Zork
began life in much the same way as many of the early computer
games; that is, as a fruitful, informal collaboration by starry-eyed,
college students. Indeed, it’s easy (if, perhaps, a bit misleading)
to compare the development of Zork with that of another
classic computer game, Spacewar!.
Zork
was developed by four members of the MIT’s Dynamic Modeling
Group, whereas Spacewar! was developed by members of MIT’s
Tech Model Railroad Club. Both teams were excited about the
possibility of computer games, and both were fueled by the
adrenaline-rush of successful hacks and making a habit out of doing
what others felt couldn’t (or shouldn’t) be done. However, the
authors of Zork had a much different vision of the future of
computer games than the hackers responsible for Spacewar!. For,
although Spacewar! paved the way for graphical “twitch”
games, Zork was a game for folks who preferred prose to
pyrotechnics.
The
authors of the mainframe Zork , Tim Anderson, Marc Blank,
Bruce Daniels, and Dave Lebling, begun writing the program in 1977
for use on a DEC PDP-10 computer, the same computer used by Will
Crowther and Don Woods to create Colossal Cave Adventure
(Spacewar! was programmed on the earlier PDP-1). The
PDP-10 was a mainframe computer that was much more powerful than any
home computer of the time, though much too large and expensive for
most consumers.
The
few home computers that existed were so woefully underpowered
compared to mainframes like the PDP-10 that most of the early game
developers had little interest in trying to restrict or sell their
software; if you had access to one of these behemoths, chances are
you could get easily acquire games like Colossal Cave Adventure
using the ARPANET, the progenitor to the internet.
The
“imps,” as they would later style themselves, were enchanted with
the aforementioned Colossal Cave Adventure, also known as
Adventure or simply Advent (I prefer the more
descriptive title). Colossal Cave is certainly a
groundbreaking game, both in the figurative and literal sense—the
author and his wife were dedicated cavers, and Crowther based much of
the game on an actual cave system in Kentucky. Although many critics
tend to overlook this caving connection, I think it’s important if
we want to fully understand the appeal of games like Colossal Cave
and Zork.
Surely
it is not a coincidence that both games are focused on the type of
thrilling exploration one finds as a caver or urban
explorer.
To my mind, these games are less “interactive novels” than
“interactive maps” (or “interactive worlds” to use language
popularized by Cyan). Another interesting “coincidence” here is
that the first jigsaw puzzle ever sold was of a map (see Daniel
McAdam’s History
of Jigsaw Puzzles).
It seems that maps and puzzles have been associated from very early
times!
Although
exploration games can be rendered with graphics instead of text, this
eliminates much of the freedom (or at least the illusion of such)
allowed by text—a point I’ll return to later. As for Crowther,
his purported intention for creating the game was chiefly as a way to
share some of his enjoyment of caving and the role-playing game
Dungeons & Dragons with his two estranged daughters. It’s
easy for critics, perhaps avid D&D players themselves, to
get so fixated on this fantasy role-playing connection that they
overlook the influence of caving.
“I’ve
always loved maps, and my favorite games were the ones that required
me to do meticulous mapping. But I don’t think map-making and
adventure games are joined at the hip; while mapping was a big part
of game like Zork and Starcross, it was much less an
issue in games like Deadline and The Witness, and not
at all in Hitchhiker’s Guide to the Galaxy (which was
Infocom’s second most successful game, after Zork).” –
Steve Meretzky, former Infocom Implementer
“Exploration
is critical, of course, but map-making was mainly required because
the adventure games had no visuals. But frankly, it’s a nuisance…”
– Marc Blank
“I've
never drawn a map of any text adventure game I've played.” –
Howard Sherman
Colossal
Cave established many of the conventions and principles upon
which almost all subsequent text adventures are based, such as the
familiar structure of rooms and objects, inventory, point system, and
input structure (“OPEN DOOR”, “GO NORTH” etc.) The game also
introduced several elements inspired by J.R.R. Tolkien’s famous
works, including dwarves and magic (I might note that Tolkien was
always drawing maps himself). To get through the game, players
frequently sketched out their own graphical maps of the areas they
explored. Colossal Cave also famously introduced the
“non-Euclidean maze,” or a series of identically described rooms.
The
only way players can navigate these mazes (besides cheating) is to
drop breadcrumbs, or objects whose placement in a room will alter its
description (thus allowing the player to retrace steps). The game
also requires players not merely to collect treasures, but to deposit
them in the proper location to earn points (the same feature shows up
in Zork). Although Colossal Cave was certainly a
breakthrough, it didn’t take long for hackers to master it. Some
hackers went a step beyond; they had sighted a new vista and wanted
to explore its possibilities to the fullest.
Obsolete!!! I still think those old infocom games were and still are the best computer games ever made. I'm still playing them. I played some in the 80's when i was in high school. Then they were gone. Have since found them and am going to play the ones I missed in the 80's. The ones I played and solved before are still even good. i forgot the answers to most of the puzzles. repayability was great. These guys were good WRITERS. I miss them. Can somebody come out with something that does the franchise justice. LOZ isn't it.