stored on punch cards) when I was 10-ish and seeing the opening lines from Zork
A year or two later we bought a TRS-80 Colour Computer (with Extended Basic!) and I learnt to type by spending days and days and days with Pyramid 2000, Madness and the Minotaur, Raaka-Tu, Bedlam ... and went on to enjoy those early "graphical" adventures like the Dallas Quest. I didn't actually play Zork until much, much later.
It's a shame these sort of interactive fictions passed away after the advent of the CD-ROM and Myst.
Here's a link to my favourite, Pyramid 2000: http://www.figmentfly.com/pyramid2000/pyramid.html
Anyone every play the MUD 3-Kingdoms? For it's time it was a great game, had seperate Sci-Fi, Chaos, and Fantasy areas for variety. I used to play a Necromancer.
Very good, very good...
Ceterum censeo subscriptionem esse delendam.
LORD will never die!
http://lord.lordlegacy.com/
Greatest of all BBS games!
Circa 1991, a friend of mine would sit at the same computer and take turns controlling the UI for a game that must have been the one of first to add a UI to the text adventure format as it was such a simple wrapper for an obvious text adventure engine. It's DnD-ish in storyline allowing you to roll up characters with a handful of classes. The UI memorably showed a representation of your direction options like a mouse maze. I can't recall much about details, but you start out with your party in a slave pen and slowly fight your way out where you find a kingdom with continents and cities. As I recall, there was an element of free will rather than scripted adventure as you could wander the map as you saw fit. To me, the game is still a benchmark by which I measure what a leap modern MMOs like WoW made.
I swear to God...I swear to God! That is NOT how you treat your human!
I always liked how infocom would stuff your game box with all kinds of fun things(besides the game), planet fall had postcards from all the major areas and a bunch of other stuff in there...
Zyll was my first foray into text adventure games. I remember spending hours at my dad's IBM Sr. Partner staring at the black and green screen trying to figure out where the three items were. I still keep a copy of DOSBox around just in case I want to fire up Zyll again. Such a great game.
I do believe that point and click is what really killed adventure games. They simplified the game play down to a handful of verbs (get, look at, push, pull, use) which meant that if you got stuck all you had to do is try every verb on every object you could click on (including inventory) until something happened. As a result the games became way too easy. Some games don't even bother with a handful of verbs and instead you just click on stuff and something happens or not.
I mean, I loved the new Sam & Max adventures from Telltale, but each episode is at most 3-4 hours long!
Of course, I don't know that struggling with an obtuse parser was necessarily better, because it's frustrating when you're not sure if what you just tried didn't work because it's wrong, or because you just phrased it incorrectly. Example:
Tie rope to whatsit
- You can't do that
Attach rope to whatsit
- I don't know how to "attach" something
Use rope with whatsit
- You can't use the rope that way
Tie whatsit to rope
-You tie the whatsit with the rope
ARRRRGGGGG!!!!!
Still getting over Floyd. :'(
Escape Pod Films: Sketch Comedy and Web Series
It's a shame these sort of interactive fictions passed away after the advent of the CD-ROM and Myst.
Not true, I bought most of the infocom selection on CD.
I'm now in the latter half of my thirties and my girlfriend is in her mid-twenties and I was just rambling on about text adventure games. She looked at me like I had three heads and never heard of such a thing.
I guess you have to fill the time when waiting for the Viagra to kick in.
.
Trolling is a art,
The Lost Treasures of Infocomm boxed sets were great. A big box with a few disks (later CDs), a big printed book of all of the manuals, another big book of all of the hint books, and fold-out maps for all of the games. Unfortunately, the one I bought was on floppy disk, and I haven't owned a floppy drive for several years, so I can't get at them anymore. I should probably get a USB floppy drive and see how many of my old floppies still work.
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I do remember that box set, though I'm not sure it was ever released for System 7 or OS 8 on the Mac. One of the marvellous things about emulators is playing all these games in the browser and recapturing a little bit of how we used to interact with computers.
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There is an excellent tool for writing IF that a friend brought to my attention a while back. It's called Inform 7.
I have tinkered with it a little bit, and it makes writing IF much easier. It takes out most of the programming skills, and focuses on a pseudo-natrual English way of writing the game.
Urban Legions
Nobody ever remembers the RadShack CoCo. I had one that I bought around '80 or '81, and found a text adventure game - I don't remember the name - where one started out in a town at a market. The best thing to buy there was a shovel: you could dig for treasure... and beat off bandits on the road, lions in the jungle, sharks and pirates in the ocean, and, if you got to the end, meteors in outer space....
mark
I could never slay the dragon though. I had hacked the game and given myself armor and a sword and shield with ungodly high hit points, but alas,
"You find a dragon, dragon breathes fire, you are dead. "
Or something along those lines, damn dragons.
It's a shame these sort of interactive fictions passed away after the advent of the CD-ROM and Myst.
You should look into some of the newer, highly rated works at IFDB. There is a small but active community still developing these games, and each year sees one or two new gems that rival or surpass the most popular efforts of the Infocom era. The best days of the format may well be ahead of us.
When Advent was ported to the iTunes application store a while back I first discovered the magic of text adventures. Eventually I graduated to Frotz and since then I have spent the majority of my time during business meetings playing it nonstop! It's good fun and at the same time so insanely frustrating that it makes me want to kill my co-workers (even more than usual that is) which as we all know are the typical signs of any great iPhone application! Check it out here: http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=287653015&mt=8
I'm honest enough to admit I lie to myself.
I'm now in the latter half of my thirties and my girlfriend is in her mid-twenties and I was just rambling on about text adventure games...
As one who has spent many MANY hours, mostly wasted, playing text adventures (also mostly on the TRS80), I have to say I am happy of the evolution text adventures have taken. Sierra did their thing, but there are now really huge browser based games now like UrbanLegions.net and KoL. I just wonder if any chronological documentaries will mention these or not.
If you are likely to be eaten by a grue then it is pitch black, not "very dark".