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First play that (above) then read this (below)
'Will Crowther's Colossal Cave Adventure was neither the first computer game nor the first program to emulate conversation; nevertheless, Adventure — an interactive textual simulation of a caving expedition, augmented by fantasy-themed puzzles – inspired a generation of hackers. Playing Adventure involves reading prose descriptions of the setting, and typing brief commands (i.e. "light lamp") in order to solve puzzles and collect treasure. Similar text games representing environments defined both by story and rules were extremely popular during the 80s and (with the addition of graphics) through the 90s. Text-adventures, also known as "interactive fiction", attracted modest scholarly attention as an emerging literary form in the 80s.

'While today's young computer professionals may have only passing familiarity with Adventure, the game had a tremendous effect on an earlier generation of programmers. Lines from Adventure, such as "You are in a maze of twisty little passages, all alike" and the magic word "XYZZY", quickly entered hacker culture. The New Hacker Dictionary includes the term "vadding" ("from VAD, a permutation of ADV (i.e., ADVENT), used to avoid a particular admin's continual search-and-destroy sweeps for the game"), defining it as a "leisure-time activity of certain hackers involving the covert exploration of the 'secret' parts of large buildings".

'When Adventure reached MIT in the spring of 1977, one group of players reacted by creating Zork and the company Infocom, whose text-adventure titles were best-sellers during the 80s. Other entrepreneurs inspired by Adventure included Scott Adams (founder of Adventure International), who published the lean but accessible Adventureland in 1978, and Ken and Roberta Williams (co-founders of Sierra On-Line), who produced the first graphic adventure game (Mystery House, 1980) after Roberta got hooked on Adventure. In 1978, Atari employee Warren Robinett reworked the general exploration-and-treasure premise into a 2D graphic game, also called Adventure, which sold a million units. During the late 70s, text-based computer games had tactical advantages over games using the slow, blocky, and expensive graphics that were then cutting-edge.

Atari 'Adventure'
'Last year's graphic games dated quickly due to rapid hardware advances, while last year's text games still appealed to this year's text gamers, which helped sales. Text games were also easily portable to multiple platforms, thereby increasing sales potential in a crowded market. When the PC and Mac emerged as the dominant hardware platforms in the late 80s, both the aesthetic and economic advantages of text adventures evaporated.

'Colossal Cave Adventure', later version
'Even after the commercial market faded, hobbyists continued to play, review, and create interactive fiction. Indeed, the post-commercial IF community was producing valuable analysis and theory long before games began to emerge as an academic subject.
'Within the computer science field, Knuth (1998) used Adventure as his sole example in a 107-page tutorial on "literate programming" — coding for human readers as well as machines. His text carefully translates the Crowther/Woods FORTRAN code to CWEB, prefacing each section of code with a discussion of how the rules defined in each section of code affect the gameplay. Knuth expects his reader to have played Adventure multiple times, but offers his close reading of the code as the proper way to experience the work.

'Knuth's approach is the mirror image of Buckles (1985), whose dissertation on Adventure employs literary formalism to examine what she calls a "storygame" in terms of established genres such as the riddle and the folktale. Where Knuth’s procedural formalism argues "you cannot fully appreciate the astonishing brilliance of its design until you have seen all of the surprises that have been built in [the code]", Buckles explores the narratives that her volunteer players generated as they attempted (often unsuccessfully) to make sense of their partial exposure to the simulated world.

'Colossal Cave Adventure', even later version
'Nevertheless, many things that Adventure players enjoyed — logic and resource-management puzzles and the exploration of a complex virtual topography within the context of a framing story — remain staples in adventure, role-playing, and multiplayer game genres. Further, many elements that Adventure did not implement — complex non-player characters, believable AI, dynamic branching plots — still elude today’s game designers. Lured by the siren song of ever-improving graphics power, terrified by the risks involved with truly unique ideas in gaming, the industry is collectively stumbling along a path well-worn by Hollywood, which uses non-stop action and visual spectacle to compete against itself for the quickest path to the consumer's dollar.

