top | item 45995740

Microsoft makes Zork open-source

640 points| tabletcorry | 3 months ago |opensource.microsoft.com

242 comments

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drob518|3 months ago

When I was 14 or so, in the early 1980s, a friend and I who had been playing Zork thought it would be fun to design a game ourselves. We actually wrote to Infocom with a proposal that we write a new game for them and they let us use ZIL and the Z-machine to implement it. Surprisingly, they actually wrote back to us and politely declined our offer. In hindsight, while we knew how to program in BASIC and assembly language on our Apple IIs, we would have been lost making a game with ZIL. That’s to say that Infocom made the right call. Still, it said something about the company that they treated a couple kids with respect and didn’t laugh in our faces. I wish I still had the letter.

reticulated|3 months ago

My goodness, I could have written this word-for-word. Similar age, same Apple II BASIC and 6502 upbringing (roll sleeves and call -151) and also wrote to Infocom. We were in the UK so even more surprised to get a reply similar to yours several weeks later. Sadly my letter is also lost to various house moves. Or eaten by a grue.

chihuahua|3 months ago

In the 1980s, I was interested in text adventure games, and had a kind of book/magazine on the topic of how to write them. In BASIC, obviously (groan) because that's what was easily accessible back then.

I remember figuring out the mechanisms that the book introduced: what kind of rudimentary data structures to use to represent the state of the world, the locations of objects, etc.

I got some simple stuff to work, you could navigate the world, pick up and drop objects, etc. but then my motivation gradually ran out because I didn't have a clearly defined design for the game I was going to build.

I had a few pirated games (C64, Amiga): "Death in the Caribbean", "The Pawn", etc but never had the motivation to stick with them past the first or second puzzle. The puzzles seemed like if the answer didn't arrive via a flash of divine inspiration, there was no way to figure it out based on logical reasoning. Maybe that part of my brain wasn't developed back then.

noduerme|3 months ago

That's really nice. I remember when I was 8 or so, I phoned up NASA and told them I'd drawn up plans for a spaceship. The lady on the phone sweetly took me very seriously and asked questions about where such a thing would launch (answer: any big airport). She encouraged me to send them in.

Around the same time (1988) my best friend and I started making our first game in HyperCard. Getting more immediate results from that is probably how I ended up a SWE instead of in aerospace.

jmward01|3 months ago

'as a kid I....' Man. This brings back memories. I got into the BBS world and started programming in earnest because I wanted to write shells for the MUDs out at the time. A friend and I built some amazing things all in the name of auto-mapping, adding graphics, etc etc. Simple games really help confine a problem to the point that you can grow your curiosity easily with them.

RyanOD|3 months ago

This literally gave me goosebumps. It's hard to convey how much Zork (and the rest of the Infocom portfolio) means to me. This was my first entry into gaming on my Commodore 64.

For anyone out there who had anything to do with bringing these games to market, know that you impacted so many lives in a fun, meaningful, heartfelt way.

bluedino|3 months ago

I've seen a few things called 'Zork source code' in various places over the years (even on a CD that came with a game programming book of some sort), and copies like this:

https://github.com/MITDDC/zork

What's the lineage here?

jsnell|3 months ago

Zork was originally written at MIT for PDP-10s in an obscure Lisp dialect (MDL). The authors then later formed a company to sell the game on micro-computers. To do it, they built a virtual machine optimized for this purpose, a new Lisp dialect (ZIL) that could compile to the virtual machine, and the ported the game over to that new dialect. Even so, they had to split the game into three parts to fit.

The source you're linking to is the original MDL source. This is about the ZIL source for the three games that the original Zork was split into.

ndiddy|3 months ago

Zork was originally a public-domain mainframe game called Dungeon developed at MIT. Its authors founded Infocom, split the game into 3 pieces, added more content, and released it for microcomputers as the 3 Zork games. The source code that's been floating around since the 80s is for the original Dungeon game. Between the early 80s and the early 90s, the source was translated from MDL to DEC FORTRAN to Unix f77 to C, so you can find a variety of copies of the source at different steps of that translation process. This is also why the C version doesn't look like idiomatic C code.

