Revisiting 'Zork': What We Lost in the Transition to Visual Games
theatlantic.com
theatlantic.com
First off, what is a game? Let's consider two broad types of games: competitive games and puzzle games. Competitive games (like chess) feature more than one player and the outcome of the game is unknown (both in terms of the winner and the final game state). Puzzle games (generally speaking) don't have a strong competitive element and the final outcome is known (i.e., a lone player solves the puzzle).
I contend that first-person shooters (in single player mode) are nothing more than big puzzle games. This isn't bad per se, but the problem lies in how these games have evolved.
Rather than make the "puzzles" in FPS games more challenging and innovative (i.e., focus on gameplay), the major game studios have instead focused on increasing the audio-visuals and cinematic attributes of their products. As a result, gameplay has consistently been minimized in favor of eye candy.
No better example comes to mind than the recent smash hit, L.A. Noire. The extent to which the producers of this game clearly wish they were making movies comes off as obsequious. The tiny sliver of game mechanics they did include is mind-numbingly repetitive and utterly without challenge.
These things are no longer "games", they're shitty movies.
I think at their best, video games do better than "shitty movies". If someone made a list of "Top 10 Moments" from film & video games, I'm betting Aeris' death at the hands of Sepiroth makes that list.
Since I've heard about Aeris being killed by Sepiroth before, I went ahead and watched it on YouTube, and I wasn't impressed. It must have been because I didn't play the game. If that scene affected you at all (if it looked like anything but cheesy crap animated with expressionless plastic dolls) it was because you were prepped by playing the game to experience that scene in a particular way. You can watch a clip of "La Strada" or "Midnight Cowboy" or "Unforgiven" or "Casablanca" out of context and at least get a sense of the emotional dynamics of the characters. That's the strength of movies. The strength of games is the immersion and feeling of personal involvement with the characters, personal involvement driven by your own actions, choices, and sacrifices. I may have felt like Ratso Rizzo was my friend, but I never picked up a john to get money for a bus ticket for us to leave town together. I may have shared Rick Blaine's feelings as he put Victor and Ilsa on the plane to Lisbon, but I didn't decide to do that. It just happened to me.
Games will always be second-rate next to movies when it comes to presenting scripted drama, but they don't have to feel that way. Aeris and Sepiroth is proof of that, I guess. Gameplay allows games to affect us in ways that movies can't and enables different and stronger emotional contexts for experiencing games as art. The art of games is in the gameplay. Detaching from gameplay is just a crutch, like filming a stage production, copying another art form because we don't understand the new one well enough yet.
The example I've always use for how gameplay can make a scene more emotional is the end of your first battle in Shadow of the Colossus. You know your main character has been tasked to slay these massive creatures to bring back his dead love, but there's little information about them. It just lumbers slowly into view when you confront it, and what follows next is one of the most tense battles I've played in a videogame. You're clearly outmatched, a young man who barely knows how to swing a sword against this massive moving monolith, but you somehow manage to succeed. Just as you're ready to cheer out in victory as it falls, the game takes a shift. Instead of the triumphant battle theme, the music turns soft and sad, and you watch your foe slowly tumble down. Instead of glory, you feel regret, and your victory now seems like a tragedy.
Seeing that in film would be emotional, but it's not some character doing it on a screen. You did this, and you killed this strange and magnificent creature. Was it worth it? There's a similar example in the ending of Metal Gear Solid 3, but I'd rather not spoil the amazing ending of that game (which would generally works as well in film, except that one particular moment).
No, you have years of experience in a medium that prepared you to interpret that event a certain way.
"it was because you were prepped by playing the game to experience that scene in a particular way."
That's like saying, "Yeah, I jumped into the Iliad at the funeral games for Patroclus, and I just don't get it: it didn't have an impact at all." Duh. The literary experience leading up to that event leads to a connection to the characters that has little weight if you skip it. Saying the same thing applies to video games isn't an argument as to why video games can't be expressive. It means they can, and you have to invest in them to have that experience, much like reading a book.
And the best games aren't "built around" movie-like cutscenes. But suppose they were, and that those scenes were evocative. How, exactly, is that a bad thing? It's not, unless you've a priori decided it is.
Actually, my point was just the opposite. You can appreciate a passage from the Iliad or a scene from a movie without context. Not fully, but there's something there.
Even the base concept of challenge is not a given in modern gaming with titles like Little Big Planet where creating games is a major focus, or Kinectimals in which atmosphere and light hearted play trump all (actually, that second title could use even less, 'forced' challenge, IMO).
I applaud modern developers for constantly pushing the limits of what it means to 'experience' a game, rather than just play one as we have in the past.
That said, Zork totally rules! I've always thought there was room for Interactive Fiction in the modern world, it's just a matter of how/when (I hope!).