'One of the major goals of video game systems has been to simulate the real, to create images so lifelike, and movements so natural that there is no sense of artifice, yet paradoxically, the technology is put in service to creating a world that could very well do without it. Because interactive fiction authors can draw on an existing body of narrative techniques, as well as emergent code-based interaction techniques, the medium (free from the corporate pressures associated with team-based development) is well-suited to individual experimentation and innovation.' -- Dennis G. Jerz, 'Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original "Adventure" in Code and in Kentucky'
Finish reading that (above) then play this (below)
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Get Lamp: A Documentary about Adventures in Text (2010)
Directed by Jason Scott
'With limited sound, simple graphics, and tiny amounts of computing power, the first games on home computers would hardly raise an eyebrow in the modern era of photorealism and surround sound. In a world of Quake, Half-Life and Halo, it is expected that a successful game must be loud, fast, and full of blazing life-like action.
'But in the early 1980s, an entire industry rose over the telling of tales, the solving of intricate puzzles and the art of writing. Like living books, these games described fantastic worlds to their readers, and then invited them to live within them. They were called "computer adventure games", and they used the most powerful graphics processor in the world: the human mind.
'Rising from side projects at universities and engineering companies, adventure games would describe a place, and then ask what to do next. They presented puzzles, tricks and traps to be overcome. They were filled with suspense, humor and sadness. And they offered a unique type of joy as players discovered how to negotiate the obstacles and think their way to victory. These players have carried their memories of these text adventures to the modern day, and a whole new generation of authors have taken up the torch to present a new set of places to explore.
'Get Lamp is a documentary that will tell the story of the creation of these incredible games, in the words of the people who made them.' -- Get Lamp Website
Trailer: 'Get Lamp'
Tribute to and video about 'Get Lamp'
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Interactive Fiction Games
'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 text 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, such as those built on Infocom's ZIL (Zork Implementation Language), could understand complete sentences. Later parsers could handle increasing levels of complexity parsing 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.
'Despite their lack of graphics, text adventures include a physical dimension where players move between rooms. Many text adventure games boasted their total number of rooms to indicate how much gameplay they offered. These games are unique in that they may create an illogical space, where going north from area A takes you to area B, but going south from area B did not take you back to area A. This can create mazes that do not behave as players expect, and thus players must maintain their own map. These illogical spaces are much more rare in today's era of 3D gaming, and the Interactive Fiction community in general decries the use of mazes entirely, claiming that mazes have become arbitrary 'puzzles for the sake of puzzles' and that they can, in the hands of inexperienced programmers, become immensely frustrating for players to navigate.' -- XYZZY News - The Magazine for Interactive Fiction Enthusiasts
Some classic examples
'Zork 1'
'Mystery House'
Scott Adams shows and discusses 'Adventureland'
'Trinity'
'The Hitchhiker's Guide to the Galaxy'
'Leather Goddesses of Phobos'
'Eric the Unready'
'Gateway II: Home World'
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Resources
The Interactive Fiction Archive
'The contents of the IF Archive -- including thousands of text adventures, text adventure development tools, articles, essays, hint files, walkthroughs, jokes, and sly references to Greek politics -- are contributed by the interactive fiction community, past and present.' -- IFA
The Interactive Fiction Database
'The Interactive Fiction Database is an IF game catalog and recommendation engine. IFDB is a Wiki-style community project: members can add new game listings, write reviews, exchange game recommendations, and more.' -- IFD
The Annual Interactive Fiction Competition
'For the last fifteen years, the readers of the Usenet newsgroup rec.arts.int-fiction have held a yearly interactive fiction competition. For fans of the old Infocom games as well as for newcomers to the genre, the competition is a chance to enjoy some of the best short adventure games available anywhere.' -- IFC
Interactive Fiction: A Beginner's Guide
'This site is a quick start guide, designed to help people who want to try interactive fiction, or as it is also called, text adventures. It is divided up into seven steps, which can all be seen in the table to the left. Reading through all the material on this site takes about 10-20 minutes, and that's all the preparation you'll need before you can start downloading and playing games.' -- microheaven.com
Dennis Jerz's 'Playing, Studying and Writing Text Adventures'
'Interactive fiction requires the text-analysis skills of a literary scholar and the relentless puzzle-solving drive of a computer hacker. People tend to love it or hate it. Those who hate it sometimes say it makes them think too much.' -- DJH
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Interactive Fiction: The Art of Video Game Storytelling (2011)
Directed by Scott Steinberg/Game Theory
'Interactive Fiction: The Art of Video Game Storytelling is a documentary film that reveals what’s next for virtual narrative. The movie, featuring today’s top writers and game designers, provides an in-depth look at the present and future of video game storytelling. The video, which features exclusive and never before seen footage, includes commentary by industry legends including Ultima creator Richard “Lord British” Garriott, Revolution Software founder Charles Cecil and The Hitchhiker’s Guide to the Galaxy designer Steve Meretzky. Also featuring interviews with key talent behind hit franchises like BioShock, Assassin’s Creed and Uncharted, it offers an uparalleled look at the state of virtual storytelling.
