[HN Gopher] From Infocom to 80 Days: An oral history of text gam...
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       From Infocom to 80 Days: An oral history of text games and
       interactive fiction
        
       Author : pseudolus
       Score  : 146 points
       Date   : 2024-06-21 13:30 UTC (9 hours ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | ghaff wrote:
       | I'm very familiar with the Infocom era and am still in touch with
       | some of the folks. I admit I haven't kept up with the latest
       | developments. Probably should take a look.
       | 
       | For folks interested in the early history, Jason Scott's Get Lamp
       | documentary is highly recommended. (He also has an Infocom-
       | focused edit.)
        
         | 7thaccount wrote:
         | The latest developments in IF are pretty amazing compared to
         | the Infocom days. The parsers are a lot more advanced and this
         | was all before things like LLMs, which I assume could be used
         | in some way here.
        
           | ghaff wrote:
           | I can imagine. While sophisticated for the time, the Infocom
           | parsers were often sort of an exercise in figuring out the
           | right incantation. (Sort of like Alexa :-/ Low blow I know.)
           | Especially with LLMs and voice recognition, there's a huge
           | amount of potential present and future for a lot more fluid
           | interactions. Not that I expect it to ever be a really
           | mainstream genre.
        
             | mikepurvis wrote:
             | I dunno, I think it could with the right evolution in the
             | interface. Imagine an interactive story app that you listen
             | to on your commute, where voice commands back to it are the
             | only interface (eg so it's safe to interact with while
             | driving).
             | 
             | Maybe that's just a subset of the more general "AI
             | companion" opportunity, but I expect you could get some
             | really interesting experiences by calibrating the balance
             | between the manually curated/composed parts of it and the
             | parts that get a bit more painted-in by the LLM.
             | 
             | Am thinking especially of stories with conflicting
             | timelines, unreliable narrators, etc, where you'd maybe be
             | revisiting the same events from multiple perspectives to
             | piece together what actually happened.
        
       | scioto wrote:
       | I still have the Infocom game Leather Goddesses of Phobos,
       | complete with scratch and sniff card, and the 3-D (blue-red)
       | glasses for the enclosed comic book. If you don't have VR or
       | first-person, it was the next best thing: they told you when to
       | scratch and sniff.
        
         | JoeDaDude wrote:
         | I still have a couple of Invisiclues hint books. I wonder if
         | the special markers are still available and if they would still
         | work on these old books.
        
           | ghaff wrote:
           | There were a couple of standard "invisible inks." [0] I
           | assume Invisiclues used one of them--most likely baking soda
           | given they didn't use heat to reveal. No idea how stable
           | either of those were as inks.
           | 
           | [0] https://www.chem.ox.ac.uk/files/secretstoppers1pdf
        
           | zzo38computer wrote:
           | I think that Invisiclues is good idea, and that UHS format
           | can be used as a computer file with a similar use. There are
           | FOSS implementations of UHS such as OpenUHS and FreeUHS.
           | Maybe someone will be able to rewrite the Invisiclues in UHS
           | format. (I also wrote a UHS writer program in uxn. And, I had
           | written UHS parser in PostScript; if you have printer with
           | invisible ink (or scratch-off layer) then maybe it will be
           | possible to use this PostScript code to make a program that
           | will print out with invisible ink, too.)
        
           | autoexec wrote:
           | It might be the same as the markers found in these "Yes &
           | Know" books: https://www.amazon.com/Lee-Publications-
           | Invisible-Know-8-88/...
        
         | zabzonk wrote:
         | i had that back in the 80s - managed to move something like
         | n,s,w and then gave up, good name for a game though, and about
         | typical for me and infocom.
        
           | ghaff wrote:
           | I've never been great at working my way all the way through
           | games. I think I may have completed that one--mostly because
           | I could get hints from the author :-)
        
         | 867-5309 wrote:
         | with zero prior knowledge other than its title, should one
         | approach the sights and smells cautiously..?
        
         | ralferoo wrote:
         | Favourite part of this game: the untangling cream and the bonus
         | joke about the rabbit.
         | 
         | Most hated part of this game: HOP, CLAP, KWEEPA.
         | 
         | Also funny how I recall this stuff vividly more than 3 decades
         | later!
         | 
         | My first experience of IF was the tape-based Classic Adventure
         | on the Amstrad CPC. My family bought the CPC late 1985, I
         | bought Amstrad Action in December 1985 and saw the advert for
         | it and new I wanted it more than all the other games that were
         | reviewed with their flashy graphics and beeps and what-have-
         | you.
        
