[HN Gopher] Ask HN: What's your favorite text-based adventure game?
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       Ask HN: What's your favorite text-based adventure game?
        
       I loved playing zork and torn.com is kinda text based.  With
       generative AI it feels like they can easily make a come back !!
        
       Author : ranuzz
       Score  : 40 points
       Date   : 2024-10-28 17:29 UTC (5 hours ago)
        
       | h2odragon wrote:
       | https://en.wikipedia.org/wiki/Leather_Goddesses_of_Phobos
        
       | ilkke wrote:
       | I'm gonna steer clear of games that use ASCII graphics as that'd
       | be too many games to think about. With that out of the way:
       | Toby's Nose, A Dark Room, Kerkerkruip
        
       | berkeleynerd wrote:
       | Either the classic "A Mind Forever Voyaging" or the Lovecraftian
       | "Anchorhead"
       | 
       | https://en.wikipedia.org/wiki/A_Mind_Forever_Voyaging
       | https://store.steampowered.com/app/726870/Anchorhead/
       | 
       | If you want to live these games vicariously I can also recommend
       | the Eaten by a Grue podcast over at https://monsterfeet.com/grue/
        
       | s-macke wrote:
       | For me it is 9:05 by Adam Cadre [0]. Short, linear, easy but with
       | a great twist.
       | 
       | [0] https://en.wikipedia.org/wiki/9:05
        
       | pavel_lishin wrote:
       | I don't particularly _like_ it, but Work is an online multi-
       | player RPG that pays me to play it.
       | 
       | (Prior to approximately 2020, it was more of a LARP situation,
       | but my instance, at least, has moved to fully online.)
        
       | jerf wrote:
       | This isn't my "favorite" but if you're going to mention
       | generative AI and text adventure games and you don't know about
       | AI Dungeon, well, now you do: https://play.aidungeon.com/
       | 
       | I was always terrible at text adventure games because my brain
       | does not run on the style of logic that they do. I mean that
       | without any particular judgment. I observe that it at least
       | sometimes makes sense to other people. But I have sometimes read
       | the solutions to things like Zork and many of them still make no
       | sense to me... not, like, I can't understand the written text,
       | but, like, even knowing the solution I _still_ would never have
       | thought to try that.
       | 
       | So the only Infocom game I ever completed on my own without a
       | guide is Nord and Bert Couldn't Make Head or Tail of It:
       | https://www.myabandonware.com/game/nord-and-bert-couldn-t-ma...
       | https://en.wikipedia.org/wiki/Nord_and_Bert_Couldn%27t_Make_...
       | 
       | Completely different sort of game. And also one that may be the
       | Infocom text game hardest to make into any other sort of medium.
       | It could only work in text, and absolutely nothing else. (Though
       | there are a couple of other contenders, I know.)
       | 
       | Although if you're on the younger side, you may not have heard of
       | some of the idioms that the game uses, which may raise the
       | difficulty quite a bit. The 37 years since the game's release has
       | seen language shifts. I played it a lot closer to its release
       | time.
        
         | sexyman48 wrote:
         | Except for Planetfall, I agree puzzle solutions were non-
         | deducible especially for a teenager. Hitchhiker's and Zork,
         | despite their immense popularity, were impossible without the
         | cheatbooks which were a bustling business.
        
       | jph wrote:
       | Zork was amazing, and was on the internet in the 1970's.
       | 
       | Zork history is pretty amazing too:
       | https://www.mentalfloss.com/article/29885/eaten-grue-brief-h...
       | 
       | If you've ever seen source code with comment warnings such as "It
       | is pitch black" or "You are likely to be eaten by a grue" or
       | "You're in a maze of twisty little passages", then you've
       | encountered some of Zork's famous lines.
        
         | ranuzz wrote:
         | oh awesome. I wasn't around when it was released but did play
         | it on an emulator years after and was amazed at how magical it
         | felt when the game understood what I was typing in plain
         | English.
        
       | bzuker wrote:
       | https://www.decisionproblem.com/paperclips/index2.html is gret
        
       | rznicolet wrote:
       | Galatea is an old one I enjoyed, essentially as a character
       | piece:
       | https://textadventures.co.uk/games/view/emrhyy7pp0c8bjkjeuhs...
       | 
       | I'm not sold on generative AI for this purpose -- maintaining a
       | consistent character who remembers and reacts appropriately given
       | past interactions seems tough.
        
