The Antagonists: The rise and fall of type-in text games
if50.substack.com
if50.substack.com
This article, by the way, is sort of bonus material from Aaron Reed's 50 Years of Text Games, which is phenomenally interesting if you're the sort interested in that corner of computing history. While many "text games" are parser-based like Infocom's text adventures, Reed also gets into Twine games, Fallen London, Dwarf Fortress, King of Dragon Pass, ARGs and more.
It wasn't BASIC or even Assembler, but machine code!
It didn't run at first so I printed it all out (on 15" wide green bar paper) and on several bus rides to and from school would compare the magazine code to my own print-out until I found the few bytes I had mistyped. Checksums would have been nice!
IIRC it was some kind of music program that let you type in melodies and play them back on the PC speaker. I took a melody line and a bass line from a song I was writing at the time and typed them in on two neighboring PCs in the university lab. When all was ready, I pressed the two Enter keys at the same time, and after weeks of work had several seconds of glorious full-volume square-wave harmony! Formative moments!
It was very much alive as the distribution method for getting TI-BASIC games onto calculators in the mid-to-late 90s.
If you didn't know anyone with access to the parallel-port graphlink cable, your only option was transcribing it manually. One someone transcribed a copy, distribution with the included male-male cable was possible.
http://www.vic20listings.freeolamail.com/book_volcanicgames....
View and edit PRG files, .net only :(
Didn't know how to pronounce "Suit" until I was about 18.
To this day I am disappointed by the "Point & Click" remakes. It was probably the first hint that society as a whole develops in ways that does not always align with my own interests.
Building a story out of text, as opposed to visual imagery, allows for a different kind of phantasy. I like both, and I sure miss the amazing feel of interactive text and graphics based adventures that Sierra produced in its early days.
You really did learn English from videogames! :P
https://en.m.wikipedia.org/wiki/Phantasy_Star_Online
Never played it but I heard it was pretty rad.
https://en.wikipedia.org/wiki/Phantasy_Star_Collection
In the Western tradition fantasy and sci-fi elements are kept strictly apart most of the time, but the game
https://en.wikipedia.org/wiki/Ultima_(series)
broke that rule, I think the creator wanted to fit every idea he could into the first game. Ultima was vastly influential on western CRPG's but I think it was even more influential on JRPG's like Phantasy Star (which has that genre mixing), Dragon Quest, etc.
And Star Wars, where DB owes a lot.
I did happen to play Final Fantasy and Phantasmagoria, though :)
The Larry games certainly offered some interesting colorful vocabulary and cultural references which all flew over my head. The word “prophylactic” still instantly makes me visualize the shopping scene from the first game.
The funny thing about learning a language this way is that English is forever stuck as a written language in my mind. I can speak it just fine [1], but it feels somehow a bit wrong. I’m guessing medieval clergy might have had a similar relationship with Latin.
- -
[1] Except for the pronunciation of the word “pear”. I still can’t remember if it rhymes with fear or bear. To avoid embarrassment, I stay away from food products containing this fruit.
So in a pinch, you can just pretend you learnt English in New Zealand.
https://en.wikipedia.org/wiki/BASIC_Computer_Games
which David Ahl wrote to help promote DEC's minicomputers which I saw a lot of as a kid because I grew up in New Hampshire right next to DEC's headquarters in Massachusetts and DEC donated numerous machines to schools. Before my high school got a VAX (a 32-bit machine a lot like the 386) it had a PDP-8 which had a printing terminal and two video terminals and I think 24K 12-bit words. It could support three sessions running BASIC or boot up in a one session mode and run
https://en.wikipedia.org/wiki/Colossal_Cave_Adventure
Some schools had much nicer PDP-11 machines which had 8-bit words and could give each user a 64-bit address space so the BASIC experience was a lot like a top-of-the-line home computer. Dave Ahl saw micros were the future so he started Creative Computing magazine and came out with this sequel in 1980
https://doc.lagout.org/science/0_Computer%20Science/0_Comput...
I had a TRS-80 Color Computer back then which was pretty unusual and my take was that most games from those books were pretty portable and you could usually get them working on any micro of the day with simple modifications if any.
Now those text adventures were a special case, there is the issue of (1) not wanting to reveal the text, but also the fact that (2) is is cumbersome to express that kind of behavior in basic, and (3) the programs get very big. Text adventures of the 1980s were usually written in a specialized object-based interpreter. The most famous was infocom's z-machine
https://en.wikipedia.org/wiki/Z-machine
which is still used today. I think every Z-machine interpreter of that era was written in assembly, but
https://en.wikipedia.org/wiki/Scott_Adams_(game_designer)
developed his own interpreter that was simpler but more specialized than the Z-machine. Scott developed a BASIC version of his interpreter which you could type in, and also developed assembler versions of the interpreter for many machines like the black&white TRS-80, Apple ][, etc.
Both the ZIL machine and the Scott Adams Interpreter had compilers which would turn human-readable code into a binary file that the interpreter would play.
For what it is worth, there is an electronics teaching lab at Phillips Hall at Cornell University named after David Ahl that I often walk past on the way home from work.
The first word I looked up in a reverse dictionary was 'forest.'
The word I could never figure out because it wasn't in the dictionary was 'stiletto' :-)
I'm torn by this. I played a lot in the 80s and 90s, and mostly took a hiatus till very recently. I too noticed the games are much easier - even way easier than the 90's point and click adventure games.
However, I also realize that I'm now much busier, and if they were as challenging as the older games, I simply wouldn't be able to play them. I do appreciate that easier games now exist for people like me!
