50 Years of Text Games – A 2021 Journey from Oregon Trail to A.I. Dungeon
if50.substack.com
if50.substack.com
In the spy game Spider and Web, instead of "losing", for most of the game you get a "that's not what happened, please don't lie to me".
There was this scifi game, whose name now escapes me, where you're communicating by radio with the survivor of a spaceship, and every parser error gets reported appropriately: "I'm sorry, you're breaking up, can you repeat please?".
In Rematch you have only one move, and then you either die or win (but what you can do in this move can be very complex).
In Adam Cadre's Photopia the gameplay possibilities aren't that many, but the story is heartwrenching. His 9:05 is hilarious in how it plays with common player expectations.
I love IF.
https://en.wikipedia.org/wiki/Lifeline_(video_game)
We played it some. Battle was kinda silly... we seem to recall also that parsing was easier in original Japanese and English was harder to play.
Without giving away the major plot twist of the game I'm thinking of, I can assure it has nothing to do with Lifeline.
Edit: found it! It's called Fail-Safe, and if you ever intend to play it, please don't read spoilers. The game is so short, almost a single "scene", that spoilers will really ruin it: https://ifdb.tads.org/viewgame?id=c6x835i6o9zqfc59
The winning game in 2020 was truly whimsical, and the Magpie scored a place in the top-5 again!
Infocom games were nice and all but modern IF is where it's at. The genre moved forward, there's better design, better stories, more interesting mechanics. Gigantic labyrinth worlds that you can't win because you missed a one-time chance to pick up bubblegum in the first area of the game isn't something that is done anymore.
This is what I said in peer post a few hours ago. That's because the genre has been critically analyzed over the past 50 years.
Although the "click the keyword" modern I.F. really doesn't do it for me. I prefer the open-ended interpreters.
There is a doctoral thesis on this called "Twisty Little Passages". It discusses several "fundamental laws" of I.F. that were derived from the Infocom games of the 70's and 80's, such as your "bubblegum" complaint.
[1] https://www.amazon.com/Twisty-Little-Passages-Approach-Inter...
One existential problem for the genre is that you really need a physical keyboard -- while the awesome "80 Days" can get by with limited choices, anything parser-based really feels crummy on a smartphone or tablet.
In principle because content generation has slowed down so much it should finally be possible to play everything good. But I don't have a good way to curate a backlog of the IF games I've been meaning to try.
The way I tend to play IF is somewhere between reading a short story and toying with a puzzle, or maybe a bit of something else. I'm happy to lean on hints or walkthroughs to get through content faster. The experience is unique though I wonder if I'll ever bother to introduce it to my kids?
There are absolutely standout entries in the genre, both big and small, that struck some kind of narrative chord and for which the memory of playing is very clear to me ("Vespers', "Anchorhead", "The Meteor, the Stone and a Long Glass of Sherbet", "Photopia", "Shade", "9:05", "In The End", "Christminster", "Theatre", "Curses", "Jigsaw"). It'll be a bummer if these things ever totally vanish.
Some of the mobile interpreters try to address some of the keyboard issues - with frequently used verbs &c. as composable buttons. Though given the fairly short input of traditional interactive fiction I'm not sure why it should be much more of a problem than say texting (and indeed one of the mobile interpreters even has a text-message type layout for interaction).
(See Text Fiction: https://textfiction.onyxbits.de/ )
The IF community maintains IFDB, and a list of the top 100 games. https://ifdb.tads.org/viewlist?id=k7rrytlz3wihmx2o (It can take a full minute to load; be patient.)
All of the games on the list are delightful, but a newbie can't really be expected to finish any of them without hints. Luckily, almost all of them offer gradual hints, either linked from IFDB itself or in-game with a HINT command.
Photopia leans towards the "fiction" end of "interactive fiction". It's very short and accessible.
I fully agree that modern IF is vastly better. I have commented on related threads here before that Emily Short's work has freaking blown me away. I'll take her games over any modern 3D game any day.
I think they need to be designed as a facilitator of a story, ultimately played and told by you and your friends.
Kind of like if the story part of D&D was a standalone product where the software is the DM.
[1] Proctor, C., & Garcia, A. (2020). Hogg, L., Stockbridge, K., Achieng-Evenson, C., & SooHoo, S. (Eds.). Student voices in the digital hubbub. Pedagogies of With-ness: Students, Teachers, Voice, and Agency. Myers Educational Press. https://chrisproctor.net/media/publications/proctor_2020_ped...
In my 40+ years playing IF, I never considered this. What an interesting idea. I did play an email correspondence campaign in the early 90's but that was a ton of work for the DM since he was writing pages and pages of story. But it was a fun in-between.
Incidentally, I was actually thinking of submitting something that I'd been working on for the competition, but I didn't think it would qualify since it was already publicly distributed. It's up at https://writtenrealms.com/worlds/7996/brimstone-prologue, so if anybody is into this kind of thing and has some time to kill, I'd actually love to hear any feedback!
Started with a huge piece of paper and drew a well labeled transition diagram and then writing the game was easy.
A huge number of people downloaded the game. I hope they enjoyed it.
That game is impossible to solve without spoilers, so far as I'm concerned. And lord knows I tried. As far as Infocom goes, the only ones I managed to solve unassisted were Zork I and II and Planetfall, all of which are considered on the easy end of the spectrum. The later games were much more complex. Along with HHG2TG, Lurking Horror was really difficult too.
Tons of fun all of them, though.
Gosh I miss my C64.
Spellbreaker, OTOH, was potentially impossible. It had two puzzles early in the game that were solvable by irreversible methods that made the game unwinnable. (One was casting Girgol to stop time allowed you to solve the Ogre puzzle, but you needed that spell at the very end, can't recall the other).
As a text adventure, it has offered me freedom I have not seen in any game until, possibly, Fallout 2.
Playing as Dr. Watson, I found a gun in Holmes' office. The first thing I tried was, of course, shooting Holmes.
And it worked! I was promptly arrested, though, but I could do that. It felt as if I could do anything.
Typing commands instead of selecting from a few options made for a liberating experience.
[1]https://archive.org/details/msdos_Sherlock_Holmes_-_The_Ridd...
https://gizmodo.com/i-had-my-first-kiss-in-gemstone-iii-1845...
which shows the powerful and lasting impact that some of these multi-player text games had on the people (particularly kids) who played them. It was previously posted to HN but I can’t find the thread off hand.
Also a big fan of Level 9 and Infocom, though the only one of theirs I ever completed was the Leather Goddesses of Phobos. Quirky, funny, and clever, but quite stereotypical in retrospect.
Email subscriptions are never the same, they disappear in gmail or even worse in other email readers :(
I'll keep a look out for this one though. Also I'm happy to see it on Substack, seems like a good platform for the future.
Great.
Looking forward to reading this.