I’ve played a lot of computer games over the last few weeks, I’ve already written about some of them, and I’ll be writing about many of the others soon. In writing about and playing these computer games, I have found myself working out plots for games in a similar format. After a lot of back and forth, I overcame my own objections and started building.
I recently posted about my desire to start writing computer games.
Interactive Fiction Games are a subset of the larger genre of text adventure games, distinguished by their high quality prose, plot development, and branching story lines. I have long been of the opinion that Text Adventure games took their first stumbling steps towards Interactive Fiction starting with Douglas Adams excellent Hitchhiker’s Guide to the Galaxy.
I’ve long been a proponent of the idea that Tapes are Cool. I’m a big fan of physical media in general (books, records, CDs, magazines, etc.) and I love the idea of a mixtape as a facet of curation and a method of physically gifting access to culture.
You are in an open field west of a big white house with a boarded front door. There is a small mailbox here. >open mailbox Opening the mailbox reveals: A leaflet. >get leaflet Taken. >read it Welcome to Zork! Zork is a game of adventure, danger, and low cunning. In it you will explore some of the most amazing territory ever seen by mortal man. Hardened adventurers have run screaming from the terrors contained within. In Zork, the intrepid explorer delves into the forgotten secrets of a lost labyrinth deep in the bowels of the earth, searching for vast treasures long hidden from prying eyes, treasures guarded by fearsome monsters and diabolical traps! Zork was created at the Programming Technology Division of the MIT Laboratory for Computer Science by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling. It was inspired by the Adventure game of Crowther and Woods, and the Dungeons and Dragons game of Gygax and Arneson.