The other thing I noticed: The storytelling in modern games is significantly better!
People still make interactive fiction games that are solely text (think Infocom style), and from what I've heard they are superior to the old commercial ones. So there's always that.
It's somewhat reassuring to have this example that shaky towers of abstractions are not exactly newcomers to software development.
But then they began trumpeting a revolution in type-ins: just enter this simple little BASIC editor, then type in a whole mind-numbing mess of meaningless numbers. The editor checksummed every line, et voila! A working and extremely performant game/app entirely in machine code!
It literally was a "teach you to type" game. The best I can recall, letters fell from the sky and a crude parrot would squawk every time you hit the correct letter.
In a way, computer games are an evolution of interactive storytelling, so I don't see the "fall" of text-based games as a negative, but more as the result of the progression of the electronic medium as a storytelling device.
Before computer games, I remember being entranced by Choose Your Own Adventure books. Text adventure games are an evolution of this concept, and as the medium got more advanced, users/readers/players demanded more interactivity.
MUDs are still popular with those who enjoy them, just as books are still read when interactivity is not the focus. But overall, interactive storytelling has evolved in many ways from what it was capable of 40 years ago, and most fans moved on with it.
In the future, interactivity will only increase, as we move towards interacting with "real" AI characters, where the world and the story itself can be created just-in-time, versus the ahead-of-time process we use now. So the stories and experiences of each player will be unique to them, rather than preconceived by writers, designers and programmers. This is exciting, and somewhat scary, depending on how you look at it. :)
This is in my opinion why type-in text games do not work well since they clash with what you expect from a "traditional game" with an obvious set of options for action. This is also why I think that interactive storytelling will always be only a branch of video games, never the pinnacle.
Which stimulates player's creativity, and makes the game a unique experience to each player.
But there's a fine line between exploiting this successfully, and relying on it too much - at which point players get bored.
Modern games rely much less on this. At least not for how the environment looks. Instead machine works hard to present a semi-realistic environment. Enough to "suspend disbelief" anyway.
This lowers the bar for casual players to get into a game. But at the same time, makes for a (somewhat) more passive experience. You explore a pre-designed environment vs. create a good part of it yourself.
Exception might be 'builder' style games like survival games, some RTS / RPGs & of course Minecraft.
I wondervat the idea that these types of games engage a different part of the brain, similar to how some productivity coaches might suggest that writing ones goals, as opposed to talking about them, helps your brain process them in s more robust way. Citations probably needed on that, I'm no psychologist, but as someone who grew up in the MU* community and still adores text-based games to this day, I find I have stronger memories tied to those games than I do with the graphical games I've played.
I think this is less about aesthetics and more about directed versus undirected gameplay. Mainstream/AAA modern games more or less tell you exactly what to do and exactly where to do it, which makes for a significantly more passive experience as you don't need to think at all to progress.
An example is if you played chess with an AI telling you what moves to make. The player playing without thinking is due to a lack of player agency, not the pretty graphics of chess.
Just to clarify, are you stating this as a truism that I may be oblivious to, or as in your own personal experience?
Otherwise, this is proof that two different people can have such vastly different experiences. I find modern AAA games to be rich of actions and choices. There are more "open world" games now than ever. And while your statement is true of the main storyline, I think there's so much diversity in games now that the main story line is often just a "thing you get around to" after you get bored of whatever side quests or exploration you are performing.
Some games are about thoughtful planning. Some are about motor skills. This has always been true, and neither one is bad.
When I finally got a computer I typed it in, which took impatient little me days to complete. And when it was done it did not work. I spot checked my transcription and couldn’t find much. I had written hundreds of lines of BASIC total in a class and this was three columns of print over something like, four or five pages. No way was I up to debugging that. One of the big disappointments of my childhood.
The idea isn't dead though - since GPT-2 appeared, people have been trying to use chatbots for role-playing games again. With GPT-4 it's almost possible as it can mostly keep track of the inventory and more or less stick to the rules.
You get a listing of the game code at the back of the book and you have to type it in in order to play.
It was really a great way to learn programming, although I remember the frustrations trying to work out which variation of BASIC (Commodore, Spectrum, BBC Micro or another one) would work on my ’286 with GWBASIC.
I spent countless hours as a kid on "Twisted!", "A Mess O' Trouble", and "Another Fine Mess".
Some of these titles are being re-released on OSX which is exciting for me (and thank you HN crowd for causing me to investigate what happened to Dunakin's work!).
Btw, if you played the original Sierra games you'll find this story very interesting (and saddening), How Sierra Was Captured, Then Killed, by a Massive Accounting Fraud: https://www.vice.com/en/article/z3vem8/inside-story-sierra-o...
The Sierra games took typed commands, but you got the games on diskettes. That was a later era than the games mentioned in the article.
In the beginning of Space Quest I think you had to use a piece of glass from the broken canopy of the ship to redirect a laser that was blocking the path.
Good times!
Oh, and games like Parasite Eve, Resident Evil... which basically merged graphical adventures, action games and RPG mechanics in a single release.
A good list:
-Anchorhead
-Spider and Web
-Entangled
-All Thing Devours
-Vicious Cycles
-Enemies
-Curses+Jigsaw
-Inside Woman
- Lost Pig by Admiral Jota
- Counterfeit Monkey by Emily Short
- Shade by Andrew Plotkin
- CM it's like those American crazed crossword puzzles but mixed with text adventures. It's a great example and an oddball, for sure.
- Shade it's an experiment more like a game. From Plotkin I prefer Spider and Web by a lot.