Everything about Text Adventure Game totally explained
Interactive fiction, often abbreviated
IF, describes
software simulating environments in which players use text
commands to control
characters and influence the environment. Works in this form can be understood as literary
narratives and as
computer games. In common usage, the word refers to
text adventures, a type of
adventure game with text-based input and output. The term is sometimes used to encompass the entirety of the medium, but is also sometimes used to distinguish games produced by the interactive fiction community from those created by games companies. It can also be used to distinguish the more modern style of such works, focusing on narrative and not necessarily falling into the adventure game
genre at all, from the more traditional focus on
puzzles. More expansive definitions of interactive fiction may refer to all adventure games, including wholly
graphical adventures such as
Myst.
As a commercial product, interactive fiction reached its peak in popularity in the 1980s, as a dominant software product marketed for
home computers. Because their text-only nature sidestepped the problem of writing for the widely divergent graphics architectures of the day, interactive fiction games were easily ported across all the popular platforms, even those such as
CP/M not known for gaming or strong graphics capabilities. Today, interactive fiction no longer appears to be commercially viable, but a steady stream of new works is produced by an online interactive fiction community, using freely available development systems. Most of these games can be downloaded for free from the Interactive Fiction Archive (see
external links).
The term "interactive fiction" is also occasionally used to refer to
hypertext fiction,
collaborative fiction, or even a participatory novel, according to the
New York Times. It is also used to refer to literary works that are not read in a linear fashion, but rather the reader is given choices at different points in the text; the reader's choice determines the flow and outcome of the story. The most famous example of this form of interactive fiction is the
Choose Your Own Adventure book series. For others, see
gamebooks.
Medium
Text adventures are one of the oldest types of
computer games and form a subset of the
adventure genre. The player uses text input to control the game, and the game state is relayed to the player via text output.
Input is usually provided by the player in the form of simple
sentences such as "get key" or "go east", which are interpreted by a
parser. Parsers may vary in sophistication; the first text adventure parsers could only handle two-word sentences in the form of verb-noun pairs. Later parsers could handle increasing levels of complexity from sentences such as "open the red box with the green key then go north". This level of complexity is the standard for works of interactive fiction today.
Interactive fiction shares much in common with
Multi-User Dungeons ('MUDs'). MUDs, which became popular in the mid-1980s, rely on a textual exchange and accept similar commands from players as do works of IF; however, since interactive fiction is single player, and MUDs, by definition, have multiple players, they differ enormously in gameplay styles. MUDs often focus gameplay on activities that involve communities of players, simulated political systems, in-game trading, and other gameplay mechanics that aren't possible in a single player environment.
Interactive fiction usually relies on
reading from a screen and on
typing input, although speech synthesis allows blind and visually impaired users to play interactive fiction.
Writing style
Interactive fiction features two distinct modes of writing: the player input and the game output.
As described above, player input is expected to be in simple command form (
imperative sentences). A typical command may be:
pull lever
The responses from the game are usually written from a
second-person point of view, in
present tense. This is because, unlike in most works of fiction, the main character is closely associated with the player, and the events are seen to be happening as the player plays. While older text adventures often identified the protagonist with the player directly, newer games tend to have specific, well-defined protagonists with separate identities from the player. The classic essay "Crimes Against Mimesis" discusses, among other IF issues, the nature of "You" in interactive fiction.
A typical response might look something like this, the response to "look in teachest" at the start of
Curses:
That was the first place you tried, hours and hours ago now, and there's nothing there but that boring old book. You pick it up anyway, bored as you are.
Many text adventures, particularly those designed for humour (such as
Zork,
The Hitchhiker's Guide to the Galaxy, and
Leather Goddesses of Phobos), address the player with an informal tone, sometimes including sarcastic remarks (see the transcript from
Curses, below, for an example).
