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

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

#61
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…

> If you wrote down an objective standard to measure an adventure or text game by

There is such a standard, devised by Andrew Plotkin (edit: in 1996). Quite a few games have been rated on it.

http://www.ifwiki.org/index.php/Cruelty_scale

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

#63
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?

British humour at its finest.

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

#64

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…

Have you tried any of the modern games other than the two you linked ? A lot of the games being made right now are shorter and punchier than the classic infocom games.

Suveh nux (https://ifdb.tads.org/viewgame?id=xkai23ry99qdxce3) is a great example of a modern game that is short, interesting and uses the medium in an interesting manner.

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

#65
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…

Also consider that, Invisiclues books notwithstanding, there was no straightforward way to get help if you really got stuck somewhere as this was pre-Internet for most people and certainly pre-Web.

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

#66
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?

Basically, punishing game design was somewhat traditional. It was only later that the IF community (game authors and players) shifted towards an understanding that games should be "fairer". For instance Graham Nelson's "Bill of Player's Rights" in chapter 3 of his http://ifarchive.jmac.org/if-archive/info/Craft.Of.Adventure... lays out some rules, many of which Hitchhikers and the other classic Infocom games break (indeed it's only necessary to state the rules because so many games were breaking them).

Personally I find the appeal of the Infocom games to be fundamentally in their usually very good writing -- it is light years ahead of other text adventures of the time.

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

#68

Each game (from the ones I recognize) fit on a single 5.25" 360KB floppy. We barely think in megabytes anymore.

Even less -- Except for the later mixed text/graphics ones like Shogun, they were on 8-bit computers like the Apple II and C64 as well. Those had single-sided 5.25 disks only storing 100Kb-150Kb.

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

#69
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?

To preface this explanation, remember that it "was a different time" so one's expectations for what a game could and could not do, or even what a game was, were very different. The best way I can explain it is if you have ever played a modern game that you liked so much you went back and did all the side quests (or maybe you are just a completist when it comes to games), the Infocom text adventures were something like the side quests with no main mission. Yes there was a successful endpoint, but even that could be achieved in different ways and most of the fun was exploring all the different things that could happen. 99% of the outcomes were $NOT_SUCCESS but almost all of them removed the sting of "failure" with something to make you laugh.

I think I beat Zork II before I discovered the Invisiclue book series but either way, "winning" didn't stop me from playing it many more times to see what could happen when I got to that room right near the end with a bunch of exits.

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

#70
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…

One of my major hangups on that puzzle was that it required you to think of your character's clothing as inventory items, whereas in previous games, clothing was just part of your character's description.

It was also the first game I ever saw that had multiple possible solutions to a puzzle. If you can figure out the thing your aunt gave you, you can skip over a significant chunk of the game.

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