'In the film, the field’s biggest names chart virtual narrative and scriptwriting’s evolution from the days of point-and-click adventures to today’s sprawling online, downloadable and massively multiplayer online (MMO) games. Beginning with the early days of text adventures from Infocom and progressing from Sierra and LucasArts’ golden age heyday to the rise of CD-ROM, next-gen consoles and cutting-edge blockbusters like Heavy Rain, yesterday and today’s greatest designers share their thoughts on film.' -- Game Theory Online
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p.s. Hey. I'm safely in Brest and hard at work on the thing. Details below, I guess. ** Tuesday ** Little foal, Hey, D. Of course your change in strategy and plans re: the test make total sense, and my fingers are so crossed that you'd think I was trying to start a fire. Please and, obviously, let us know how it goes, and please and obviously accept tons of love. ** Allesfliesst, It won't surprise you one bit that I love the idea of that piece and think you should hunker down over it as soon as you get the chance. Really, it sounds totally fascinating and really sharp. ** David Ehrenstein, I was thinking 'Lonesome Cowboys'. The guy on the horse's back seat even looked a little like Tom Hompertz. Ha ha, thank you so much for the 'especially' vid. Nice! ** Dandysweets, Hi, Ida! How are you? What's going on, pal? ** Chilly Jay Chill, Hey, J. I'm sorry to hear about the bad cold. Bad colds are really flying around over here. Awesome about the work on your last chapter. I hope you nail it, and I'd love to hear anything about it that you want to share. My address: c/o Centre International des Recollets, 150 rue du Faubourg St. Martin, 75010 Paris, France. I'd love a copy of the anthology, yeah, if it's no problem. That would be great! Thanks so much! ** Sypha, Oops, about the appointment faux pas. Hang in there. ** Esther Planas, Hi, Esther! The video/song was amazing. I loved it. It swirled and swirled. More, you say? Very cool. Everyone, the other day I linked you up to a rare track/vid by Esther Planas' legendary band Dirty Snow, and here's another to the same band's cover version of The Cure's 'All Cats are Grey' if you're in the mood for something tasty. I'll watch it when I get off work later. Thanks! ** Thomas Moronic, Beautiful thoughts on the dolls/ mannequins. Yeah, Gisele would agree with your thoughts on that, and me too of course. I'll ask her today if there's online thing you could consult about her thinking aloud re: that. Thanks, man. ** Steevee, Have you seen 'Submarino'? If you already said, I've forgotten at the moment, sorry. Very interested to see it. The trailer I saw was quite promising. ** Misanthrope, No Yeti in Waldorf? Oh, that's sad. They're like Neds over here. Read a couple of not very promising reviews of the new Strokes yesterday. My hopes are low. ** Bernard Welt, B, get yourself better, I'm sorry. Every other person is sick right now. It's just not right, especially in your case. ** Andrew, Is that official now? With Yury back in Paris, I'm out of the fashion loop. ** Chris (British), Well, the character was supposed to be smoking real cigarettes, but the actor didn't smoke, so there you go. There is something about your comments lately that makes me think you might be kind of depressed, maybe because my p.s.es get kind of like that when I'm depressed, I think. I can't put my finger on the possible giveaway. It's like a tone thing, a flatness. I hope the ENT visit helps, hopefully a lot. What I like about the French 'Top Chef' is that it's not overdramatized like those kinds of shows are in the US. It's very chilly in a way. In the last episode, one of the contestants got bitchy with one of the chef judges, and, in the States, they would have milked that like crazy and gotten the other contestants to bitch about him, etc., but it was resolved with a polite apology. The show is actually more about food preparation than about kooky competing characters whom you're manipulated into hating or liking, which seems really French to me for some reason. ** The Dreadful Flying Glove, So, there's the fruit of my labors post-your great idea and pass along. I hope it turned out okay. Dude, excellent about the nailing down. That's great news! I can relate to that breakthrough thing vis a vis fiction writing, and, yeah, high five! ** Polter, Hi, Polter! Yeah, I'm kind of busy these days, I guess. No, I am. Hate puddle ponds. In the city anyway. You drew that? That's awesome! Everyone, d.l. supreme Polter drew this while thinking of -- terrible paraphrase coming -- how ice's substance should change when it touches ground instead of air and about Beauty and the Beast. Anyway, check it out! I hope I didn't fuck that up. Ouch about the marauding Swedes and your cut. I'll use that link you kindly gave me later when I'm not kind of rushing to get to my theater grunt work of today. Lovely to see