History
Adventure
Around 1975,
Will Crowther wrote the first text adventure game,
Adventure (originally called
ADVENT because a filename could only be six characters long in its
operating system, and later
Colossal Cave). It was programmed in
Fortran for the
PDP-10. Stanford University graduate student
Don Woods discovered
Adventure while working at the
Stanford Artificial Intelligence Laboratory, and in 1977 obtained and expanded Crowther's source code (with Crowther's permission). Crowther's original version was an accurate
simulation of the real
Colossal Cave, but also included fantasy elements (such as axe-wielding dwarves and a magic bridge); Woods's changes were reminiscent of the writings of
J.R.R. Tolkien, and included a troll, elves, and a volcano some claim is based on Mount Doom, but Woods says was not.
In early 1977, Adventure spread across
ARPAnet, and has survived on the
Internet to this day. The game has since been ported to many other
operating systems.
The popularity of
Adventure led to the wide success of interactive fiction during the late 1970s and the 1980s, when home computers had little, if any, graphics capability. Many elements of the original game have survived into the present, such as the command '
xyzzy', which is now included as an
Easter Egg in games such as Minesweeper.
Adventure was also directly responsible for the founding of Sierra Online (later Sierra Entertainment); Ken and Roberta Williams played the game when it first appeared, and when unable to find any other games of similar quality, decided to design one of their own.
Commercial era
Adventure International
Adventure International was founded by
Scott Adams (not to be confused with the creator of
Dilbert).
In 1978, Adams wrote
Adventureland, which was loosely patterned after the original Advent. He took out a small ad in a computer magazine in order to promote and sell
Adventureland, thus creating the first commercial adventure game. In 1979 he founded Adventure International, the first commercial publisher of interactive fiction. The company went bankrupt in 1985.
Infocom
The largest company producing works of interactive fiction was
Infocom, which created the
Zork series and many other titles, among them
Trinity,
The Hitchhiker's Guide to the Galaxy and
A Mind Forever Voyaging.
In June 1977,
Marc Blank,
Bruce K. Daniels,
Tim Anderson, and
Dave Lebling began writing the mainframe version of
Zork (also known as
Dungeon), at the
MIT Laboratory for Computer Science. The game was programmed in a computer language called
MDL, a variant of
LISP. In early 1979, the game was completed. Ten members of the
MIT Dynamics Modelling Group went on to join Infocom when it was incorporated later that year.
In order to make its games as portable as possible, Infocom developed the
Z-machine, a custom
virtual machine which could be implemented on a large number of platforms, and which took standardized "story files" as input.
The Infocom
parser was widely regarded as the best of its era. It accepted complex, complete sentence commands like "put the blue book on the writing desk" at a time when most of its competitors parsers were restricted to simple two word verb-noun combinations such as "put book". The parser was actively upgraded with new features like undo and error correction, and later games would 'understand' multiple sentence input: 'pick up the gem and put it in my bag. take the newspaper clipping out of my bag then burn it with the book of matches'.
In a non-technical sense, Infocom was responsible for developing the interactive style that would be emulated by many later interpreters. The Curses excerpt below, for example, is recognizably in the 'Infocom style'.
The company was bought by
Activision in 1986 after the failure of
Cornerstone, its database software program, and stopped producing text adventures a few years later.
In 1991 and 1992, Activision released volumes one and two of
The Lost Treasures of Infocom, a collection containing most of Infocom's games, followed in 1996 by
Classic Text Adventure Masterpieces of Infocom.
Legend Entertainment
Legend Entertainment was founded by
Bob Bates and
Mike Verdu in 1989. It started out from the ashes of Infocom.
The text adventures produced by Legend used (high-resolution) graphics as well as sound. Some of their titles include
Eric the Unready, the
Spellcasting series and
Gateway (based on
Frederik Pohl's novels).
The last text adventure created by Legend was
Gateway II, while the last game ever was
Unreal 2 (the well-known
first-person shooter action game). Legend was acquired in 2004 by
Atari.