There is room for interactive fiction. The community of interactive fiction writers didn't grow quite as quick as the community of professional and hobbyist video game developers, but they're among us. You may have heard of Andrew Plotkin and his runaway Kickstarter deal: http://money.cnn.com/2010/11/15/technology/kickstart_plotkin.... If you haven't played his games, do yourself a favor and take a look, there's a javascript interpreter, so you don't even need to download anything: http://eblong.com/zarf/if.html. Dreamhold is the easiest to get into; Shade and Dual Transform are both single-room games, but each provides wonderfully peculiar game mechanics.
If you want go get a perspective on the present state of interactive fiction, http://brasslantern.org/ is a hub of sorts, you can find game files and reviews there. There are annual competitions. If you use iOS, there's a port of Frotz interpreter.
One great example is SpaceChem. It's a joyously frustrating game that revolves around "programming" reactors to create molecules from other molecules. The joy of finishing a level (particularly if you can beat the curve in terms of time/instructions) is tangible.
Don't despair too much at the state of the game industry, just don't look to the "leaders" for your interesting games.
Taking the rose-colored glasses off, a large part of the adventure gaming genre (including point-and-clicks) relied on obscure object interactions or guessing the right command to proceed. Freeing a bird to drive away a snake in Colossal Cave Adventure is not necessarily intuitive.
For some people, including myself, this is fun. But it's not an easy, thoughtless, escapist form of entertainment - which is where the modern FPS comes in.
I know there have been some efforts to do that sort of thing with a text-adventure-y environment (Storytron?) but don't know of anyone who has really gotten it right yet.
It seems that the shitty movies are pretty much only the single-player ones.
>LOOK
You are in a brand new air conditioned Palo Alto office.
Empty packets of ramen litter the floor. There are two desks,
each with brand new macbooks on them.
>SIT DOWN
There are no chairs. What are you, some kind of loser?
>PIVOT
You are bought by a google.
And so on. I know suggesting things for other people to do is bad form, "do it yourself!" goes the familiar cry. Unfortunately I don't have the requisite insider knowledge to make it funny.I credit adventure games with teaching me to touch type. To this day I can still type "inventory" far faster than any other nine-letter word.
I think that the old MUDs have great potential as a teaching tool. It might be harder in this modern age of fantastic graphics, but if you get someone hooked on a MUD, they usually get a typing speed of 200wpm or so. Further, the persistent nature of the world lends itself to programming.
I've been meaning to write a small mudlib and course around MudCore, a server I finished recently. It's at github.com endgame/MudCore , if anyone is interested.
Impressive. The world record sustained typing speed is around 180 WPM. :)
Playing MUDs definitely helped my typing speed but so did live chatting with BBS sysops, programming and just general computer use. Most of my computer friends growing up had decent typing speed just from using DOS for everything. Practice makes perfect. I'm always impressed by kids who grew up with mobile phones from an early age and can SMS at lightning speed.
You can download it at http://www.wurb.com/if/game/255 (http://mirror.ifarchive.org/if-archive/games/zcode/photopia.... probably being the best choice). It's possible to play it online at http://www.ifiction.org/games/play.php?game=332&mode=htm..., but it's not as much fun as with the real version.
To open the .z5 file you need something like Zoom [1] for Mac, or Frotz [2] for Windows.
[1] http://www.logicalshift.demon.co.uk/mac/zoom.html [2] http://frotz.sourceforge.net/
Violet is a fun, short, one-room game. You have to finish writing the last thousand words of your PhD thesis, or your girlfriend Violet will leave you and go back to Australia. Mostly this means you have to figure out how to deal with distractions. The characterization and narration (in Violet's voice) are charming.
These aren't Infocom games, they're recent games written for Inform. You should be able to find them online, probably playable in the browser.
if anyone is interested, you can play it online here - http://ifdb.tads.org/viewgame?id=4glrrfh7wrp9zz7b (button top right)
Adam Cadre - Varicella http://ifdb.tads.org/viewgame?id=ywwlr3tpxnktjasd
Jon Ingold - Make It Good http://ifdb.tads.org/viewgame?id=jdrbw1htq4ah8q57
Andrew Plotkin - Spider And Web http://ifdb.tads.org/viewgame?id=2xyccw3pe0uovfad
If you want a very good game with almost no puzzles, then definitely Photopia.
http://ifdb.tads.org/viewgame?id=t61i5akczyblx2zd
Anyway, there are so many really must-play IF works from the last decade that the recommendations could go on forever.
http://www.logicalshift.demon.co.uk/mac/zoom.html
The developer of Zoom also does the Mac IDE for Inform 7.
/
I haven't gotten far yet, sadly. You are correct about the player's input being an issue, and the mapping has some issues to resolve, but the biggest problem is actually the interactions between objects or the player and objects.