       | madmountaingoat wrote:
       | Planetfall.
        
         | sexyman48 wrote:
         | Yup, a transcendent experience for all ages.
        
       | jordigh wrote:
       | Do graphical games with text parsers count?
       | 
       | The Crimson Diamond is a recent release that is beyond the
       | stellar.
        
       | mrob wrote:
       | I'm not convinced that current generative AI is a good fit for
       | this kind of game. IMO, the heart of the text adventure game is
       | the world model, and LLMs are notably lacking here. It's hard to
       | believe the game is simulating a real place when it doesn't even
       | have object permanence.
       | 
       | That said, my favorite human-authored text adventure game (I
       | prefer that name to "interactive fiction" because I'm primarily
       | looking for entertainment, not literary value) is Lost Pig:
       | 
       | http://grunk.org/lostpig/
       | 
       | Playable online with a Javascript-based interpreter at:
       | 
       | https://iplayif.com/?story=http%3A//mirror.ifarchive.org/if-...
       | 
       | It's a comedy, and just as with graphical adventure games, I
       | think the whole adventure game concept works best with comedy.
       | Even human-authored world models are inevitably flawed, and the
       | resulting absurdity best matches the tone of comedy. I also
       | recommend another comedy, Brain Guzzlers From Beyond!:
       | 
       | https://ifdb.org/viewgame?id=f55km4uutt2cqwwz
       | 
       | Both these are relatively modern games, written after the
       | commercial collapse of the genre. They were the winners of the
       | 2007 and 2015 Annual Interactive Fiction Competitions
       | respectively. More information about this:
       | 
       | https://www.ifwiki.org/The_Annual_IF_Competition
        
         | selalipop wrote:
         | I'm applying generative AI to interactive fiction with
         | Spellbound
         | 
         | https://www.tryspellbound.com/app/scenario/65821/create
         | 
         | (You can click on the dice at the bottom to turn on D&D mode)
         | 
         | I've taken the approach of starting with the #1 problem with
         | Gen AI for this application: that it writes bland prose with
         | not much going on by default.
         | 
         | From there you can layer on systems that address things like
         | object permanence, but even with a basic engine capable of
         | generating fun to read pages of text I think you already get a
         | pretty fun experience
        
         | klibertp wrote:
         | > I'm not convinced that current generative AI is a good fit
         | for this kind of game. IMO, the heart of the text adventure
         | game is the world model, and LLMs are notably lacking here.
         | It's hard to believe the game is simulating a real place when
         | it doesn't even have object permanence.
         | 
         | The mechanics still need to be coded; however, like the OP, I
         | believe there's an enormous opportunity to enrich the game
         | content with LLMs. Like procedurally generated maps in
         | roguelikes, LLMs can be used to create an order of magnitude
         | more unique interactions in the game than what you could
         | provide by crafting each dialogue tree by hand. While not as
         | good or memorable (on average) as a hand-written character, it
         | should be more than enough for Villager A, who normally would
         | be completely mute.
        
           | ranuzz wrote:
           | yep, that's what I was thinking. A lot of filler can be
           | written using llm.
        
         | heyitsguay wrote:
         | Agreed about the importance of a world model. People get
         | enamored with increasing text volume with LLMs, but unless it
         | ties back into distinct game state interactions, players
         | quickly recognize it as fluff and it ends up not really adding
         | to the game.
         | 
         | It's not exactly a text-based adventure game (more text-based
         | trading), but recently I spent some time messing around with
         | integrating an LLM with a text-based world model. It's not 100%
         | reliable, but I've had some pretty satisfying interactions with
         | it: https://github.com/heyitsguay/trader
         | 
         | Basically, you're a trader traveling around a world buying and
         | selling goods, but the economy is tuned such that you can only
         | really get ahead by conning the NPCs >:D
        
         | joshvm wrote:
         | There's a lot of IF like Eat Me or Midnight Swordfight which
         | really lean on excellent writing, black comedy and wordplay.
         | LLMs are still largely terrible at humour. Anything by Chandler
         | Groover is recommended:
         | 
         | https://ifdb.org/search?searchfor=author%3AChandler+Groover
         | 
         | Someone else mentioned Emily Short and there are also
         | fantastically written games like Sunless Seas/Skies.
        
