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Theescapist 055.Pdf
in line and everything will be just fine. two articles I fired up Noctis to see the Which, frankly, is about how many of us insanity for myself. That is the loneliest think to this day. With the exception of a game I’ve ever played. For those of you who fell asleep during very brave few. the classical mythology portion of your In response to “Development in a - Danjo Olivaw higher education, the stories all go like In this issue of The Escapist, we take a Vacuum” from The Escapist Forum: this: Some guy decides he no longer look at the stories of a few, brave souls As for the fact that thier isolation has In response to “Footprints in needs the gods, sets off to prove as in the game industry who, for better or been a benefit to them rather than a Moondust” from The Escapist Forum: much and promptly gets smacked down. worse, decided that they, too, were hindrance, that’s what I discussed with I’d just like to say this was a fantastic destined to make their dreams a reality. Oveur (Nathan Richardsson) while in article. I think I’ll have to read Olaf Prometheus, Sisyphus, Icarus, Odysseus, Some actually succeeded, while others Vegas earlier this year at the EVE the stories are full of men who, for crashed and burned. We in the game Gathering. The fact that Iceland is such whatever reason, believed that they industry may not have jealous, angry small country, with a very unique culture were not bound by the normal gods against which to struggle, but and the fact that most of the early CCP constraints of mortality. -
The New Zork Times Dark – Carry a Lamp VOL
“All the Grues New Zork Area Weather: That Fit, We Print” The New Zork Times Dark – carry a lamp VOL. 3. .No. 1 WINTER 1984 INTERNATIONAL EDITION SORCERER HAS THE MAGIC TOUCH InfoNews Roundup New Game! Hint Booklets Sorcerer, the second in the In December, Infocom's long- Enchanter series of adventures in the awaited direct mail operation got mystic arts, is now available. The underway. Many of the functions game was written by Steve formerly provided by the Zork Users Meretzky, whose hilarious science Group were taken over by Infocom. fiction game, Planetfall, was named Maps and InvisiClues hint booklets by InfoWorld as the Best Adventure were produced for all 10 of Game of 1983. In Sorcerer, you are a Infocom's products. The games member of the prestigious Circle of themselves were also made available Enchanters, a position that you primarily as a service to those of you achieved in recognition of your in remote geographical areas and to success in defeating the Warlock those who own the less common Krill in Enchanter. computer systems. When the game starts, you realize Orders are processed by the that Belboz, the Eldest of the Circle, Creative Fulfillment division of the and the most powerful Enchanter in DM Group, one of the most the land, has disappeared. Perhaps he respected firms in direct mail. Their has just taken a vacation, but it facilities are in the New York metro- wouldn't be like him to leave without politan area, which explains the letting you know. You remember strange addresses and phone num- that he has been experimenting with bers you'll see on the order forms. -
The New Zork Times by Brief but Savage Downpour
® “All the Gnus Weather: Thic fog, followed That Fit, We Print” The New Zork Times by brief but savage downpour. VOL. 4. .No. 2 —SUMMER 1985— INTERFERON EDITION New Release: A Mind Forever Voyaging A Mind Forever Voyaging, the first were to be introduced. While you're advanced-level Science Fiction story busy exploring the future, the scien- from Infocom, is for true text- tists and programmers who created adventure buffs. Why? Because it you are honing and perfecting the has more locations to visit (several simulation's parameters. Thus, as the hundred), more things to do, more story progresses, you can travel responses, and a large vocabulary further and further in time, watching (1800+ words) than any of our previ- Rockvil prosper as the Plan ously released products. succeeds, or perish as it fails. Only The story takes place in 21st- you can tell on what course the century Rockvil, South Dakota. The country sets itself by adopting the United States of North America has Plan. fallen prey to incredibly high unem- While there are several puzzles to ployment and crime rates. Political keep players on their toes, designer indiffererence, perhaps caused by Steve Meretzky (author of Planetfall backward educational systems or and Sorcerer, and co-author of The diminishing national resources, has Hitchhiker's Guide to the Galaxy) Items from Dr. Perleman’s desk are contained in every A Mind Forever swept the nation. Exploiting this op- concentrated more on immersing the Voyaging package. portunity, Senator Richard Ryder has player in a vast, highly detailed, develop (sic) the Plan for a Renewed realistic world; a vision of the National Purpose, stressing patriot- destiny of mankind. -
