From Infocom to 80 Days: An oral history of text games and interactive fiction
arstechnica.com
arstechnica.com
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!
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:
So the base story mechanic is multiple choice, with some state (inventory, flags, stats) based on the game play. It's kind of between a text adventure and a novel.
To me it feels like they're exploring a new portion of the interactive fiction space, and it's interesting to watch where they take it.
There's basically only two kinds of graphics in the game: a world map and the icon for the items you can buy and sell. (Unless they changed the game, I haven't played in more than a year.)
It's a great game!
You might also like the spiritual sequel https://en.wikipedia.org/wiki/Overboard!_(2021_video_game)
I guess I should play it again one of these days!
Btw, it works great on mobile. (Or at least on an iPad.)
Working on a mobile feels like I'm reading the newspaper through the core of a toilet roll while trying to write a summary with a pen in my mouth. Whereas my 24" workstation is so productive and comfortable <3
Eg playing something like 2d Mario on a GameBoy or the Switch works. 80 Days on the iPad works.
I wouldn't really want to play something like Alpha Centauri on a mobile device or a couch-sitting console.
Meg Jayanth++
Choose Your Own Adventure++
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)
For folks interested in the early history, Jason Scott's Get Lamp documentary is highly recommended. (He also has an Infocom-focused edit.)
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.
You can play almost the whole history from your browser if you want.
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).
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
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..."
I don't know anyone who finished that game. It could be very frustrating. I was very pleased just to get the babel fish. Since then I have read the walk through and I doubt could have ever completed it without help. [2] (spoilers!)
[1] https://www.bbc.co.uk/programmes/articles/1g84m0sXpnNCv84GpN...
Funny enough, that actually applied to computer graphics just as well. Have a look at eg the sprites of Super Maria Bros: there's so little detail, and your imagination fills in the rest.
(In twenty years, we can point at today's graphics and say the same, I guess. It's always easier to see with past works.)
we unleash the world's most powerful graphics technology: https://web.archive.org/web/20230117073114/http://web.mit.ed...
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.
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.
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
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.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.
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"?
Miles ahead of the V3 version of the ZMachine and any Scott Adam adventure for outdated microcomputers from its era (C64, ZX...)
but it's not so bad. I definitely run into this issue with graphical based games as well.
Overly literal text parsers and the obligatory tedious maze portion of text adventures were the major pain points back in the day.
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!
I'm playing Hadean Lands at the moment and wasn't expecting to have to scroll past a map of the game.
Edit: it's in the preview screenshots on the App Store. https://apps.apple.com/us/app/hadean-lands/id918958300
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...
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.
Did some non-gamer blog or something start this?
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"