From Infocom to 80 Days: An oral history of text games and interactive fiction
The article delves into the history and evolution of text games and interactive fiction, emphasizing community ethos, key games like Colossal Cave Adventure, and the enduring appeal despite technological advancements.
Read original articleThe article provides an oral history of text games and interactive fiction, tracing their roots from the 1970s to the present day. It highlights the evolution of interactive fiction from simple text adventures to more complex hypertext works, emphasizing the community's open-source ethos and individuality. The piece explores the significance of games like Colossal Cave Adventure and the role of authors in shaping the genre. Interviews with key figures in the interactive fiction community shed light on the enduring appeal of this art form, which continues to captivate audiences despite the rise of AAA video games and other media. The article also discusses the impact of early home computers on the accessibility and popularity of interactive fiction, showcasing how the genre has evolved alongside advancements in technology.
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It’s more of an interactive story than a puzzle game, with some light resource management elements. But the writing is wonderful and there are hundreds of possible paths and storylines to discover. Its replayability is very high, whether you’re trying to find the fastest route, seeking out the most remote locations or unlocking hidden subplots.
It really does well to invoke the spirit of adventure in travel, and it was a particular delight during the pandemic days when that wasn’t possible.
Plus they’ve open sourced the language and tools used to create the branching narrative!
As well as 80 Days, I really liked Inkle's implementation of the old Steve Jackson Sorcery books (for iOS and other platforms). They really know how to polish their games.
Voyage of the Marigold[0] is a project I recently completed written in a mixture of ink and js for a the 2024 Spring Thing[1] Festival of Interactive Fiction. It didn't win a major prizes but I am happy with the way it turned out.
[0] https://sheep.horse/voyage_of_the_marigold/
(Your enjoyment will probably be proportional to how much you like Star Trek)
[1] https://www.springthing.net/2024/play.html
(I recommend Rescue At Quickenheath, another game that didn't win a major prize but was my favorite)
For folks interested in the early history, Jason Scott's Get Lamp documentary is highly recommended. (He also has an Infocom-focused edit.)
You can play almost the whole history from your browser if you want.
I had also written a document called "Tricky Document" which describes several tricks involved with Z-machine programming (many of which Infocom did not use). http://zzo38computer.org/zmachine/doc/tricky.txt (I also wrote implementations of Z-machine in C, PostScript, JavaScript, and Glulx.)
Another text adventure system that I know of is "OASYS". The VM code was not documented, although it did include source code, and I have figured it out from the source code and written a document. The included OAC compiler was rather limited (no include files, you could not call a function that is defined later in the file, ambiguous syntax, strings duplicated in the output file, no pointer types, no type checking, no macros, no arrays, no bitwise operations, spurious vocabulary entries, and various other limitations), so I had written my own compiler (which still uses the same VM code, but with an entirely different syntax).
I remember purchasing it in a Babbages or something for $14 and being so excited.
Brought it home and ran it on a 286 with a monitor capable of displaying text in one color: amber
> insert babelfish into ear
Will Not Let Me Go
https://ifarchive.org/if-archive/games/competition2017/Will%...
A Twine game that simulates dementia. It's a brilliant, well written game that ironically will stick in your memory.
This is fantastic: http://www.getlamp.com/
You can also hunt down the Infocom Universe Bootleg. It has pretty much all the games, bonus games, invisiclues, IUB database, software tools.
IUB.zip is 397.5mb zipped
But then the parser would be willfully obtuse and most of the gameplay would be figuring out the exact combination of commands to unlock the next snippit of the story. Sometimes requiring the player to telepathically connect with the developer to figure out precisely what phrasing he intended.
You see a special looking rock on the ground.
> PICK UP THE ROCK
Huh?
> PICK UP ROCK
Huh?
> PICK UP SPECIAL ROCK
Huh?
> PICK UP THE SPECIAL ROCK
You pick up the rock, it feels special in your hands, you are certain it will be important sometime later.
> PUT ROCK IN POCKET
Huh?
> PUT SPECIAL ROCK IN POCKET
Huh?
> PUT SPECIAL ROCK IN MY POCKET
I can't do that.
> OPEN POCKET
Huh?
> OPEN MY POCKET
You open your pocket.
> PUT SPECIAL ROCK IN MY POCKET
You safely store the rock.
It is no mystery why graphical adventure games basically wiped out the text adventure games.http://www.rinkworks.com/adventure/
The site is straight from the late nineties; mobile wasn’t a concern at the time, and it remains not a concern. These are better consumed in a desktop. The whole site is a delightful bastion of “The Old Internet.” The role playing games are also plenty fun!
I'm playing Hadean Lands at the moment and wasn't expecting to have to scroll past a map of the game.
This is the game that started it all!
In my personal archives though, I only have a copy of the 1977 update by Dan Woods where the player can score a maximum of 350 points. This, I believe, is the Fortran source code of the 1977 version: http://mirror.ifarchive.org/if-archive/games/source/adv350-p...
One of the published games was written by Jon Ingold (with Ian Finley), called The Shadow in the Cathedral, which is available at https://textfyre.itch.io/.
I'm not sure, but I think this is the last parser-IF game Jon had a hand in...and may have been a spark for Inkle Studios.
Did some non-gamer blog or something start this?
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