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From Infocom to 80 Days: An oral history of text games and interactive fiction

206 points| pseudolus | 1 year ago |arstechnica.com | reply

74 comments

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[+] pimlottc|1 year ago|reply
It’s barely mentioned aside from the title, but I just wanted to say that 80 Days is a really wonderful game that is well worth your time if you’re into text-based games.

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!

https://www.inklestudios.com/ink/

[+] The_Blade|1 year ago|reply
80 Days is perfect. take your favorite artist recording 400 songs and you only get to listen to 40 of them and you just want more

Meg Jayanth++

Choose Your Own Adventure++

[+] wkat4242|1 year ago|reply
That's not a text adventure though? Or is the interface text? It's hard to tell from the screenshots and I'm on my phone right now :)
[+] m463|1 year ago|reply
...and a little telemetry back to the mother ship. (annoying)
[+] AndrewStephens|1 year ago|reply
The ink language mentioned in the article, created by Inkle studios for their games, is a joy to work with. It is designed to be embedded and makes writing branching dialog or complete stories very easy.

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)

[+] MattGrommes|1 year ago|reply
I loved the recent newsletter-turned-book '50 Years of Text Games' by Aaron Reed. It's a bunch of deep dives into a bunch of games from throughout history, most of which I hadn't heard of.

https://aareed.itch.io/50-years-of-text-games

[+] atribecalledqst|1 year ago|reply
Yes! I was a backer for this while it was still running. Really cool series, don't have a physical copy of the book but do intend to get at least a digital copy at some point. Man that hard copy would make a GREAT coffee table book though...
[+] ghaff|1 year ago|reply
I'm very familiar with the Infocom era and am still in touch with some of the folks. I admit I haven't kept up with the latest developments. Probably should take a look.

For folks interested in the early history, Jason Scott's Get Lamp documentary is highly recommended. (He also has an Infocom-focused edit.)

[+] 7thaccount|1 year ago|reply
The latest developments in IF are pretty amazing compared to the Infocom days. The parsers are a lot more advanced and this was all before things like LLMs, which I assume could be used in some way here.
[+] entropicdrifter|1 year ago|reply
How has nobody in these comments mentioned IFDB yet? https://ifdb.org

You can play almost the whole history from your browser if you want.

[+] zzo38computer|1 year ago|reply
I am #20071 on ifMUD.

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).

[+] odysseus|1 year ago|reply
The Hitchhiker’s Guide to the Galaxy shown in the photo in the article is actually the very first piece of computer software I ever bought.

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

[+] salgernon|1 year ago|reply
It was also a great example of the 'feelies' that came with games back then - the peril sensitive sunglasses and little baggie of belly button lint. It helped bridge the virtual text world with a connection to the physical.
[+] scioto|1 year ago|reply
I still have the Infocom game Leather Goddesses of Phobos, complete with scratch and sniff card, and the 3-D (blue-red) glasses for the enclosed comic book. If you don't have VR or first-person, it was the next best thing: they told you when to scratch and sniff.
[+] ralferoo|1 year ago|reply
Favourite part of this game: the untangling cream and the bonus joke about the rabbit.

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.

[+] JoeDaDude|1 year ago|reply
I still have a couple of Invisiclues hint books. I wonder if the special markers are still available and if they would still work on these old books.
[+] zabzonk|1 year ago|reply
i had that back in the 80s - managed to move something like n,s,w and then gave up, good name for a game though, and about typical for me and infocom.
[+] 867-5309|1 year ago|reply
with zero prior knowledge other than its title, should one approach the sights and smells cautiously..?
[+] m463|1 year ago|reply
that smell is: pizza!
[+] dudinax|1 year ago|reply
This seems like a good spot to plug one of my favorite games

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.

[+] mwigdahl|1 year ago|reply
Seconded -- this game was really excellent and stuck with me longer than the games that placed better than it in 2017.
[+] markx2|1 year ago|reply
Loved text adventures since my CPC6128 days. They are about the only things I could still use my Psion 5 for. I have Lost Treasures 1 and 2, and the Classics on CD.

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

[+] jandrese|1 year ago|reply
There is a love/hate relationship with most of those old text adventures. They could make an entire world with just a handful of words and fill them with clever puzzles to delight the users.

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.
[+] technothrasher|1 year ago|reply
Oh, you'd love the Apple II game called "Prisoner 2". It's entire purpose was to frustrate you at every turn with things you had to telepathically guess what the developer was thinking. The very first puzzle is a maze which is almost impossible to escape from... until you discover you can hit the 'ESC' key. It gets more dastardly from there.
[+] ChicagoDave|1 year ago|reply
The IF community recognized these problems early (late 90's/early 2000's) and mitigated them with helpers and a lot of playtesting.

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"?

[+] maxsilver|1 year ago|reply
The scale of the IF text-parser problem isn't that bad, and they addressed a lot of the issues decades ago, modern games don't struggle with this nearly as much. It's just that that Interactive Fiction tends to be a niche hobby, so most of the IF written today assumes you are already at least a intermediate in the field -- they often don't throw in a Tutorial, the way every modern triple-A game does.

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.

[+] ZeroGravitas|1 year ago|reply
I've though this is an opening for llm use. Feed all the possible valid commands to the llm and let it translate from anything close you type in.
[+] lIl-IIIl|1 year ago|reply
There's some of that, and there's even a humorous game called Guess the Verb making that a game mechanic: https://www.ifwiki.org/Guess_the_Verb%21

but it's not so bad. I definitely run into this issue with graphical based games as well.

[+] TillE|1 year ago|reply
Graphical adventure games were largely parser-driven for like a decade. Sierra's AGI parser worked well; my recollection is that it usually looked for a verb and a noun and ignored any extraneous text.
[+] vunderba|1 year ago|reply
Ah yes the "ye can't get ye flask" moment.

Overly literal text parsers and the obligatory tedious maze portion of text adventures were the major pain points back in the day.

[+] cpfohl|1 year ago|reply
If you’re looking for some accessible ones to play Inhave very fond memories of the ones at Rinkworks:

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!

[+] textfiles|1 year ago|reply
Always appreciate the GET LAMP shoutouts. - Jason Scott
[+] blueferret|1 year ago|reply
Very first game I played on a computer was Zork 1. Old Commodore 64. I think I still have the disk jacket for it (but not the disk, sadly).
[+] cpill|1 year ago|reply
I feel like IF tech could be use for more than just fiction. Imagine government forms that could use it to help people navigate a complex bureaucratic system of forms, or something like the python cookiecutter for generating project layouts which could ask for more detail about your preferences before spitting out a template, online tutorials which customise to cover the 3 main cases etc.
[+] autoexec|1 year ago|reply
Six pages and no mention of Hunt the Wumpus which was thrilling text based spelunkers years before Colossal Cave Adventure
[+] ChicagoDave|1 year ago|reply
Also, NarraScope is in Albany, NY this weekend, if anyone is nearby and wants to check it out.