| Reprinted from GAMES Magazine (1350 Avenue of the Americas, New York, | |
| NY 10019) of August/September 1987. Copyright (c) 1987 | |
| THEY TAKE THE HIGH-TECH ROAD TO ADVENTURE | |
| With Infocom's interactive fiction, you don't just read about a search | |
| for buried treasure -- you take part in one. Take a peek inside one | |
| software company that produces some of today's most innovative | |
| computer adventure games. | |
| by Burt Hochberg | |
| "YOU ARE STANDING AT THE END OF A ROAD BEFORE A SMALL BRICK BUILDING." | |
| That simple sentence, though lacking the momentousness of, say, "In | |
| the beginning God created the heaven and the earth," proved to have | |
| its own modest impact. It is the opening sentence of Adventure, the | |
| original computer adventure game. Adventure begat Zork I, which begat | |
| Zork II, which begat Zork III, which begat Enchanter, Sorcerer, and | |
| Spellbreaker. Those games (not counting Adventure), and the 20 or so | |
| others that the collective genius known as Infocom has since begotten, | |
| have spawned a multi-million-dollar industry: all-text computer | |
| adventure games, or, to use the term Infocom prefers, interactive | |
| fiction. | |
| An interactive fiction game is a story that requires the hero to | |
| find treasures, solve a crime, outsmart an evil sorcerer, or | |
| accomplish some other more or less heroic feat by solving a chain of | |
| interlocking puzzles. A puzzle can be as simple as opening a door or | |
| as perplexing as figuring out what to do when you meet yourself coming | |
| through a warp in time. The player, who is in fact the hero of the | |
| story, interacts with the game by telling the computer, via the | |
| keyboard, what he wants to do (for instance, GO WEST, KNOCK ON THE | |
| DOOR). The computer, in turn, provides clues in the course of telling | |
| the player what he "sees" and "hears" (see box, page 17). | |
| Although fantasy is a common genre (the Zork and Enchanter | |
| trilogies, for example), interactive fiction comes in many flavors -- | |
| treasure hunts (Infidel), mysteries (Suspect), science fiction | |
| (Planetfall), comedy (Leather Goddesses of Phobos) -- and can even | |
| treat such serious themes as nuclear war (Trinity) and totalitarianism | |
| (A Mind Forever Voyaging). | |
| Adventure, the grandaddy of computer adventure games, was | |
| programmed by Willie Crowther and Don Woods in the mid-1970s. The only | |
| people who could play the game then (it is now available for home | |
| computers on the disk Golden Oldies, Volume One, from Country | |
| Software) were computer researchers with access to Arpanet, a | |
| communications network for mainframe computers installed at major | |
| research institutions. One of those institutions was the Artificial | |
| Intelligence Lab at MIT. | |
| "When Adventure arrived at MIT," wrote Infocom game designer Tim | |
| Anderson in an article on the history of Zork, "the reaction was | |
| typical: after everybody spent a lot of time doing nothing but solving | |
| the game (it's estimated that Adventure set the entire computer | |
| industry back two weeks), the true lunatics began to think about how | |
| they could do it better." | |
| Among the "true lunatics" at MIT were Anderson, Bruce Daniels, Marc | |
| Blank, Dave Lebling, and Joel Berez. By day they sat hunched over | |
| computer terminals creating programming tools for the government; by | |
| night they sat hunched over computer terminals creating a world. | |
| "Zork was done as a midnight programming project, as a reaction to | |
| Adventure," says Berez, the first and only president of Infocom, a | |
| quietly authoritative man of 32 who hardly looks old enough to shave, | |
| let alone run a thriving high-tech corporation. "Adventure was lots of | |
| fun, but with our advanced technology and the literary skills of some | |
| of the people involved, we thought we could do a better job." | |
| "Zork," a nonsense word popular among MIT hackers in those days, | |
| was often used as a working title for programs that were in | |
| development, and it was used for the game that would make computing | |
| history. In 1979, Berez, Anderson, Lebling, Blank, Chris Reeve, Stu | |
| Galley and a few of their MIT cohorts decided to form a company, | |
| mainly to insure that there would be life after MIT. They agreed that | |
| the company's name would be Infocom, Inc., that its address would be | |
| Cambridge, Massachusetts, and that they didn't know what to do next. | |
| "We fooled around for a while, thinking of various ideas," says | |
| Lebling, the co-author (with Marc Blank) of the mainframe Zork, the | |
| Zork trilogy, and Enchanter, and the author of Starcross, Suspect, | |
| Spellbreaker, and The Lurking Horror. Lebling had been a political | |
| science major at MIT before he found his true calling at the | |
| Artificial Intelligence Lab. "Then Marc and Joel brought up the | |
| subject of Zork. 'This silly thing may have commercial potential,' | |
| they said. 'We'll never get something exactly like it on a | |
| microcomputer, but we can certainly get a piece of it.' So we sat down | |