       | harel wrote:
       | In the early 90s I (and a friend) wrote a text adventure game
       | based on the Punk scene at the time. It was my first piece of
       | software that I released. This was a period of time where I used
       | to print and keep my emails. This was done on TADS, was called
       | "The Broken String" and was/is on the IFArchive. I can't say THIS
       | was my favourite game, but it does have a sentimental hold over
       | me. The premise was that in order to "save the scene" you must
       | form a new band, going through the city looking for band members.
       | 
       | Other than that I was quite fond of the Infocom and Magnetic
       | Scrolls games. Most of them were great. The games that I
       | absolutely adored were all the text based Sierra games. All of
       | them. I was quite upset when they removed the text parser.
        
       | abnry wrote:
       | Lost Pig. Grunk need find pig.
       | 
       | https://pr-if.org/play/lostpig/
        
       | entropicdrifter wrote:
       | I'm shocked nobody's mentioned the Interactive Fiction Database,
       | which is loaded up with _tons_ of these available for free as
       | abandonware or FOSS, depending on when it was created.
       | 
       | Here's my favorite, Conterfeit Monkey:
       | 
       | https://ifdb.org/viewgame?id=aearuuxv83plclpl
       | 
       | It takes unique advantage of the text-based format by allowing
       | the player to add and remove letters from words to transform any
       | noun into any other noun if it can be done with a single letter
       | change.
        
       | amiga386 wrote:
       | https://en.wikipedia.org/wiki/The_Hitchhiker%27s_Guide_to_th...
        
         | wyldfire wrote:
         | I played the game prior to having read the novel. It was so
         | terribly confusing.
         | 
         | I think the game came with some serious crutch / walkthrough
         | otherwise I'd probably have never gotten my robe on, much less
         | worked out the babel fish.
         | 
         | I suppose it was the inspiration for me to finally read it,
         | though. So that paid off. :)
        
       | bitwize wrote:
       | I'm a fan of the Thy Dungeonman series. Still haven't gotten ye
       | flask...
        
         | tombert wrote:
         | It's been awhile, but isn't the trick to give ye flask to
         | Dennis?
        
       | SeaGully wrote:
       | During the pandemic I decided to work through Zork, and ended up
       | completing the first three Zork games with minimal "looking
       | things up" (actually, much to my chagrin I had to look up
       | something precisely once per game, and in each case it was a
       | small puzzle right near the and of the game, almost perfect!).
       | 
       | I'll go ahead and second Planetfall though, which I saw someone
       | else mention. For anyone else curious, I would put it on the
       | "easier than Zork" side and is a rare text adventure I completed
       | without any look-ups. I really really liked it. Save often. RTFM
       | (in particular you'll want to look up the list of allowed verbs
       | any time you get stuck). Those are the two helpful hints I would
       | give to anyone thinking to themselves that they might want to try
       | a classic text adventure.
       | 
       | Actually maybe more helpful would be to play something like Space
       | Quest which has the same sensibility as text adventures (in that
       | they often feel cruel to the user intentionally...) but is
       | somewhat more accessible. Space Quest in particular shares a lot
       | of DNA with planetfall all the way down to starring space
       | janitors.
        
         | mrob wrote:
         | Andrew Plotkin developed a rating system for adventure game
         | cruelty that's popular within the community:
         | 
         | https://www.ifwiki.org/Cruelty_scale
         | 
         | Space Quest is rated the maximum "Cruel" under this system, as
         | it's easy to render the game unwinnable with no feedback that
         | you're in this state. Almost all modern adventure games are
         | less cruel.
        
         | jghn wrote:
         | Out of curiosity, do you think you realized any benefit from
         | some of the puzzles entering into common knowledge by now?
         | And/or the Seinfeld Effect?
         | 
         | I could see how that would be true. By on the other hand in
         | objective terms it's pretty obscure pop culture knowledge so
         | could also see it providing zero benefit
        
       | mctesterton wrote:
       | https://en.wikipedia.org/wiki/List_of_Scott_Adams_Adventure_...
        