When Infocom shut down, one or more of the employees took home backups of the Infocom file server. Various partial releases have been leaked publicly from those backups, including tooling/language documentation and the ZIL source code for every Infocom game. The ZIL source code has been public since 2019. The notable thing that Microsoft is doing here is clearing up the rights to the 3 Zork games (but none of the rest of the Infocom titles).

fsckboy|3 months ago

i'm not a complete expert on this, but the dates entailed here trigger clear memories.

the date on the Zork archive you linked to is 1977. in 1977 there was not really yet a notable software market for personal computers based on microcomputer chips, and software development at MIT in that timeframe would have been on Multics or DEC-10 or 20's and (probably not quite) the dawn of Vax-750s

just a couple years later the names on the archive you linked to went on to found infocom to sell this software ported to personal computers, Apple II 6502's or CPM S-100 bus 8080 and Z80s.

the Colossol Cave Adventure game for the PDP-10 had been released (to other institutions that had PDP-10's) just a couple years before and had caught fire in popularity at universities. These people at MIT took the same idea and reimplemented it with embellishments.

CobrastanJorji|3 months ago

Good question, I'm also curious. A quick search shows that there are some differences. The one in this new historicalsources folder has the PLUGH easter egg, but the other one doesn't seem to have it.

But the older version has a "Tomb of the Unknown Implementor," which this new version seems to lack.

AdmiralAsshat|3 months ago

Why does Microsoft own the rights to Zork?

csixty4|3 months ago

Activision bought Infocom in 1986, and Microsoft purchased Activision in 2023.

seritools|3 months ago

Infocom was bought by Activision, ActivisionBlizzard was bought by Microsoft.

charonn0|3 months ago

Because they bought Activision, who owned the rights since the 80's.

__mharrison__|3 months ago

Interesting that the linked repo is 7 years old...

VikingCoder|3 months ago

The thing I want is probably very stupid -

I'd like Zork I through III ported to Inform 6...

I don't specifically know why that appeals to me. I guess it's because I'd like to tinker with it and understand it better. And if I were going to write Zork I from scratch today, I'd want to use the most modern tools available. [checks notes] Okay, but not Inform 7. I have an aversion to Inform 7. I want my code to look more like code, and less like an LLM prompt.

anthk|3 months ago

Ditto here. And, better, translated into Spanish with INFSP6. There is one made from a non-native Spanish speaker and it's really bad. Now a proper Zork translation can be a reality.

Ah, and yes, IF6 ports for Adventure do exist, both in English and Spanish, and the Spanish one it's really great, with even the backstory on creating the game perfectly translated..

nathan_douglas|3 months ago

https://github.com/allengarvin/inform-zork1/blob/main/zork.i...

I feel the same about Inform 6 vs 7. I wrote some very simple games in Inform 6 thirty or so years ago, just for personal amusement, but never did a thing with Inform 7.

I guess I'm skeptical of "literate programming" in general, where I have to learn a special way of phrasing English just to interact with some magical process that I don't and can't understand... all so I can avoid typing a few square brackets and semicolons. I think there's an underlying symmetry to the conceptual structure of interactive fiction and the way it looks in Inform 6 that is much easier to reason about... but eh. I'm a couple decades late to the argument.

skybrian|3 months ago

I wonder how well a code agent would do on porting the code?

BryantD|3 months ago

The repository is part of https://github.com/historicalsource, which has code for a bunch of Infocom games, although at a quick glance most of them aren't open sourced. Still, very cool resource.

NecroTechno|3 months ago

it's pretty grim that this announcement, which is in part celebrating the legacy of an incredible artistic endeavor, was written by an LLM. reading this feels like my head is continuously being bashed in by a brick.

monkeywork|3 months ago

Where do you get that the announcement was written by an LLM - they list the authors of the article on the page.

calibas|3 months ago

It is pitch black. You are likely to be eaten by a grue.

boomboomsubban|3 months ago

When EA recently made Command & Conquer free software, it was clear that the various art assets were not covered under this.

Is there something similar for a text based adventure game? Does the writing count as code?

WorldMaker|3 months ago

The writing should be assumed to be subject to copyright still even though the code is open source.

In this case it sounds like Microsoft's Legal has taken the assumption the writing is applicable under the code license and is mostly seeking to enforce trademarks and brand (don't commercially release something implying it is a Microsoft-approved Zork) more than the writing, per Scott's wording of Microsoft's legal requests here: https://github.com/historicalsource/zork1/pull/3

Obviously, I'm not a lawyer, that's not legal advice, build commercial derivatives at your own risk and with your own lawyer's advice.

Karliss|3 months ago

In many ways it's the opposite, the code counts as writing. At least where I live (should be similar in other EU countries) from the perspective of copyright law code is largely classified as literary work. There are few special rules related to fact that code is typically written by large team employed by company compared to books being written by single author and printed by publisher. Also few special rules that don't make sense for regular literary works related to reverse engineering, interface compatibility with other software and copying as part of installation/execution process.