14. Riddle Machines: the History and Nature of Interactive Fiction
Nick Montfort Riddle Machines: The History and Nature of Interactive Fiction 14. Riddle Machines: The History and Nature of Interactive Fiction Nick Montfort Introduction The genre that has also been labeled "text adventure" and "text game" is stereotypically thought to offer dungeons, dragons, and the ability for readers to choose their own adventure. While there may be dragons here, interactive fiction (abbreviated "IF") also offers utopias, revenge plays, horrors, parables, intrigues, and codework, and pieces in this form resound with and rework Gilgamesh, Shakespeare, and Eliot as well as Tolkien. The reader types in phrases to participate in a dialogue with the system, commanding a character with writing. Beneath this surface conversation, and determining what the computer narrates, there is the machinery of a simulated world, capable of drawing the reader into imagining new perspectives and understanding strange systems. Interactive fiction works can be challenging for literary readers, even those interested in other sorts of electronic literature, because of the text-based interface and because of the way in which these works require detailed exploration, mapping, and solution. Works in this form are often less visually rewarding, and the rewards they do offer are only attained with time and effort. But text-based interactive fiction has provided some of the most the intricate and compelling literary simulations yet developed. Understanding how interactive fiction works, and how it has developed over the past three decades, is an essential part of the puzzle of literary computing. Characteristics of interactive fiction Formally, a work of interactive fiction (often called a "game," even if it does not exhibit the typical qualities of a game) is an interactive computer program. -
On Videogames: Representing Narrative in an Interactive Medium
September, 2015 On Videogames: Representing Narrative in an Interactive Medium. 'This thesis is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy' Dawn Catherine Hazel Stobbart, Ba (Hons) MA Dawn Stobbart 1 Plagiarism Statement This project was written by me and in my own words, except for quotations from published and unpublished sources which are clearly indicated and acknowledged as such. I am conscious that the incorporation of material from other works or a paraphrase of such material without acknowledgement will be treated as plagiarism, subject to the custom and usage of the subject, according to the University Regulations on Conduct of Examinations. (Name) Dawn Catherine Stobbart (Signature) Dawn Stobbart 2 This thesis is formatted using the Chicago referencing system. Where possible I have collected screenshots from videogames as part of my primary playing experience, and all images should be attributed to the game designers and publishers. Dawn Stobbart 3 Acknowledgements There are a number of people who have been instrumental in the production of this thesis, and without whom I would not have made it to the end. Firstly, I would like to thank my supervisor, Professor Kamilla Elliott, for her continuous and unwavering support of my Ph.D study and related research, for her patience, motivation, and commitment. Her guidance helped me throughout all the time I have been researching and writing of this thesis. When I have faltered, she has been steadfast in my ability. I could not have imagined a better advisor and mentor. I would not be working in English if it were not for the support of my Secondary school teacher Mrs Lishman, who gave me a love of the written word. -
An Brief Introduction to Interactive Fiction
An Brief Introduction to Interactive Fiction Todd W. Neller What is Interactive Fiction? • A work of interactive fiction (IF, a.k.a. text adventure) is a puzzle game with – nonlinear storytelling with user-directed actions driving story, – text-based interaction (e.g. “go north”, “unlock door with skeleton key”), and – text description of locations and objects. • Environment changes with user interactions. • Puzzles are often solved by finding hidden objects or discovering creative uses for non-hidden objects (e.g. swamp gas + wine bladder + flint + steel + brick wall = loose bricks + new passage). Homestar Runner Parody See it here: http://www.homestarrunner.com/sbemail94.html • STRONG BAD: {typing} On the other hand, it might be cool to be in one of those text-based adventures. You know, for those intellectual people with better imaginations. – {Cut to a black screen with a green arrow at the top (and moving green lines), similar to the Tandy 400.} • STRONG BAD: {voiceover} It'd be like... • {reading text} – Ye find yeself in yon dungeon. Ye see a FLASK Obvious exits are NORTH, SOUTH, and DENNIS. What wouldst thou deau?{Strong Bad doesn't say the last sentence.} • STRONG BAD: {voiceover} And you'd be all like... – Get ye flask • STRONG BAD: {voiceover} And it'd say, – You can't get ye flask! • STRONG BAD: {voiceover} And you'd just have to sit there and imagine why on Earth you can't get ye flask! Because the game's certainly not going to tell you. – {At this the screen adds "I'm certainly not going to tell thou."} • STRONG BAD: {voiceover} And there's no precious graphics to help you out, either! – {At this the screen adds "Graphics, shmaphics." and a few seconds later, " . -