       | mmastrac wrote:
       | Adventure (but it's admittedly a very difficult game to win):
       | 
       | https://grack.com/demos/adventure/
        
       | consf wrote:
       | Text-based adventure games have such a unique charm
        
       | stevekemp wrote:
       | There are still people writing new games, games that are playable
       | upon the same Infocom interpreter that was used to run Zork!
       | 
       | I wrote a CP/M emulator specifically so that I could play a
       | trivial adventure game I wrote in Z80 assembly on Linux/Mac
       | systems - so I should say that I prefer the infocom games.
       | 
       | However my favourite text-adventure is The Hobbit, the first such
       | game I played on the ZX Spectrum back in the early eighties. Read
       | about it in this two part piece:
       | 
       | https://www.filfre.net/2012/11/the-hobbit/
       | https://www.filfre.net/2012/11/the-hobbit-redux/
       | 
       | Interviews with the author suggest I'm not the only one who got
       | in touch, years later, to send her fan-mail. But I'm glad I did
       | it regardless and very pleased she took the time to reply:
       | 
       | https://www.theregister.com/2012/11/18/hobbit_author_veronik...
        
       | gjm11 wrote:
       | _The Gostak_ , by Carl Muckenhoupt.
       | 
       | Its opening text reads as follows:
       | 
       | Finally, here you are. At the delcot of tondam, where doshes
       | deave. But the doshery lutt is crenned with glauds.
       | 
       | Glauds! How rorm it would be to pell back to the bewl and distunk
       | them, distunk the whole delcot, let the drokes discren them.
       | 
       | But you are the gostak. The gostak distims the doshes. And no
       | glaud will vorl them from you.
       | 
       | And what you have to do over the course of the game is not merely
       | _solve the puzzles_ but _work out what all the words mean_. (The
       | _grammar_ is just that of English, as are a lot of the little
       | function-words. More than that would have been impossible.)
        
         | ranuzz wrote:
         | amazing! it sure is creative. found the online version gonna
         | give it a try.
        
         | nathell wrote:
         | If you like it, be sure to also check out Andrew Plotkin's
         | 'Lighan ses Lion' [0], an entry in WalkthroughComp run by Emily
         | Short [1]. It's not a game, just a transcript of a fictitious
         | game, but well worth checking out for a chuckle... or as a
         | brain teaser.
         | 
         | Also, the Beast puzzle in 'The Edifice' [2] by Lucian Paul
         | Smith comes to mind.
         | 
         | [0]: https://www.eblong.com/zarf/zplet/lighan.html
         | 
         | [1]: https://www.ifwiki.org/WalkthroughComp
         | 
         | [2]: https://ifdb.org/viewgame?id=4tb9soabrb4apqzd
        
       | ranuzz wrote:
       | nice! lots of new suggestions... I recently picked up torn again
       | and remembered old text-based or interactive fiction games... I'm
       | gonna play whatever is available online. thanks!
        
       | Y_Y wrote:
       | Counterfeit Monkey -
       | https://ifdb.org/viewgame?id=aearuuxv83plclpl
       | 
       | Emily Short can generally be relied upon of worthwhile games, but
       | this IMHO is the most imaginative and engrossing. It has a really
       | cool central mechanic and I found it really enjoyable.
        
       | nathell wrote:
       | Anchorhead, by Michael Gentry.
       | 
       | I've played the old, text-only, Z-code version back in high
       | school, around 1997, and the experience was so vivid and
       | immersive that to this day I can draw a map of Anchorhead from
       | memory and recite the lineage of the Verlac family. I think it's
       | still my favourite game of all time (although I spent much more
       | time on some others).
       | 
       | These days, an illustrated version can be bought on Steam for
       | something like $10. Highly recommended!
        
