Live data from Hacker News

Source code for Zork, Hitchhiker’s Guide, and other Infocom games

github.com

51–60 of 241 posts

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#51
I love interactive fiction (as these types of games are now denoted) then and now. In principle. There are possibilities with the text-only canvas that are not even conceivable in other media.

But really, does anyone have time for these games anymore? Playing these Infocom games is a multi-month project, with a significant amount of note-taking, manual mapping, and patience (read: replay) required. To call the "parser" interface limiting is an understatement, especially where it concerns dialog.

See https://ifdb.tads.org/viewgame?id=aearuuxv83plclpl and https://hadeanlands.com/ for modern examples. They've tremendously expanded on the old guard, both in technological terms and in creativity, and yet still suffer from the same fundamental limitations.

I don't know what the future holds for IF, but more evolution is needed before these games can compete for mindshare in the 21st century. I read a lot, but I just can't make the time for these kinds of games anymore. Not even close.

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#52
post #43

Earlier quoted context omitted.

It is an extremely difficult game. In theory, I know the answer to all the puzzles, however, there are so many ways to lose without realizing it that I've never managed to string together a single play session in which I do it correctly. Though I've also long since stopped trying. :) For instance, there are subareas where you must collect various tools. Many of these are themselves rather fragile affairs, easy to rui…

Frankly, this sounds like terribly punishing game design. Why did so many players put up with it? Was there really nothing better?

First, the game is funny and entertaining from moment to moment. Second, games were a lot harder back then, so players expected to fail repeatedly - although Hitchhiker's Guide is particularly sadistic

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#53
post #43

Earlier quoted context omitted.

It is an extremely difficult game. In theory, I know the answer to all the puzzles, however, there are so many ways to lose without realizing it that I've never managed to string together a single play session in which I do it correctly. Though I've also long since stopped trying. :) For instance, there are subareas where you must collect various tools. Many of these are themselves rather fragile affairs, easy to rui…

Frankly, this sounds like terribly punishing game design. Why did so many players put up with it? Was there really nothing better?

It was kind of the point. His other Infocom game was called Bureacrary, so you can see the theme developing...

https://en.wikipedia.org/wiki/Bureaucracy_(video_game)

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#54
post #43
post #37

Hitchhikers Guide was one of the first PC games I ever got. I had no idea it was a “text adventure.” Nor did I understand it was based on a book. My dad got it for me used from The Computer Club in downtown Lake Oswego, Oregon. I picked it out largely due to the green guy on the front of the box. I remember being delighted by all the weird stuff it came with, including a small packet of fuzz, and other artifacts from…

It is an extremely difficult game. In theory, I know the answer to all the puzzles, however, there are so many ways to lose without realizing it that I've never managed to string together a single play session in which I do it correctly. Though I've also long since stopped trying. :) For instance, there are subareas where you must collect various tools. Many of these are themselves rather fragile affairs, easy to rui…

I recall approaching this game all cocky because I read the book. I left with my tail between my legs.

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#56

I love interactive fiction (as these types of games are now denoted) then and now. In principle. There are possibilities with the text-only canvas that are not even conceivable in other media. But really, does anyone have time for these games anymore? Playing these Infocom games is a multi-month project, with a significant amount of note-taking, manual mapping, and patience (read: replay) required. To call the "parse…

I don't think the posting of the source code was meant to encourage you to play the games.

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#57

> In general, Infocom games were created by taking previous Infocom source code, copying the directory, and making changes until the game worked the way the current Implementor needed. Structure, therefore, tended to follow from game to game and may or may not accurately reflect the actual function of the code. Some things never change... EDIT: this is how I do most of my personal projects!

I think this has to do with the authors being more literary than tech savvy.

Nah, that's how I'd do it, too.

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#58

Is there any good modern analogue to Infocom games that I can plan on my iPhone slowly?

Yes! All the Zarfhome stuff, like Hadean Lands or Dreamhold.

Deathless: City's Thirst and Choice of the Deathless, both set in Max Gladstone's lawyers-are-wizards-are-lawyers "Craft" series.

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#59

I love interactive fiction (as these types of games are now denoted) then and now. In principle. There are possibilities with the text-only canvas that are not even conceivable in other media. But really, does anyone have time for these games anymore? Playing these Infocom games is a multi-month project, with a significant amount of note-taking, manual mapping, and patience (read: replay) required. To call the "parse…

My friend made a twine game (no longer online, lost to time, darn) that I absolutely loved. It used the hyperlink interface as a way to dive deeper into ideas. And to meander and reflect.. eventually to navel gaze..

Text parsing is probably still a clumsy interface if the goal is to write natural language commands, but if the designer goes with the grain of the interface there is plenty of opportunity for compelling work

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#60

Is there any good modern analogue to Infocom games that I can plan on my iPhone slowly?

Frotz is available on the AppStore. It's an interpreter for these types of games. The base install includes several games and you can download more from within the app through the link to the IFDB.
Post reply on HN