All the code specific licenses are arbitrary rules decided by right owners under which they license others to use their work. Book authors typically don't have to worry whether when granting permission to read their work they also need to grant rights to relevant patents, or whether dynamic or static linking should be permitted.

Assuming Microsoft owns all the necessary rights for everything I don't see a major reason they couldn't release it as single work under whatever license they want. Considering the way this specific game is written I don't think you can even cleanly separate code from rest of the writing. It's all one big program with bunch of short string literals sprinkled all over the place. You could take all the string literals, but without code defining how those strings are ordered in a non linear and interactive way it would make as much sense as reading a book where all the sentences have been sorted in alphabetical order.

I doubt any of the Zork authors were part of writer union and negotiated separate licensing rules for the text they wrote.

With regards to common case where source is released with open source license separate from art assets there are a couple of reasons. It's much easier to separate pictures and music from code and tell that those are covered by different license. For some of the art assets especially music it's not uncommon that the publisher themselves don't have full rights to them and only have limited license to use in game but not to relicense as separate works. Releasing source code without art assets makes it easier to maintain commercial value and limit ability for others to exploit the work as ready to use product (or sequals) while still allowing programmers to study the code and learn from the technical tricks in code or making new games based on same engine. If I am not mistaken at

From the historical preservation perspective art assets are less likely to bitrot and become unusable. 20 years in future you will likely still be able to rip them out of commercial builds of game with little losses and worst case observable as standalone media. But the code is a lot more likely break and not be runnable on future OS/hardware. Code also has a lot more hidden aspects that you can much more easily observe by reading source code directly instead of reverse engineering the compiled executables. Better release the source code while it hasn't been completely lost.

ChicagoDave|3 months ago

Scott: Do the whole library of Infocom games!

Aman_Kalwar|3 months ago

Wow, didn’t expect this from Microsoft. Amazing to see classic game code being made accessible for learning

ghssds|3 months ago

This is exactly the kind of thing Microsoft likes to opensource: old, crusty, and obsolete. Let's compare. When ID Software opensourced Doom a few years after it's initial release, there was still some life in it and it spawned a myriad of forks and new developments continuing to this day. An active community formed around it. When Microsoft opensourced MSDOS, an opensource clone had existed for so long it was only of interrest to archeologists and historians. It was as whitered and lifeless as Zork is.

kgwxd|3 months ago

Funny, I exactly expected a lame PR stunt from Microsoft to distract from the endless string of terrible decisions.

knowitnone3|3 months ago

learn what? how to print text to stdout? how to do if else statements or math.random? I'm sure you can rewrite this in a week or in a month from scratch. Next, Microsoft will opensource notepad because there are 0 text editors out there. It is 1960 after all.

ayaros|3 months ago

This is great, but I'd rather they make Windows 11 open-source instead.

jsheard|3 months ago

Funnily enough you can easily find the Windows XP source code on GitHub. Not endorsed by Microsoft of course, but they've ignored it sitting on their own service for years, along with ignoring all the modern Windows and Office piracy tools which are also on GitHub. Microsoft works in mysterious ways.

doener|3 months ago

If you ask Claude to simulate Zork you get a text adventure that is loosely based on Zork, but entirely different.

jasonjmcghee|3 months ago

Pretty huge milestone, congrats. I can imagine how much time / effort it took to get there!

LunaSea|3 months ago

Waiting impatiently for World of Warcraft to be Open Sourced.

chickensong|3 months ago

Tentatively scheduled for 2051

PaulHoule|3 months ago

… right, Activisiom bought Infocom in the 1980 s…

OhMeadhbh|3 months ago

Yeah. I had to walk down memory lane to try to remember who bought whom as well. I completely forgot that Activision/Blizzard is a subsidiary of Microsoft Gaming these days.

throwaway81523|3 months ago

How did Microsoft get to own it in the first place? And the original MDL version of Zork has been around forever. I wonder if Microsoft has any of the other Infocom games and might release them too.

And, "A game that changed how we think about play"? Um, that was ADVENTURE. Zork was arguably better, but it was in the same vein, and later.

ChicagoDave|3 months ago

I was in a small room with two paper terminals in 1979 where I discovered ADVENT and DUNGEO at the same time. Maybe there was a distinct separation for a few college students, but for most people they “came out” at the same time.