| and chopped it into chunks." | |
| The final version of the mainframe Zork was twice the size of | |
| Adventure, and with new material added during the conversion, it | |
| proved to have more than enough chunks for three games: Zorks I, II, | |
| and III. | |
| Now that the company had a product, the next problems were | |
| manufacturing and marketing it. With no factory, no business | |
| experience (Berez was then attending business school), and only enough | |
| money to buy lunch for a week, the young executives decided to offer | |
| their game to software publishers. Personal Software, Inc. took it on | |
| in June 1980, began selling a TRS-80 version in December, and in nine | |
| months had sold a grand total of 1,500 copies -- not a number to make | |
| an entrepreneur drool, but it was a start. An Apple version, released | |
| in early 1981, did better: Greeted by enthusiastic reviews, it sold | |
| more than 6,000 copies in eight months. | |
| Thus encouraged, in June 1981 Infocom licensed its second product, | |
| Zork II, to Personal Software. But it soon became clear that Infocom | |
| and Personal Software were not a happy couple. | |
| So Berez, et al. decided to go it alone. With the royalties they | |
| had earned on Zork I, plus an appallingly large part of their life | |
| savings and a bank loan, they moved into a larger office, bought | |
| equipment, and hired a staff. Infocom was on its way. | |
| Considering the severe restrictions Infocom placed on its product | |
| -- not just software but games, not just games but adventure games, | |
| not just adventure games but text-only adventure games -- the | |
| company's success has been remarkable. While makers of adventure games | |
| that use graphics have come and gone, Infocom remains near the top of | |
| the heap. As it turns out, their opting for all-text games has proven | |
| to be anything but a liability: Since no memory is wasted on pictures, | |
| Infocom's games can achieve a greater complexity, which seems to | |
| translate into greater sales. To date, Zork I has sold half a million | |
| copies, all three Zorks nearly one million; the Hitchhiker's Guide to | |
| the Galaxy has sold 250,000 copies since its release in the fall of | |
| 1985; and 50,000 copies of Leather Goddesses of Phobos were sold in | |
| its first 10 weeks. Last year the company grossed a cool $10 million, | |
| and that is a number to make an entrepreneur drool. | |
| What is it about Infocom games that makes so many people so eager | |
| to part with $40 or $50 to get one? "We have an endless debate about | |
| what people enjoy in our games," says Berez. "But after doing two | |
| dozen or so of them, we've learned a lot about what makes this | |
| particular form of entertainment appealing." | |
| First, there are the intriguing stories, strong plots, believable | |
| situations, and colorful locations that get the player involved and | |
| make him eager to find out what happens next. | |
| Then there's the evocative writing, which is particularly important | |
| in the absence of pictures. "Without pictures," says Berez, "all | |
| that's left is your imagination." | |
| Also important is the innovative packaging, designed by Carl | |
| Genatossio and his Creative Services department. Each game comes with | |
| an instruction manual (written by Elizabeth Langosy), a magazine or | |
| comic book (or, in the case of a mystery game, an evidence dossier) | |
| containing various direct or oblique hints, and a useful gadget (a | |
| decoder, a scratch 'n' sniff card, a balloon). Says Genatossio, "Since | |
| we don't have graphics in our games, we put the graphics in the | |
| package." | |
| Finally there are the puzzles. | |
| Here's Steve Meretzky, a 30-year-old MIT graduate and former | |
| construction project manager who came to Infocom as a part-time tester | |
| and went on to create Planetfall, Sorcerer, Hitchhiker (with Douglas | |
| Adams), and others: "At any given point there should be lots of | |
| puzzles confronting you, and you shouldn't necessarily know which ones | |
| can be solved at that point. If at any moment there were only one | |
| puzzle to work on, the story line would be much more linear and you | |
| would lose one of the main aspects of interactive fiction." | |
| What makes for a good puzzle? Though Meretzky has no definitive | |
| answer, he does say a puzzle "should be logical, according to the | |
| logic of the game's universe. In a fantasy game, a puzzle can rely on | |
| magic, but the magic must be consistent throughout the game. A puzzle | |
| should be original in some way, not just a rehash of an earlier puzzle | |
| with different objects." | |
| Meretzky knows whereof he speaks. He's the creator of one of the | |
| most elegant puzzles in the entire Infocom oeuvre: the time-travel | |
| paradox in Sorceror. The paradox results from meeting yourself when | |
| you are older -- which means, of course, that when you are older, you | |
| meet yourself when you are younger. So that this can occur, the | |
| younger you receives from the older you a combination to a lock. The | |
