The
Future of Zork
To
say that Zork is an influential adventure game is like saying
the Iliad is an influential poem. At some point, the question
is not so much one of “influences” but rather of laying
foundations. Although the game’s mechanics have no doubt been
surpassed by later parsers, no one can deny the incalculable
influence Zork has extended across a broad spectrum of games
and genres. Could we have Myst without Zork? What about
Doom or Ultima? All of these games borrow and pay
homage, whether directly or indirectly, acknowledged or not, from the
type of gameplay found in Zork.
The
player is still exploring spaces, finding affordances, and overcoming
obstacles. The only crucial differences are the ways these activities
are represented on the screen, and the way they are selected by the
player. In the first case, rooms and actions are described with text
rather than graphics. In the second, players use their keyboards to
input commands in the form of words and sentences rather than mouse
clicks or arrow keys. For example, if the player “goes north” in
Doom by pressing the up arrow key, players in Zork simply
type “go north” or simply “n.” To say that the former method
is objectively superior or more “immersive” than the latter seems
foolhardy at best.
“Sometimes
I see the same sort of humor and irreverence of Zork popping
up in games, for example in some of the NPC dialogue or quest names
in World of Warcraft, and I
like to think that that’s the influence of Zork in
particular and the Infocom games in general.” – Steve Meretzky
“The
MMOs are the most Zork-like, but the lineage is more through
the side door: MMOs like Everquest
and World of Warcraft are
descended from MUDs, which were inspired by Adventure
and Zork. MMOs have genetic material from a lot of sources,
though.” – Dave Lebling
“I
don't discern any influence, frankly.” – Marc Blank
What
Zork seemed to contribute more than anything was the idea that
the computer could simulate a rich virtual environment much, much
larger and nuanced than the playing fields seen in games like
Spacewar! or Pac-Man. Furthermore, the game
demonstrated the literary potential of the computer. Thousands upon
thousands of gamers have been charmed by the wit and elegance of
Zork’s many descriptions. Perhaps more than anything,
though, these games offered players the illusion of total freedom.
Instead of merely selecting a few set commands from a menu, Zork
encouraged players to imagine infinite possibilities.
For
most players, a great deal of the fun was simply experimenting with
strange commands to see if the developers had anticipated them. For
example, typing HELLO results in, “Nice weather we’re
having lately” or “Good day.” Type JUMP, and you’re
told, “Very good. Now you can do to the second grade.” On the
other hand, typing “HELP” results in “I don’t know the word
‘help,’” a response which seems to have unintended
significance. You can try out the results of curse words yourself.
There
have been many claims made over the years (particularly by
disgruntled fans of interactive fiction) that their games are simply
more intellectually challenging, and that the reason so many modern
gamers don’t like them is that they simply aren’t intelligent or
refined enough to appreciate them. The very idea of a graphical
adventure game is repugnant, fit only for dolts and small children.
While I don’t share this view, as someone who teaches writing, I
can certainly understand its appeal.
For
what could possibly teach people the power of the written word better
than a text adventure game, where typing words is literally the only
way to make things happen? On the other hand, I’ve never bought the
argument that a textual description requires more imagination than a
graphic. It seems to me that the same sort of thing is going on in my
head whether I see the word “mailbox” or see one represented on
the screen. To make sense of either, I have to have some sort of
familiarity with the concept of mailboxes, and imagine the possible
reasons why the mailbox is there and what role it could play in the
game. It’s an argument at least as old as Plato, and not one that I
find very helpful.
“Graphic
adventures were awful looking back in the day, but that's certainly
no longer an issue. I think text adventures were simply an excellent
fit for those early days of PC's, but that they simply aren't
competitive now as entertainment.” – Marc Blank
“I
could name a few good graphical adventures, but none that I know of
suggest ways that we could reorganize our society, as A
Mind Forever Voyaging does, and none are as powerful on the
surface and beneath the surface as is, for instance, Bad
Machine. That said, I don't object to graphical games at all,
and I don't think there's a sharp divide between them and text-based
IF. Text-based games can shade off into graphical ones.” – Nick
Montfort
What,
then, is the true advantage of a text adventure over a graphical one?
For me, the answer to this question lies entirely in the perceived
freedom and intelligence of the parser. It’s nice to be able to
interact with a game in such a thoroughly compelling manner. And it’s
here that I see the future of Zork, or the future of any
text-based interactive narrative. The key is an increasingly
sophisticated parser, with enough artificial intelligence to make
convincing responses to anything the player might type; it would be
as though there was an actual person or “dungeon master” on the
other side of the screen.
It
is true that such technology is far beyond what we currently have
available, but consider how far graphics technology has come since
1980. What if the same level of exponential growth had occurred in
Artificial
Intelligence
and Natural
Language Processing?
“The things that interest me,” writes Montfort, “are advancing
the state of the art, tackling simulation and language in new ways,
and doing important work within our culture.” Perhaps what we’ll
find beyond Zork is not better graphics, but the wily Dungeon
Master himself.
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