TZubiri|3 months ago

There's also Frotz and other Z Machine interpreters, and the actual Zblorb game file. But I guess this would be the source code that compiles to the zblorb.

So this is useful to modify zork, but not much changes if you want to build something around zork, as you will most likely be building something that interfaces at the z machine level.

katspaugh|3 months ago

So Zork was written in Lisp? It had to be!

---

<ROUTINE V-ADVENT ()

  <TELL "A hollow voice says \"Fool.\"" CR>>

m463|3 months ago

I remember playing it and finding a bunch of listings

  There is an enormous stack of line-printer paper here.  It is barely
  readable and totally unintelligible.
and:

  <DEFINE FEEL-FREE (LOSER)
    <TELL "FEEL FREE, CHOMPER!">
    <MEMQ ......
  The rest is, alas, unintelligible (as were the implementers).

abtinf|3 months ago

The license says it’s copyright 2025. How does that work? Shouldn’t the copyright be something like 1977?

bluGill|3 months ago

The copyright on the whole collection is 2025 - which is likely just the README or some such thing. Some of the parts are copyright 1977. For works created after 1978 copyright would last from year of first publication + 90 years, but since most of this is written in/before 1977 different laws apply. (I suspect that Activation was careful to ensure they keep their registration up to date, but there is a slight possibility this is all public domain anyway if you want to hire a lawyer to check)

QuantumNomad_|3 months ago

IANAL but copyright is typically the year of first publication.

I could see this being important here in two ways:

1. If the source code of Zork has not been made available to the public before, then now is the year of publication.

2. If Zork source code has previously been made available to the public, perhaps the version published here has had changes made, in which case now is the year of publication of this version of the source code.

I assume that when Microsoft opens source code they have a team of lawyers that have solid legal arguments for what the copyright year should be in each case.

Therefore, maybe it’s even possible legally that

3. Even if source code was previously made available, and even if no changes were made in any way since then to any of the included source code or other files, perhaps just the act of using a different license is in its own way part of how copyright applies. Publishing something under a specific license in $CURRENT_YEAR does not retroactively make the license apply before the time at which it was made available under that license and so perhaps an argument could be made that copyright year in a license includes taking that into consideration.

danso|3 months ago

So how good are the latest coding agents? Like if I asked Gemini 3/Claude/ChatGPT 5.1 to convert it into something that could run from a Python interpreter, how far would they get? (I assume Zork Implementation Language is not well represented in the training corpus)

WorldMaker|3 months ago

The easiest way to get it to run from a Python interpreter would be to compile the ZIL source to a Z-Machine binary, which you can do with ZILF [1], then use a Z Machine library in Python (such as a pure Python implementation of the Z-Machine [2]) to load/run it.

A coding agent may even be able to suggest that path, as knowledge of at least the existence of both ZILF and Python ZVM should be in training sets.

The more interesting questions would be how much a coding agent could help you write new Zork rooms or similar things in ZIL now that these ZIL source files are MIT licensed. I would also assume ZIL is not well represented, it's fork of the Lisp family tree (Lisp -> MDL -> ZIL) in generally probably not well represented in open source code bases up to this point. (Some of that may depend on if the agent was trained on some of these historicalsource repos ahead of this open source license change, too.)

[1] https://zilf.io/

[2] https://github.com/sussman/zvm

VikingCoder|3 months ago

Can ZILF just compile this?

https://zilf.io/

WorldMaker|3 months ago

That is the exactly the suggested compiler in this blog post. (These repos have been compiled with it for a while. The biggest change in these [Internet Archive-uploaded] repos is an official Microsoft-backed MIT License as opposed to assuming Fair Use for Archival Use prior to now.)

I'm hoping Microsoft may have a chance to open source more of the original Infocom compilers and VMs, even if they would be hard to run on modern machines, in later expansions of these repos.

theoldgreybeard|3 months ago

So derivative works are possible, who will be the first to attach Zork to the OpenAI API?

throwuxiytayq|3 months ago

It seems likely that the entirety of Zork (world state and the possible actions to transform it) is already learned by the model. Which means that there is a grue in there, too. Not good. I’m starting to re-think the doomer argument...

gaudystead|3 months ago

Perhaps this is a stupid/contentious idea (partly because it somewhat kills the "spirit" of the original games), but there's a little part of me that would be interested in seeing the scene building parts of Zork piped into an image generation service to visualize the landscape that the game describes.