you, pal. ** Anxiety, Greetings, welcome, thank you. Your blog is a very curious thing. Wish I spoke your language, but the images speak volumes. Everyone, if you're over 18, ha ha, check out new guy Anxiety's blog for its own sake and to understand why he liked Bernard's post. ** Wednesday ** Esther Planas, Thanks a lot, E! ** Tonyoneill, Tony! How great to see you, pal! Missed you, man, but I totally understand needing to be in the world of your novel in whatever way feels complete, of course, of course. Obviously, anything you feel like saying about the novel, I'd be super interested, but no pressure of course. Yeah, really, really nice to see you, Tony! You rule! ** Jon Dieringer, Hi, welcome, and thank you a lot for the addition. Greatly appreciated! Everyone, new guy Jon Dieringer passes along this link, which will take you to Robbe-Grillet's fantastic film 'N. a pris les dés ... aka N. took the dice' (1971) over on Ubuweb. Highly also recommended by me. Just as importantly, he has a fantastic website called Screen Slate: New York City Repertory & Independent Film Screenings that's really fascinating even if you don't live in NYC, much less if you do, so please acquaint yourself with it if you're not already a reader. Yeah, thank you very much again, and all respect to you! ** David Ehrenstein, Hey, thank you a lot. I think 'Glisssements progressif du plaisir' is my favorite Robbe-Grillet film as well. And it's Gisele's favorite too. ** MANCY, Hey, man. Thanks a lot. How are you? What's going on of late? ** Sypha, Hey. Well, I think you were looking for something that R-G isn't interested in doing. If you want to get more of an appreciation for his work, there was stuff in the post that will help explain it, I think. I'm not sure if you'd like his films since he brings the same principles to his film work that he does to his fiction. Glad to hear your friend is back on Facebook. Oh, fantastic that you did the post about the church on your blog. I'll be all over that when I get off work tonight! Everyone, Sypha was talking about this amazing sounding church near where he lives the other day, and now he's created a blog post about it, and I think you really want to check this out. ** Math, Mm ... Anyway, oh, thanks a lot for the email! I'll write you re: that asap. ** Tender Prey, I think you'd find R-G's work very, very interesting. Just a hunch, I guess. Oh, yeah, the goal of doing something completely unique that hasn't existed and wouldn't exist otherwise is absolutely a massive guiding force and rule for me with my novels. I have this deep seated fear of and lack of interest in doing my own version of something that already exists. And I have a huge fear of repeating myself as well. That's why all of my novels are very different from one another formally, or at least within the limited means of my abilities and talent, and that's a lot of why they tend to take me so long to figure out and then begin. Once I'm writing them, I don't think about that issue, but in the planning of them, doing something original or trying incredibly hard to make something unprecedented is the starting point. It's always weird to me that people often write and talk about my work as though it's always covering the same things when to me all my novels are very different from one another. I always hope with every novel that people will finally start addressing the variety in my work and what that means rather than just run my work down as an obsessive coverage of sex, violence, drugs, teens, etc. Anyway, blah blah, yeah, originality is very much a conscious and determined goal of mine. Thanks for asking me that, Marc. Does that issue of newness and finding originality play into your conscious thinking about your work? ** Thomas Moronic, Yeah, yeah, totally about the architecture of/in R-G's work. I mean, this big 'Last Spring' maze piece we'll be working on for the next year or so is very influenced by the architecture of and in R-G's work. It's one of the reasons why I did the post because I've been getting back into R-G's work heavily in regards to our piece. ** JoeM, Hey. Oh, yes, based on the pix, I know who and what Neds are now. They're who bashed me in London that times years ago. They had them in Oslo too, although they weren't as, I don't know, borderline violent seeming. They don't have those kinds of guy in Paris, which is kind of weird actually. ** Misanthrope, Thank for the safe trip wishing. It worked, apparently. My biggest fear at the moment is that one of the billions of seagulls flying around here will shit on me. ** Little foal, Oh, your appointment is today! Be calm, stay strong, it'll be fine, and lots of love to you, and let me know. ** Steevee, I was reading about of Cult of Youth in Mojo yesterday. Yeah, sounds curious. I'll stream some to start. ** 'Matt', Hey. Oh, hm, I'll ask Gisele about the R-G box set. I thought that had already been released a while ago, but maybe not. Yeah, I liked the ocean video a bunch, obviously. That 'Horror, or her Mirror' piece sounds quite interesting too. I'll check the link when I get back from work today. That Taymor quote, ha ha. I don't like her stuff at all. Oh, I love Brakhage, of course. Fantastic gift, man! I can share it, right? Everyone, artist and d.l. 