Other companies
Probably the first commercial work of interactive fiction produced outside the U.S. was the
dungeon crawl game of
Acheton, produced in Cambridge, England, and first commercially released by
Acornsoft (later expanded and reissued by
Topologika). Other leading companies in the
U.K. were
Magnetic Scrolls and
Level 9 Computing. Also worthy of mention are
Delta 4,
Melbourne House, and the homebrew company
Zenobi.
In Japan, companies such as
Data West developed limited interactive fiction games, such as the seven-volume murder mystery series
Misty. Later, interactive fiction became more popular in Japan in the form of
visual novels.
In Italy, interactive fiction games were mainly published and distributed through various magazines in included tapes. The largest number of games was published in the two magazines Viking and Explorer, with versions for the main 8-bit home computers (
ZX Spectrum,
Commodore 64 and
MSX). The software house producing those games was Brainstorm Enterprise, and the most prolific IF author was
Bonaventura Di Bello, who produced 70 games in the Italian language. The wave of interactive fiction in Italy lasted for a couple of years thanks to the various magazines promoting the genre, then faded and remains still today a topic of interest for a small group of fans and less known developers, celebrated on Web sites and in related newsgroups.
Modern era
After the demise of the commercial interactive fiction market in the 1990s, an online community eventually formed around the medium. In 1987, the
Usenet newsgroup
rec.arts.int-fiction was created, and was soon followed by
rec.games.int-fiction. By custom, the topic of
rec.arts.int-fiction is interactive fiction authorship and programming, while
rec.games.int-fiction encompasses topics related to playing interactive fiction games, such as hint requests and game reviews.
One of the most important early developments was the reverse-engineering of Infocom's
Z-Code format and
Z-Machine virtual machine in 1987 by a group of enthusiasts called the
InfoTaskForce and the subsequent development of an
interpreter for Z-Code story files. As a result, it became possible to play Infocom's work on modern computers.
For years amateurs formed a small community producing interactive fiction works of relatively limited scope using the
Adventure Game Toolkit and similar tools. The breakthrough that allowed the interactive fiction community to truly prosper, however, was the creation and distribution of two sophisticated development systems. In 1987, Michael J. Roberts released
TADS, a programming language designed to produce works of interactive fiction. In 1993,
Graham Nelson released
Inform, a
programming language and set of libraries which
compiled to a Z-Code story file. Each of these systems allowed anyone with sufficient time and dedication to create a game, and caused a growth boom in the online interactive fiction community.
Despite the lack of commercial support, the availability of high quality tools allowed enthusiasts of the genre to develop new high quality games. Competitions such as the annual
Interactive Fiction Competition for short works, the newer
Spring Thing for longer works, and the
XYZZY Awards, further helped to improve the quality and complexity of the games. Modern games go much further than the original "Adventure" style, improving upon Infocom games, which relied extensively on puzzle solving, and to a lesser extent on communication with non player characters, to include experimentation with writing and story-telling techniques.
While the majority of modern interactive fiction developed is distributed for free, there are some commercial endeavors, including
Peter Nepstad's, several games by
Howard Sherman published as
Malinche Entertainment, and
The General Coffee Company's
Future Boy!.
Emily Short was commissioned to develop the game
City of Secrets but the project fell through and she ended up releasing it herself. Some authors offer optional commercial "feelies" (physical props associated with a game) through
feelies.org
or similar services.
Notable works
- Colossal Cave Adventure by Will Crowther and Don Woods was the first text adventure ever made.
- The Zork series by Infocom (1979- ) was the first text adventure to see widespread commercial release.
- The Hobbit by Philip Mitchell and Veronika Megler of Beam Software (1982) was an early reinterpretation of an existing novel into interactive fiction, with several independent non-player characters.
- Planetfall, by Steve Meretzky of Infocom (1983), featured Floyd the robot, which Allen Varney claimed to be the first game character who evoked a strong emotional commitment from players.
- The Hitchhiker's Guide to the Galaxy, by Douglas Adams and Steve Meretzky of Infocom (1984), was notable in that the author of the original work was involved in the reinterpretation.
- A Mind Forever Voyaging, by Steve Meretzky of Infocom (1985), the first story-heavy, puzzle-light game.