       | matthewsinclair wrote:
       | I spent so much time playing HHGTTG [0] as a kid it is kinda
       | embarrassing to admit to it these days. I loved all of the
       | Infocom interactive fiction games. They were great. But very much
       | from a different age of computing. I guess they are like the
       | gaming equivalent of the difference between a book and a movie.
       | 
       | [0]: https://douglasadams.com/creations/infocomjava.html
        
       | lIl-IIIl wrote:
       | It's been a long time since I've been into this, so my tastes
       | might have changed.
       | 
       | But my favorites were:
       | 
       | Photopia, 9:05, and I-0 by Adam Cadre
       | 
       | The Enchanter trilogy. My first introduction to Enchanter was
       | actually this unofficial sequel:
       | https://ifdb.org/viewgame?id=x6ne0bbd2oqm6h3a, which I loved.
       | 
       | Slouching Toward Bedlam:
       | https://en.wikipedia.org/wiki/Slouching_Towards_Bedlam
       | 
       | If you like Zork, "Janitor" will make you laugh:
       | https://ifdb.org/viewgame?id=utic1iedvvnnsf3a
       | 
       | Also have very fund memories of Humbug and Jacaranda Jim (wow it
       | took me a very long internet search to find the names.. I forgot
       | almost everything about what those games were about, and all I
       | had to go on is that they were DOS executables and that the
       | author was some anti-virus author).
       | 
       | https://grahamcluley.com/misc/jacaranda-jim/
       | 
       | https://grahamcluley.com/misc/humbug/
        
         | alekratz wrote:
         | I love seeing Adam Cadre's name in the wild, I know him through
         | the Lyttle Lytton contest that he's held every year since 2001.
         | It's a fun deep dive of terrible (on purpose) writing.
         | https://adamcadre.ac/lyttle/
        
       | AndrewStephens wrote:
       | We are going through something of a golden age of text-based
       | games. There are still plenty of parser-based games being created
       | but choice-based games have been growing in popularity and
       | complexity over the last few years. And yes, people have been
       | experimenting with generative AI.
       | 
       | There are several competitions each year for new text based games
       | and an active community.
       | 
       | https://intfiction.org
       | 
       | Tooting my own horn, if you like retro Star Trek-like things then
       | here is a short somewhat randomized choice-based text game I
       | entered in a competition a few months back.
       | 
       | https://sheep.horse/voyage_of_the_marigold/
        
       | zkef wrote:
       | https://en.m.wikipedia.org/wiki/HAUNT
        
       | graememcc wrote:
       | Curses by Graham Nelson
       | 
       | https://iplayif.com/?story=http%3A%2F%2Fwww.ifarchive.org%2F...
        
       | msg wrote:
       | I really like Hadean Lands
       | 
       | https://store.steampowered.com/app/376240/Hadean_Lands/
       | 
       | You are an alchemist whose spacecraft crashed at a nexus between
       | worlds. You need to discover and perform alchemical rituals to
       | explore and try to escape.
       | 
       | It has some great quality of life features, such as allowing you
       | to re-perform any ritual you have successfully completed in a
       | single command, and allowing you to recall any significant
       | information you have deduced.
       | 
       | On top of this, some great writing and a very strange atmosphere.
        
       | raytopia wrote:
       | Personally, I mostly enjoy cyoa types of text based games. My
       | favorite it Warsim: The Realm of Aslona which is more simulation
       | focused then most text based adventure games.
       | 
       | Multi user dungeons are also fun! I'm working on one right now
       | but more cyoa focused.
        
       | dcminter wrote:
       | I'm not very well-up on IF, but I thought "For a change" was
       | absolutely amazing when I discovered it:
       | https://ifdb.org/viewgame?id=t61i5akczyblx2zd
       | 
       | I think that with the current state of the art I'd be wary of
       | using gen AI for the _output_ ... but for making the input more
       | accommodating of actual human vocabulary and grammar (instead of
       | the usual limitations) I do think that LLMs could be amazing.
        
       | sol8 wrote:
       | No love for Eamon?
        
       | rgovostes wrote:
       | I'm fond of _Moonmist_ (https://en.wikipedia.org/wiki/Moonmist),
       | a haunted mansion whodunnit, because my mother introduced me to
       | it when I was very young.
       | 
       | I learned years later that the story changes according to your
       | answer when a character asks you for your favorite color. It's
       | such a simple trick but it keeps your friends from spoiling it
       | for you.
        
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