For instance, the 'push' command is going to mean something different to every entity. Some won't respond (default response) but others might move or react.
I actually implemented that once in C# in such a way that it confused most of the other developers and they quit. I offered to scrap my code, but that was kind of the end of the project. -sigh-
Fair Warning: I think I as far as I got was logging in. I don't remember if I got any commands working at all.
http://rubyforge.org/projects/textualize/
I will probably move it to GitHub soon as I've been thinking about working on it again.
[0] http://inform7.com/ [1] http://www.tads.org/ [2] http://undum.com/
I'm all for fond remembrance. But the problems of text-based games weren't limited to comparing poorly to graphics. Some of them were inherent; implicit companions of the desirable parts of such "written" games.
With a LOT of effort it would be entirely possible to build something like SHRDLU that could handle a specific game:
http://en.wikipedia.org/wiki/SHRDLU
Caution: Don't be misled by the impressive-looking conversation transcript. With no disrespect meant to Terry Winograd and the ground-breaking work he did it was- like every natural language demonstration since the dawn of computing- fragile, prone to odd mistakes and the transcripts were usually generated by someone already acclimated to the idiosyncrasies the system to make it look its best.
You could build something that recognized a richer grammar and even engaged in limited conversational discourse. It would be good enough that a person might briefly forget they were dealing with a system of limited capabilities until, inevitably, it would break down and remind them they are not conversing with a human.
The risk is those failures could be sufficiently frequent and severe as to make it worthless. The user might be better off with something less ambitious, more predictable and less frustrating. Then again, that wouldn't do anything to push the state of the art, so it should be worth the risk to try it.
In Inform 7, when targeting the glulx VM the memory limits are much larger (i.e., the sizes we expect today) and you can define synonyms to your heart's content.
http://www.c64gg.com/Adams_Scott_DL.html
although that version seems to have some simple graphics, which is just wrong.
There's more information on the Scott Adams games here http://www.lysator.liu.se/adventure/Adventure_International/...
Good times....
You can download Windows versions of all the SAGA adventures there (apart from the Marvel ones, I think), and he has links to web-playable versions.
There's still a vibrant interactive fiction gaming scene. It has thrived despite Infocom's demise.
Many interactive fiction games continue to be developed, played, entered in competitions, and reviewed.
Here are some links to get you started:
---
"Cave Entrance"
The Cobble Crawl is a room. "You are crawling over cobbles in a low
passage. There is a dim light at the east end of the passage."
A wicker cage is here. "There is a small wicker cage discarded
nearby."
The Debris Room is west of the Crawl. "You are in a debris room
filled with stuff washed in from the surface. A low wide passage
with cobbles becomes plugged with mud and debris here, but an
awkward canyon leads upward and west. A note on the wall says,
'Magic word XYZZY'."
The black rod is here. "A three foot black rod with a rusty star
on one end lies nearby."
Above the Debris Room is the Sloping E/W Canyon. West of the Canyon
is the Orange River Chamber.
---As you can see, it reads just like regular English, and it's very easy to understand what's going on here.
Here's a more complete example:
http://inform7.com/learn/man/ex74.html#e74
And here are some full, playable games (with source):
http://www.hpiweb.com/newmedia/
http://inform7.com/learn/complete-examples/
A couple of quick tutorials:
http://www.brasslantern.org/writers/howto/i7tutorial.html
http://en.wikibooks.org/wiki/Beginners_Guide_to_Interactive_...
The full manual:
http://inform7.com/learn/manuals/
Wikipedia article:
Ultima 7 was a graphical game that had a similar effect on me. The graphics were somewhat abstract and generic and left a lot for the imagination to fill in. The writing was wonderful and put flesh on the world. Playing the game was like reading a novel.
It seems like game makers need to focus less on graphics and more on music and writing.
u6project.com/
Login: games / pressplay
A ADVENTURE The original Collosal Cave adventure
B BLIND Escape the unseen maze
C BUNNY Destroy the man-eating bunny rabbits
D CATCH Navigate a star-field
E CHICKEN Chicken hunt
F CONNECT4 Connect 4 in a row
G CROSSFIRE Evade and attack within the grid
H DALEKS Terminate... Terminate...
I DEFENDER Defend the planet from the invaders
J DESTROYER Destroy the aliens
K DIG Dig Dug
L DOOR Watch out for the monster in the maze
M EMPIRE The original single player Empire
N GRANNY Road Rage!
O MOLE Hunt the moles
P TETRIS Manipulate the falling blocksI love many modern games but the better they get, the more they seem to be strangled by their own content pipeline; the requirement to produce AAA-level graphics, sound, writing, advertising means the scale of these things is very large and the appetite for risk is low.