       | nathell wrote:
       | For a history of IF between 1972-1999, see the Inform Designer's
       | Manual Edition 4, Chapter 46.
       | 
       | https://www.inform-fiction.org/manual/html/s46.html
        
       | pimlottc wrote:
       | It's barely mentioned aside from the title, but I just wanted to
       | say that 80 Days is a really wonderful game that is well worth
       | your time if you're into text-based games.
       | 
       | 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!
       | 
       | https://www.inklestudios.com/ink/
        
         | wkat4242 wrote:
         | That's not a text adventure though? Or is the interface text?
         | It's hard to tell from the screenshots and I'm on my phone
         | right now :)
        
           | pimlottc wrote:
           | The graphics are mostly for atmosphere, the main focus is
           | paragraphs of prose that describe the story and what happens
           | to the main characters. Instead of a parser, you tap to
           | choose one of several choices at each decision point, and you
           | can also decide which routes to take on the main map. Aside
           | from that, you can buy and sell items to make money.
           | 
           | Your choices depend on where you are, of course, but can also
           | be affected by your money, items in your inventory, and past
           | decisions. So, for example, if you help an inventor in
           | Prague, he may give you a device that you can use later in
           | Delhi.
           | 
           | EDIT: Here's an example of the text scenes and how you choose
           | options:
           | 
           | https://youtu.be/oCKQVR9odHs?si=URPO8TngeM6_Jc83&t=242
        
       | markx2 wrote:
       | Loved text adventures since my CPC6128 days. They are about the
       | only things I could still use my Psion 5 for. I have Lost
       | Treasures 1 and 2, and the Classics on CD.
       | 
       | 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
        
       | entropicdrifter wrote:
       | How has nobody in these comments mentioned IFDB yet?
       | https://ifdb.org
       | 
       | You can play almost the whole history from your browser if you
       | want.
        
       | jandrese wrote:
       | There is a love/hate relationship with most of those old text
       | adventures. They could make an entire world with just a handful
       | of words and fill them with clever puzzles to delight the users.
       | 
       | 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.
        
         | technothrasher wrote:
         | Oh, you'd love the Apple II game called "Prisoner 2". It's
         | entire purpose was to frustrate you at every turn with things
         | you had to telepathically guess what the developer was
         | thinking. The very first puzzle is a maze which is almost
         | impossible to escape from... until you discover you can hit the
         | 'ESC' key. It gets more dastardly from there.
        
         | ZeroGravitas wrote:
         | I've though this is an opening for llm use. Feed all the
         | possible valid commands to the llm and let it translate from
         | anything close you type in.
        
           | anthk wrote:
           | That's bloat. Current Z-Machine interpreters and libraries
           | (Inform6+Inform6lib and better with Inform 7) have a MUCH
           | better parser than the typical adventures for limited
           | 'computers' from the 80's.
        
         | maxsilver wrote:
         | The scale of the IF text-parser problem isn't that bad, and
         | they addressed a lot of the issues decades ago, modern games
         | don't struggle with this nearly as much. It's just that that
         | Interactive Fiction tends to be a niche hobby, so most of the
         | IF written today assumes you are already at least a
         | intermediate in the field -- they often don't throw in a
         | Tutorial, the way every modern triple-A game does.
         | 
         | From an 'intro accessibility' standpoint, Modern videogames are
         | often way more willfully-obtuse. We just don't recognize it,
         | because it's assumed that everyone who plays a game already has
         | basic understanding of twin-stick first-person and third-person
         | gamepad controls, we assume it like it's another form of basic
         | literacy. (Who hasn't played a game before, right?)
         | 
         | But for folks who don't -- for the (many) folks who have
         | _literally_ never touched a gamepad in their _life_ , sitting
         | them down to modern graphical interactive-fiction controller
         | game (say something like Firewatch, or Gone Home, or Edith
         | Finch, or Life is Strange) is even more challenging for those
         | folks than the traditional IF text parser.
         | 
         | I've seen people spend thirty minutes just trying to figure out
         | how to _look_ in a general direction -- it takes truly-new
         | adults quite a while to get used to the feel of twin-
         | thumbsticks for movement+camera-control, it requires a lot of
         | careful fine-motor control on both sticks _simultaneously_ and
         | often has to be _felt_ to be learned well.
         | 
         | At least with text-based IF, most people have been exposed to
         | typing at school or at work or at a library or such. The same
         | is not usually true of twin-thumbstick gamepads.
        
         | ChicagoDave wrote:
         | The IF community recognized these problems early (late
         | 90's/early 2000's) and mitigated them with helpers and a lot of
         | playtesting.
         | 
         | This is not really an issue in any games released in the last
         | 20 years.
         | 
         | I think for me the worst "guess the verb" blocker was in
         | Enchanter with the mouse hole and how to get the parchment out
         | of it. Who the hell is going to think of "REACH IN HOLE"?
        
           | ta_1138 wrote:
           | This nonsense still happens in the early sierra graphic
           | adventures: Administer sobriety test!
        
           | anthk wrote:
           | And even 25... Anchorhead, Curses!, Slouch over Bedlam...
           | 
           | Miles ahead of the V3 version of the ZMachine and any Scott
           | Adam adventure for outdated microcomputers from its era (C64,
           | ZX...)
        
         | TillE wrote:
         | Graphical adventure games were largely parser-driven for like a
         | decade. Sierra's AGI parser worked well; my recollection is
         | that it usually looked for a verb and a noun and ignored any
         | extraneous text.
        