Jay Simon 3/18/2002 STS 145 Case Study Zork: a Study of Early
Jay Simon 3/18/2002 STS 145 Case Study Zork: A Study of Early Interactive Fiction I: Introduction If you are a fan of interactive fiction, or have any interest in text-based games from the early 1980’s, then you are no doubt familiar with a fascinating series known as Zork. For the other 97 percent of the population, the original Zork games are text-based adventures in which the player is given a setting, and types in a command in standard English. The command is processed, and sometimes changes the state of the game. This results in a new situation that is then communicated to the user, restarting the cycle. This type of adventure game is classified as belonging to a genre called “interactive fiction”. Zork is exceptional in that the early Zork games are by far the most popular early interactive fiction titles ever released. It is interesting to examine why these games sold so well, while most other interactive fiction games could not sell for free in the 1980’s. As we will see, this is a result of many different technological and stylistic aspects of Zork that separate it from the rest of the genre. Zork is a unique artifact in gaming history. II: MIT and Infocom – The Prehistory of Zork Zork was not a modern project developed under a strict timeline by a designated team of programmers, but credit is given to two MIT phenoms named Marc Blank and Dave Lebling. Its history can be traced all the way back to the invention of a medium-sized machine called the PDP-10, in the 1960’s. -
The Status Line
Meet Mike’s Important Dream Date Reader Poll See page 7 The Status Line See page 6 Volume VI Number 1 Formerly The New Zork Times Winter/Spring 1987 Douglas Adams' Bureaucracy Not very long ago, Douglas Adams It's a sad story, one that's replayed (who is, as everyone knows, the best- every day for millions of people selling author of that zany interactive worldwide. Of course, it's not always story The Hitchhiker's Guide to the a bank at fault. Sometimes it's the Galaxy™) moved from one apartment postal service, or the telephone com- in London to another. He dutifully pany, or an airline, or the govern- notified everyone of his new address, ment. All of us, at one time or including his bank. In fact, he person- another, feel persecuted by a bureauc- ally went to the bank and filled out a racy. What can be done? change-of-address form. Only Douglas Adams would exact Soon after, Douglas found that he such sweet revenge. He retaliated by was unable to use his credit card. He writing Bureaucracy™, a hilarious discovered that the card had been interactive journey through masses of invalidated by the bank. Apparently, red tape. the bank had sent a new card to his You begin Bureaucracy in your old address. spiffy new apartment. You're going to For weeks, Douglas tried to get the Paris this very afternoon for a combi- bank to acknowledge his change-of- nation training seminar and vacation, address form. He talked to bank offi- so you'll need to leave as soon as you cials, and filled out new forms, and get the money order your boss has applied for another credit card, but mailed you. -
The New Zork Times Ask Duffy — P
“All the Grues ® Puzzle — pp. 7 & 8 That Fit, We Print” Sports — p. 6 The New Zork Times Ask Duffy — p. 5 VOL. 3. .No. 3 SUMMER 1984 INTERGALLACTIC EDITION YOU’RE ABOUT TO GET YOURSELF INTO VERY DEEP TROUBLE INFOCOM INTRODUCES ™ CUTTHROATS Nights on Hardscrabble Island are lonely and cold when the lighthouse barely pierces the gloom. You sit on your bed, thinking of better times and far-off places. A knock on your door stirs you, and Hevlin, a shipmate you haven't seen for years staggers in. "I'm in trouble," he says. "I had a few too many at The Shanty. I was looking for Red, but he wasn't around, and I started talking about.... Here," he says, handing you a slim volume that you recognize as a shipwreck book written years ago by the Historical Society. You smile. Every diver on the island has looked for those wrecks, without even an old boot to show for it. You open the door, hoping the drunken fool will leave. "I know what you're thinking'," Hevlin scowls, "but look!" He points to the familiar map, and you see new locations marked for two of the wrecks. "Keep it for me," he says. "Just for tonight. It'll be safe here with you. Don't let--." He stops and broods for a moment. "I've got to go find Red!" And with that, Hevlin leaves. You put the book in your dresser and think about following Hevlin. Then you hear a scuffle outside. You look through your window and see two men struggling. -