All that being said, many of the Infocom games were stupidly obscure and irritating and relied on you doing something almost completely arbitrary at some given point to make things work. But they were just so good in so many ways that this was forgivable. All of the Zorks, the Enchanter series, Suspended, Starcross, Deadline... the list goes on and on.
It's worth noting that Infocom themselves moved into a dodgy neither fish nor fowl territory towards the end with added graphics and some pretty mediocre titles.
Almost 30 years on, I can't work on a house using a ladder and not think "It's too bad that the ladder analysis department closes at noon".
Out of curiosity, what game is this?
Spoiler explanation in rot13:
Gurer jnf (hfhnyyl) n frpbaq zheqre yngre va gur tnzr juvpu erdhverf n ynqqre sbe gur crecrgengbe gb pbzzvg. Lbh unq gb or va gur ubhfr gb gevttre gur riragf yrnqvat gb gur zheqre naq pbhyqa'g svg gur ynqqre vagb gur ubhfr. Gur tnzr unq n srngher jurer lbh pbhyq unir nal bowrpg gnxra njnl gb or nanylmrq, juvpu gbbx gur bowrpg bhg bs npgvba sbe na ubhe be fb. V qrpvqrq gb frr vs guvf jnf n ybbcubyr, naq guhf tbg gung zrffntr. Gurl jrer cerggl gubebhtu.
Lost Pig is a short, interesting one: http://pr-if.org/play/lostpig/
The game is like the best of the Infocom games in how it builds up a world in terms of initially confusing parallels that start to fit together like jigsaw pieces; it's achievement is that it does this in a more sophisticated and rewarding way, to my taste at least. It takes as much time to complete as the bigger of the Zork games.
You can play it online at:
It's a bit akin to a passage in one of Bret Easton Ellis' (yes, I know) early books where the 20-something protagonist realizes the Playboy centerfold is now _younger_ than he is and finds that it all doesn't work so well.
Plus, I've lost the long attention span for this stuff. My 12 year old self would regard his current self as a gibbering, ADHD-addled chimp. I hope to have some time to rectify this, and maybe play some modern IF at some point (or even write some?)...
I thought it was really neat but it never made it past demo stage. I wrote a kind of lazy socket engine in PHP and then used phpzork.com for all my data. It was crude and you couldn't complete the entire game on the phone because I didn't have time to encode all possible actions for the ASR engine. But you could move around and grab a few things. All via telephone ;)
I just checked and it looks like phpzork.com is no longer. Pity, as it was a great way to enjoy Zork 10 years ago.
http://www.freepbx.org/support/documentation/module-document...
The original project website seems down, though.
The Enchanter, Sorcerer, Spellbreaker trilogy was also a lot of fun.
And of course Hitchhikers Guide to The Universe :-)
There are so many things that you have to do in order not to render the game unfinishable further down the line, and they're thrown in so quickly and so covertly that I cannot believe it isn't satire.
I mean, if you take it as anything apart from satire it's just unforgivably bad game design.
Adams was involved in writing it, and he was definitely into computers. He was the first person in the UK to own an apple machine. He would have almost certainly played zork/dungeon and such games, and therefore being Adams he would not have been able to resist parodying their ridiculous nature.
A Mind Forever Voyaging
Trinity
Both games really emphasize the narrative bankruptcy of modern games. The fact that people were developing games like this back in the 80s is kind of mind blowing. If Bioware put out 'A Mind Forever Voyaging' with nice shiny graphics the gaming press would be all over it as the greatest game ever.
- Circuit's Edge: A cyberpunk game set in the Middle East http://en.wikipedia.org/wiki/Circuits_Edge
- Mines of Titan http://en.wikipedia.org/wiki/Mines_of_Titan
I think the game that had the biggest impact on me, though, was a game for the Apple ][ called "Odyssey"... I remember many hours lost to that game:
http://en.wikipedia.org/wiki/Odyssey:_The_Compleat_Apventure
It is all about MMOs, RTS, role playing, shooters and sports games nowadays.
Tablets seem to be bringing adventure games back a bit -- they were effectively dead for the longest time.
I miss the golden age of graphical adventure games: Monkey Island, Day Of The Tentacle, Space Quest, King Quest, Hands Of Fate and many others... :/ Today's games aren't that fun, or maybe I'm just old.
What a pity, I have an iPad 2 in front of me and I can't play the games. Thanks, Apple. I can't wait to get rid of it for a Galaxy tab.
Alternatively, the new-fangled remakes of the first two Monkey Island games are available for sale on the App Store proper.
What if one made a stripped version that just comes with one game and no loading? but then you would have to find a way of bundling those games legally...
[1]http://www.adventuregamestudio.co.uk/games.php?action=search...!