(the grue would obviously just a picture full of black, though some creepy eyes would be a nice touch)

simonmales|3 months ago

I love the idea that these can live forever in apt/rpm repositories.

anthk|3 months ago

Great, I remember a page which stated that it was sad to have free as in freedom ZMachine languages and interpreters (Inform6, Frotz/Fizmo...) but there were very few text adventures under a libre license. So far, the most known ones:

- Spiritwrak

- All Things Devour

- Calypso

- Tristam Island

Gormo|3 months ago

Perhaps few classic games were released under FOSS licenses, but there are tons of more recent ones on IFDB.

williamDafoe|3 months ago

I have an original line printer printout of 1970s "Adventure" (translated from Fortran into C for UIUC's CAC PDP-11/70 running UNIX v7.) Adventure is the father of Zork. Zork is a clone of Adventure.

PilotJeff|3 months ago

I would love to see the Apple ][ source code made available for a lot of these classic games. In this case what I really want to see is the Z-Engine or interpreter itself not essentially the data files only.

ndiddy|3 months ago

The source code for most of Infocom's Z-code interpreters (including the Apple version) is available here: https://github.com/erkyrath/infocom-zcode-terps . Note that this isn't an official licensed release so it's in a legal gray area. It would be nice to see Microsoft bless these with an official license as well.

zzo38computer|3 months ago

I have seen some of the interpreter source codes, but I don't know if they have been "officially" published. These also include some other things such as test files, and a picture file that I have never seen a decoder for (other than the decoder (and encoder) that I wrote myself).

Many modern implementations do not support permanent shifts in Z versions 3 and above (although all of my own implementations do, and I think all of the official implementations also do, even though Infocom never used that feature (this isn't too surprising since the algorithm they described for deciding when to use permanent shifts is worse than not using them at all; I worked with someone else to make a better algorithm for making this decision)).

Some of the official implementations check the Z version number and some don't; even some that do, do not check if it is a small-endian story file (and the ones that do will only display an error message if it is, and refuse to run it). My own implementations do check for small-endian story files (as well as the Z version number), although some will display an error message and refuse to run it in that case, some actually are able to run both big-endian and small-endian story files (as far as I know, there are no small-endian story files; Infocom never used this feature and no modern compilers support this).

Something else I might mention is that some people say that Infocom used many tricks in the programming, although I have looked at disassembled code in the debugger and found that they could be optimized a lot more (e.g. by using SET->BCOM optimization, and many other things), and the source code for the interpreters also shows some things that could be optimized much better. (Another thing revealed from the source code of the interpreters is a undocumented command-line switch for the DOS version that allows you to specify the name of the story file.)

ginko|3 months ago

Hasn't the code to Zork been available for ages? For instance: https://github.com/MITDDC/zork

alt227|3 months ago

The article states that Microsoft has made a pull request to the existing repos to include the MIT license.

It was public already, what they are doing here is open sourcing the code.

agiacalone|3 months ago

Yes, but that happens to be the mainframe version. They are a bit different.

Gormo|3 months ago

This is the source code to the original, non-commercial version of Zork that originated at MIT. Microsoft has now released the source code for the Infocom's commercial release for microcomputers.

Eric_WVGG|3 months ago

how could they not title this article GIT FORK ZORK

musicale|3 months ago

Appropriate to release it under an MIT license.

thebeardisred|3 months ago

Easter egg from back in the day - (podman|docker) run -it quay.io/games/zork

classichasclass|3 months ago

It's not just Zork: a number of games, including Hitchhiker's, are open source now. https://github.com/historicalsource

pm215|3 months ago

The others don't seem to have the MIT license pullreq added, so they are not open source; the source code is merely available. The repos have a note:

"This collection is meant for education, discussion, and historical work, allowing researchers and students to study how code was made for these interactive fiction games and how the system dealt with input and processing. It is not considered to be under an open license."

This github repo has been up for some years now (this old blog post has some back story: https://blog.zarfhome.com/2019/04/all-of-infocoms-game-sourc... ) -- AFAIK it's the source contents from an old hard drive image from back when Infocom was a company.

(I only checked hitchhikers and starcross, because github is giving a lot of error pages for these right now.)

Cieric|3 months ago

I'd be careful about that one, there is still no license for it. Zork is notable here since it just got the MIT License applied to it.

