Much
like Crowther and Woods, the imps were initially inspired more by a
desire to test their hacker skills than a singular desire for wealth.
Indeed, in a famous 1979 article published in the scientific journal
IEEE Computer, the authors promised to send anyone a copy of
the game who sent them a magnetic tape and return postage.
This
article, written by Dave Lebling, Marc Blank, and Tim Anderson,
describes the game as a “computerized fantasy simulation,” and
uses terminology familiar to anyone who remembers Dungeons &
Dragons: “In this type of game, the player interacts
conversationally with an omniscient ‘Master of the Dungeon,’ who
rules on each proposed action and relates the consequences.”
However, like Colossal Cave, Zork is primarily a game about
exploration, involving such activities as breaking into a supposedly
abandoned house, rappelling down a steep cavern, and even floating
across a river in an inflatable raft. Along the way, the player is
continuously confronted with puzzles and even a few fights (such as a
troll to be dispatched with the sword). Most famously, though, the
player must at all times be wary of the grue—a mysterious beast
which lurks in total darkness, always hungry for adventurers.
On
the surface, Zork appears to have much in common with its
progenitor, Colossal Cave, and IF scholar Dennis
Jerz
has gone so far as to say that “whereas Adventure began as a
simulation of a real cave, Zork began as a simulation of
Adventure.”However, Zork offered several key
innovations to that game, including a much more sophisticated parser
capable of handling commands like “KILL TROLL WITH SWORD” and
“PUT COFFIN, SCEPTRE, AND GOLD INTO CASE,” whereas Colossal
Cave was limited to commands of one or two words (“GET BOTTLE”,
“PLUGH”).
Zork
also offered a more sophisticated antagonist, the famous thief,
who roams about the world independently of the character and
eventually plays an important role in solving the game. Zork II
also introduces a coherent plot to add some narrative coherence
to the player’s treasure hunting. Overall, though, the game was
praised for its humor and excellent writing.
“The
parser was far ahead of other adventure games and the environment was
far better simulated (due to the fact that it was written in an
object-oriented way). In many ways, Infocom's games were far ahead
of their time.” – Marc Blank
Where
[journalists and historians] tend to go wrong is to overemphasize the
importance of our parser. You can't blame them for that, because we
pushed it hard as a ‘unique feature’ as well. What was at least
as important was coming up with good writing, good stories, and rich
environments. – Dave Lebling
“Zork
introduced an actual villain, the thief, who opposed the player
character during the initial exploration of the dungeon, who could be
exploited to solve a puzzle, and who had to be confronted and
defeated. This was a real character with the functions of a character
as seen in literature, not the mere anthropomorphic obstacle that was
seen in Adventure.”-- Nick
Montfort
I
should mention that the mainframe Zork was not broken into a
trilogy, but rather existed as a single massive game. After the imps
founded Infocom and decided to commercially release the game for
personal computers, they were faced with stiff memory limitations
(and a wide variety of incompatible platforms). To get around the
problem, they broke the game up into three parts, though not without
some modifications and additions. It’s also worthwhile to mention
the brilliant design strategy they followed.
Rather
than port the code to so many different platforms, Joel Berez and
Marc Blank created a virtual platform called the “Z-Machine,”
which was programmed using a LISP-like language called ZIL.
Afterwards, all that was required to port the entire library to a new
platform was to write (or have written) a “Z-Machine Interpreter,”
or ZIP. Scott Cutler took on the task of creating the first ZIP,
which was written for Tandy’s TRS-80 (aka the “Trash 80.”)
Indeed, one of Infocom’s key assets as a text adventure publisher
was the ease with which they could offer their games on a tremendous
number of platforms; graphical games were much harder to port.
“It
was so (relatively) easy to write an interpreter for a new computer,
and then – voila! – the entire Infocom library was available on
that machine. So it was cost effective even for machines like the NEC
APC (with its huge 8” floppy disks) where a game might only sell
two or three dozen copies.” – Steve Meretzky
“The
fact that we supported multiple platforms actually had some negative
impacts, especially as the newer machines began to have more memory
and better graphics. We had to write to the lowest common
denominator, or spend time on each game fitting it to the different
platforms.” – Dave Lebling
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.