         | lIl-IIIl wrote:
         | There's some of that, and there's even a humorous game called
         | Guess the Verb making that a game mechanic:
         | https://www.ifwiki.org/Guess_the_Verb%21
         | 
         | but it's not so bad. I definitely run into this issue with
         | graphical based games as well.
        
         | vunderba wrote:
         | Ah yes the "ye can't get ye flask" moment.
         | 
         | Overly literal text parsers and the obligatory tedious maze
         | portion of text adventures were the major pain points back in
         | the day.
        
       | ZeroGravitas wrote:
       | Mild spoiler warning!
       | 
       | I'm playing Hadean Lands at the moment and wasn't expecting to
       | have to scroll past a map of the game.
        
       | MattGrommes wrote:
       | I loved the recent newsletter-turned-book '50 Years of Text
       | Games' by Aaron Reed. It's a bunch of deep dives into a bunch of
       | games from throughout history, most of which I hadn't heard of.
       | 
       | https://aareed.itch.io/50-years-of-text-games
        
       | susam wrote:
       | Colossal Cave Adventure (filename ADVENT) by William Crowther in
       | 1976 on IFDB: https://ifdb.org/viewgame?id=fft6pu91j85y4acv
       | 
       | 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...
        
       | zzo38computer wrote:
       | I am #20071 on ifMUD.
       | 
       | 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).
        
       | ChicagoDave wrote:
       | Also, this article misses a small point in time in 2007-2012
       | where Textfyre was an unsuccessful attempt at commercial IF.
       | 
       | 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.
        
       | ChicagoDave wrote:
       | Also, NarraScope is in Albany, NY this weekend, if anyone is
       | nearby and wants to check it out.
        
       | AndrewStephens wrote:
       | The ink language mentioned in the article, created by Inkle
       | studios for their games, is a joy to work with. It is designed to
       | be embedded and makes writing branching dialog or complete
       | stories very easy.
       | 
       | 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)
        
       | dudinax wrote:
       | This seems like a good spot to plug one of my favorite games
       | 
       | 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.
        
         | mwigdahl wrote:
         | Seconded -- this game was really excellent and stuck with me
         | longer than the games that placed better than it in 2017.
        
       | textfiles wrote:
       | Always appreciate the GET LAMP shoutouts. - Jason Scott
        
       | autoexec wrote:
       | Six pages and no mention of Hunt the Wumpus which was thrilling
       | text based spelunkers years before Colossal Cave Adventure
        
       | Razengan wrote:
       | "Interactive fiction" ..HOW the heck did "text adventures" end up
       | with that name?? ALL games are "interactive fiction"!
       | 
       | Did some non-gamer blog or something start this?
        
         | nimih wrote:
         | The IF archive (IF standing for "interactive fiction", and the
         | archive containing exclusively text adventures and related
         | content) has existed since 1992. So to answer your question, it
         | is unlikely that a "non-gamer blog" invented the term. In fact,
         | the rec.arts.int-fiction newsgroup apparently dates back to
         | 1987, well before the concept of blogs, or really "gamer" in
         | its modern sense, had come about.
        
         | mwigdahl wrote:
         | According to Jimmy Maher (who would likely know best) the term
         | was coined in 1979. https://www.filfre.net/2011/09/robert-
         | lafores-interactive-fi...
        
         | kryptiskt wrote:
         | It was used by Infocom to describe what they did.
         | 
         | Here is the box art to Zork:
         | https://en.wikipedia.org/wiki/Zork#/media/File:Zork_I_box_ar...
         | 
         | Look at the lower right, it says "Interactive Fiction"
        
       | odysseus wrote:
       | The Hitchhiker's Guide to the Galaxy shown in the photo in the
       | article is actually the very first piece of computer software I
       | ever bought.
       | 
       | 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
        
         | salgernon wrote:
         | It was also a great example of the 'feelies' that came with
         | games back then - the peril sensitive sunglasses and little
         | baggie of belly button lint. It helped bridge the virtual text
         | world with a connection to the physical.
        
         | OldGuyInTheClub wrote:
         | Likewise. I remember the Infocom ads: A photo of a brain and a
         | statement that it imagination was the best graphics anyone
         | could get [1].
         | 
         | I never could finish the Hitchhiker's game though.
         | 
         | [1]
         | https://www.atarimania.com/pgepub.awp?param=publisher-&value...
         | 
         | --> "We stick our graphics where the sun don't shine..."
        
       | cpfohl wrote:
       | If you're looking for some accessible ones to play Inhave very
       | fond memories of the ones at Rinkworks:
       | 
       | 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!
        
       | shmerl wrote:
       | Apparently there is Nine Princes in Amber text adventure game.
        
       | blueferret wrote:
       | Very first game I played on a computer was Zork 1. Old Commodore
       | 64. I think I still have the disk jacket for it (but not the
       | disk, sadly).
        
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       (page generated 2024-06-21 23:00 UTC)