WorldMaker|3 months ago

The notable change is that most of those repos have been available not as a open source but "source available" as Fair Use (for Archival Purposes), but the copyright owner (Microsoft today) has now directly applied the MIT License to three of those repos (Zork 1/2/3). Hopefully they will apply it to more of them as Microsoft legal allows, but it's still exciting they've made three repos officially open source under a FLOSS recognized license.

flyinghamster|3 months ago

I'd wonder if Hitchhiker's would have some issues with Douglas Adams' estate, given his involvement.

ChicagoDave|3 months ago

yes, but only Zork 1-3 have official licenses

sigmonsays|3 months ago

bummer > The code relies on old internal Infocom toolchains (ZILCH compiler, WATFOR, > mainframe environment) that are not open and likely not preserved.

efreak|3 months ago

Read the notes on the repository itself:

> Basic Information on the Contents of This Repository > > It is mostly important to note that there is currently no known way to compile the source code in this repository into a final "Z-machine Interpreter Program" (ZIP) file using an official Infocom-built compiler. There is a user-maintained compiler named ZILF that has been shown to successfully compile these .ZIL files with minor issues. There are .ZIP files in some of the Infocom Source Code repositories but they were there as of final spin-down of the Infocom Drive and the means to create them is currently lost. > > ... > > 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.

somat|3 months ago

How bad is it? I mean you have the source, it could be ported. Or am I completely misunderstanding and you specifically want the old toolchains, in which case A respectful moment of silence for compilers lost.

Speaking of porting I have always vaguely wanted to port the original basic version of ultima, I mean never enough to actually do it, but I like the idea of the source being available to do so. even if it is just an accidental artifact of how it was made.

cellular|3 months ago

Who's going to be the first to port to arduino + LCD?

MrZongle2|3 months ago

The cynic in me believes that this only took place after numerous meetings during which the question "is there any way we can still make money from this" was repeatedly answered with "no".

fainpul|3 months ago

My guess is they wanted to create some good publicity for once, to distract from all the shit they get for their AI stunts and Windows fuckups.

wiz21c|3 months ago

Didn't know MSFT owned Infocom

wg0|3 months ago

Make AoE open source please. I am sure Microsoft Empire won't crumble.

w4rh4wk5|3 months ago

Can we get a GPL (or even MIT) release of id Tech 7? Pretty please.

OhMeadhbh|3 months ago

Dang. I had forgotten Zenimax got scooped up by MSFT Gaming a few years back. It's not an unreasonable request, though I suspect it should be made directly to MSFT Gaming.

orph|3 months ago

awesome

fortran77|3 months ago

xyzzy

bluGill|3 months ago

Different game.

lloydatkinson|3 months ago

I wonder how long before someone hooks up AI image generation for the scenes with this. It could either be very tastefully done or complete slop. Probably the second option.

vunderba|3 months ago

There have been a couple attempts at this kind of thing (same with AI generation of images from pages of Choose-Your-Own-Adventure books).

It's more a gimmick than anything particularly useful. Might even distract if the image embellishes from the original description leading players down the wrong path for solving a puzzle.

lkramer|3 months ago

In the early days of LLMs I tried it, but it was kinda terrible, and I also realised that the fun of these games, like reading a book, was the imagining of the action. Take that away and they are very simple puzzle games

SoKamil|3 months ago

> It could either be very tastefully done or complete slop.

It really depends on the creator. A slop is a side effect of the fact that the entry barrier has been much lowered. Previously you at least had to put some effort into learning the craft before showing that to the world.

jamesgill|3 months ago

I kinda hate that Microsoft gets to take credit for being magnanimous with yet another product they never created.

The TL;DR: The Zorks were created by several guys at MIT who later formed Infocom. Infocom eventually sold to Activision, Microsoft bought Activision and voila--"Microsoft is open sourcing Zork".

dsjoerg|3 months ago

They're not taking credit for the product; they're taking credit for _open-sourcing_ it. Which they did.

dvrp|3 months ago

“ When Zork arrived, it didn’t just ask players to win; it asked them to imagine”

Sigh… it’s all ChatGPT nowadays ain’t it.

jdkee|3 months ago

Reads like ChatGPT wrote it.

davidw|3 months ago

Getting a lot of GitHub errors trying to look at the source code.

Still, pretty cool; I remember playing work as a kid.

planckscnst|3 months ago

Whenever I use LLM-generated content, I get another LLM and pre-bias it by asking if it's familiar with common complaints about LLM generated content. And then I ask it to review the content and ask for it to identify those patterns in the content and rewrite it to avoid those. And only after that do I bother to give it a first read. That clearly didn't happen here. Current LLM models can produce much better content than this if you do that.