Two for Infocom (Pdf)
Two for Infocom∗ Boris Schneider The requests we receive prove it: the recently published Infocom ad- ventures Stationfall and The Lurking Horror are great favourites among our readers. The respective authors let us in on some of their secrets. We met Steve Meretzky (Station- almost exactly five years ago. fall) and Dave Lebling (The Lurking Dave: Horror) at the fringes of a computer I can say that I started at the be- exhibition somewhere in the United ginning; I was there when Infocom was States, where they very kindly answer- born. The founders of Infocom were ed some of our questions. all professors or students at MIT. We Power Play: belonged to a group of people who Steve, Dave, please tell us how you played the first real text adventure, the joined Infocom. famous Colossal Cave Adventure. At Steve: first we thought \This is really great," When Infocom was founded I was and then \but we can do it better." a student at MIT. I had nothing to do At that time Zork was started as with computers, but I had met some a project on a mainframe. It was a Infocom employees at student parties. diversion for us, just for fun. Then I graduated with a degree in civil one day someone had this crazy idea: engineering, and then had a number of \If we publish this for home comput- jobs in that field. I found them ter- ers, someone might actually buy it." ribly boring. After a few years I was At this time (around 1980) only ten lucky enough to be hired at Infocom percent of all home computers in the as a tester. -
Adventure Anecdotes from the U.S.A. (Pdf)
Adventure anecdotes from the U.S.A.∗ Gregor Neumann and Boris Schneider You wouldn't believe the complications you can encounter when trying to sell software. The adventure specialists at Infocom share their experi- ences with matchbooks, special types of paper, and freeze-dried astronaut food. On the highway between New York three-year-old is playing the violin for and Boston a small Japanese car races the very first time. Again and again through the first hours of morning. In- the unnerving sound was heard. The side are Gregor Neumann and Boris people at Infocom seem to be used to Schneider. Their destination: Cam- it. Perhaps a poltergeist? It is then bridge, near Boston, the town of res- explained to us that the sound effects idence of the Infocom software com- for the 16-bit versions of the adven- pany. ture Sherlock are digitized and tested Once before we had a glimpse at that moment. Following some pecu- behind-the-scenes with the adventure liar logic, the tests of the most ghastly experts at Infocom, when Steve Meret- sounds are the longest and loudest. zky and Dave Lebling explained to us how they write adventure games in our first issue. Nevertheless, our morning drive to the Infocom headquarters is more than a courtesy visit. We are looking for new stories that may inter- est the readers of PowerPlay. The offices of Infocom are lo- cated on the fifth floor of a very new commercial building. A sign saying These are the people who invent the \Infocom|Imagination sold and ser- \feelies": Elisabeth Langosy, Gail Syska, Carl viced here" is found next to the en- Genatoffio, and Angela Crews. -
The Status Line
The Status Line Volume VII Number 1 Formerly The New Zork Times Winter/Spring 1988 Sherlock Holmes - Immortal Legend “You are standing in the spill of a gas The Crown Jewels have been stolen; com’s new “Immortal Legends” series. streetlight outside 221 B Baker Street. The games feature enhanced interaction You have come in response to an urgent You’re the only one who can find them with legendary characters of the past in summons from your old landlady, Mrs. the settings in which they became fa- Hudson. As the fog swirls around you, exposed and the With Holmes by mous. Developed by Bob Bates and you huddle into your coat and shiver in government will fall your side, you use Challenge, Inc., the series combines the predawn chill.” into international your wits, intuition, humor and puzzle-solving into satisfy- Thus begins Sherlock: The Riddle of disgrace. and a myriad of ing adventures that will stay with you the Crown Jewels, which catapults you Only 48 hours clues to solve the long after you turn away from the com- into the fog-bound streets of Victorian remain to solve the riddles and piece puter. The game Sherlock itself is a London. All week long, the city has crime. With Scot- together the mys- comic mystery, and its cast of charac- been bustling with preparations for Her land Yard baffled, tery. From Trafalgar ters includes the Baker Street Irregu- Majesty's Golden Jubilee. Crowds of the Prime Minister Square to Madame lars, Mycroft Holmes, and the always- sightseers and souvenir vendors fill the calls on Sherlock Tussaud’s, from incompetent Inspector Lestrade, about streets.