- Amnesia, by Hugo Award and Nebula Award winning science fiction and fantasy author Thomas M. Disch (1987), the only purely text-only adventure ever published by Electronic Arts.
- Curses, by Graham Nelson (1993), the first game ever written in the Inform programming language. Considered one of the first "modern" games to meet the high standards set by Infocom's best titles.
- , by Square Co. (1996), one of the earliest text adventures on a video game console.
- So Far, by Andrew Plotkin (1996), the first XYZZY Award for Best Game winner in 1996.
- Anchorhead, by Michael S. Gentry (1998) is a highly rated horror story inspired by H. P. Lovecraft's Cthulhu Mythos.
- Photopia, by Adam Cadre (1998), the first almost entirely puzzle-free game. It won the annual Interactive Fiction Competition in 1998.
- Varicella by Adam Cadre (1999). It won four XYZZY Awards in 1999 including the XYZZY Award for Best Game, and had a scholarly essay written about it.
- Galatea, by Emily Short (2000). Galatea is focused entirely on interaction with the animated statue of the same name. Galatea has one of the most complex interaction systems for a non-player character in an interactive fiction game. Adam Cadre called Galatea "the best NPC ever".
- Slouching Towards Bedlam, by Star C. Foster and Daniel Ravipinto (2003). Set in a steampunk setting, the game integrates meta-game functionality (saving, restoring, restarting) into the game world itself. The game won four XYZZY Awards and held the record for the highest average score of any game in the Interactive Fiction Competition before 2006, when it was overtaken by Floatpoint.
- Rendition, by nespresso (2007). A political art experiment in the form of a text adventure game, forcing the player to confront their own complicity. Its approach to tragedy has been discussed academically by both the Association of Computing Machinery and Cambridge University.
Sample transcript
This is a brief transcript from one of many possible ways to not win the game
Curses, by
Graham Nelson. The player has entered instructions on the lines beginning with '>' (shown here in italic); the rest of the text is printed by the computer. The computer begins with a printed introduction giving a little context to the game (much more would become apparent as the game progressed):
It's become a matter of pride now not to give up. That tourist map of Paris
must be up here somewhere in all this clutter, even if it has been five years
since your last trip. And it's your own fault. It looks as if your
great-grandfather was the last person to tidy up these lofts...
CURSES
An Interactive Diversion
Copyright (c) 1993 by Graham Nelson. New players should type "help".
Release 8 / Serial number 930603 (Compiled by Inform v634)
Attic
The attics, full of low beams and awkward angles, begin here in a
relatively tidy area which extends north, south and east. The wooden
floorboards seem fairly sound, just as well considering how heavy all
these teachests are. But the old wiring went years ago, and there's no
electric light.
A hinged trapdoor in the floor stands open, and light streams in from below.
>inventory
You are carrying:
a chocolate biscuit
an electric torch (providing light and closed)
a crumpled piece of paper
>read paper
Things to do:
1. Find map
2. Phone airport to check parking
3. Health forms...
and so on. Let's face it, 1. is more enticing than the rest put together.
>enter trapdoor
Yes, probably just as well to give up looking, and heaven knows
there's enough packing to do, what with the rest of the family in
uproar. Oh well.
*** You have missed the point entirely ***
In that game you scored 0 out of a possible 550, in 3 turns, giving
you the rank of hapless Tourist.
Would you like to RESTART, RESTORE a saved game, give the FULL score
for that game or QUIT?
>
While familiarity with a programming language leads many new authors to attempt to produce their own complete IF application, most established IF authors recommend use of a specialised IF language, arguing that such systems allow authors to avoid the technicalities of producing a full featured parser, while allowing broad community support. The choice of authoring system usually depends on the author's desired balance of ease of use versus power, and the portability of the final product.
Older development Systems
Gilsoft's The Quill and the Professional Adventure Writer
Incentive Software's Graphic Adventure Creator (GAC)Further Information
Get more info on 'Text Adventure Game'.
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