'Matt' offers a really great gift to all blog readers who might be interested. In his words, ' I have a gift for you/the blog as a whole: I don't know how you feel about Stan Brakhage, but here's a scan I made of his 'Metaphors on Vision' after being frustrated by $150 price tags and the fact a lot of the material was not printed anywhere else. Got it from interlibrary loan. Enjoy!' Very cool. Oh, coincidentally, I was talking with Gisele last night about you and your interest/offer, etc., and she's interested and sorry she hasn't gotten back to you -- she's as slow with email as I am, which is pretty fucking slow. She said she isn't quite clear on what you're interested in doing with her and within the work precisely. Maybe you could drop her an email and explain that a bit more? Anyway, some progress at least. ** Andrew, The maze ... oh, our maze piece? It comes out of haunted houses, video game structures and player experience, out of Robbe-Grillet and 'Last Year at Marienbad' in particular, and a few other things. ** Inthemostpeculiarway, Hey. Your friend's mosvie list thing was interesting and fun. Of course now I'm trying imagine what's on the list. I don't know Paul Tremblay, but Mary Gaitskill is great. Such a good sentence writer. There's something about '127 Hours' that makes me completely uninterested in seeing it except maybe on a plane due to lack of other choices. Napping on the floor makes sense to me. I think I've mentioned that my LA bed is a futon on the floor, which is kind of like sleeping on the floor with an inch of protection. I think you did the right thing with that guy at your door. Don't feel guilty. The slam was good for him. My days, kind of quickly because I'm running late now: On Tuesday, I mostly got ready for the trip, just running errands and charging my electronic stuff and blah blah. My editor at HP sent me a pdf showing 'The Marbled Swarm's' interior and page design, and it looks great, and they're doing old fashioned faux-end papers, which suits the novel, I think. There was a cool frontispiece too, but it had naked boys in it, and it later got nixed by the marketing department, so I think they're trying to do a new, non-nude one. I had coffee with Oscar and Kiddiepunk at Chez Prune, and that was nice, and it was really nice and not cold out. And I don't remember what else. Yesterday, I finished packing and caught the train to Brest. It was okayish. I had a window seat, and there was an old man sitting next to me who slept the whole time, so I didn't get to rush out and smoke at every stop, which was a drag. I read magazines as best I could given my cigarette withdrawals and antsiness. When I got here, I walked to the hotel. It's fine, no big deal, the internet is good, and the TV is okay. Then I walked to the theater, which is about a half-hour strenuous walk uphill the whole way, but I guess that's good for me. Right now, our work is drawing about 700 tiny, crazy maps on the walls of the set, and we have 7 students helping us, and it's kind of tedious work, but it's sort of fun because we have to do it via this system of rolling three pairs of dice that determine which map goes where and what color of pencil we're supposed to use. I think today will be a lot more of that. So, I did that for a few hours, and I realized that I'm a very bad drawer of things, and then Gisele and the crew and I had a cafeteria-style dinner at Le Quartz theater, which is where the festival (Anticodes) that our piece is part of is mostly centered. It wasn't a great way to eat for a vegetarian. I ate a lot of bread. Then I came back here, and it was late, and I crashed. Okay, I'll tell you what happens today, and please do the same. ** Kiddiepunk, Speak of the devil. You guys move today, that's right. I hope it's fun or at least the unpacking and rearranging is. I can't wait to see your new digs! ** Schlix, Hey, Uli. Oh, ha ha, thanks for telling me about those reviews. I'll tell Gisele about them today. I don't mind the negative one. It does sound weird and stupid, and it sounds like the guy had a pre-set grudge against my work, which probably didn't help. Negative reviews can be fun when they're really negative. Yeah, thank you for that, pal. ** Alan, Hey! Awesome that you like 'The Voyeur' so much. That's interesting. Yeah, I can see that. Me too, obviously. Fine day to you, sir. ** Okay, sorry for rushing there towards the end. I took longer than I was supposed to, and now I have to zoom and get out of this hotel room and be a good worker. I hope you like the 'Fiction Games' post. Take care. See you tomorrow.
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