| combination enables you to progress long enough to become the older | |
| you, at which time you must realize that it is essential to give the | |
| combination to the younger you. Otherwise you'll both cease to exist. | |
| Got it? Well, you have to be there. | |
| Fairness, or the lack of it, is another quality Infocom checks for | |
| in its puzzles. "That's one of the things our testers look for," says | |
| Lebling. "Is the writer pulling a rabbit out of a hat or do you see | |
| the fuzzy ears first?" | |
| One earless rabbit turned up during the testing of Hollywood | |
| Hijinx, a tricky treasure hunt in the Malibu mansion of Buddy Burbank, | |
| king of the B-movies. The game begins in front of the mansion, where | |
| you see a statue. Before being able to solve a puzzle, you must | |
| recognize that the statue can be moved. When the testers complained | |
| that forcing players to discover this fact on their own was asking too | |
| much, the program was modified. Now, if you move to another location | |
| and then return to the statue, the computer tells you that its | |
| position has changed (you'll have to figure out for yourself why | |
| that's important). | |
| But an Infocom game is much more than just a well-written story | |
| with puzzles -- it is also a computer program, and the programming is | |
| inseparably intertwined with the writing. | |
| The writers work directly on computer terminals, inputting a | |
| combination of computer code (the program itself) and English text | |
| (what the player sees on the screen). "Sometimes you have only a | |
| sketchy outline and are just beginning to coalesce the geography [of | |
| the world the player moves in]," says Meretzky. "Sometimes the | |
| geography coalesces around the puzzles. Sometimes it's both together." | |
| Sometimes there's no coalescing at all. Getting stuck is a writer's | |
| occupational hazard, and Infocom writers suffer just like all other | |
| writers. Recognizing their creative agonies, Infocom has seen to it | |
| that they don't suffer alone. Each Tuesday all the writers gather for | |
| lunch in the conference room and spend two or three hours suffering | |
| together. Here they bounce ideas (also paper cups, scrunched-up lunch | |
| wrappers, and pencils) off one another, fly paper airplanes, and | |
| discuss what Lebling describes as "general garbage like Toobees and | |
| Shirley MacLaine's reincarnation theories, rumors, puzzles, the best | |
| way to do something in a story, and progress reports." | |
| A game of interactive fiction is an intricate mechanism. Gremlins | |
| lurk everywhere, and they have a disconcerting way of popping up when | |
| least expected. | |
| "It's very rare these days for a customer to find a serious bug," | |
| says Meretzky, himself a former tester. "But in the early days, when | |
| we had only one or two testers, it wasn't too uncommon for a game to | |
| go out with three or four crashes in it." | |
| The worst example of a crash, in his view, was in the first | |
| released version of Zork III. Near the end of the game you must leave | |
| an object in front of a beam of light to open a door. Soon you meet | |
| the Dungeon Master outside a prison cell. You go south to enter the | |
| cell, the DM pushes a few buttons, the cell (with you in it) is | |
| teleported to the Zork treasure room, you exit north from the cell, | |
| claim the treasure, and win the game. But if you had your sword with | |
| you when the cell teleported, the game "crashed" (computer jargon for | |
| "stopped abruptly for no damn reason"). | |
| The problem was traced to the program that relates to the sword. As | |
| every Zork player knows, the sword glows blue when danger is near. The | |
| program accomplishes this by having the sword "look" behind each exit | |
| in turn. If it sees trouble, it glows. When the cell teleported, the | |
| sword tried to check all the exits and found two in the same direction | |
| -- the original one leading north to the room with the DM (even though | |
| that room was no longer there, the exit was still part of the cell), | |
| and the new one leading north to the treasure. The program became | |
| hopelessly confused and went into an infinite loop, crashing the game. | |
| As a result of that crash (and others), Infocom developed an | |
| exhaustive, three-phase testing process that takes four to five months | |
| and involves, at different times, 35 to 40 people. | |
| First comes "pre-alpha" testing. When a writer has completed the | |
| skeleton of a game, it's informally checked to see that it has no | |
| obvious defects and that the main line of the plot can be followed to | |
| the end. If it passes, it's ready for "alpha." | |
| A typical game goes into alpha having "on the order of 4,000 bugs," | |
| says tester Max Buxton. "Maybe 50 percent are spelling and punctuation | |
| errors, extra spaces, missing blank lines, and so on. Maybe one | |
| percent are crashes." | |
| This certainly keeps Infocom's five full-time testers on their toes | |
| during the two to three months it takes them, working separately, to | |
| test a game. Tester Gary Brennan, 30, a former graduate student in | |
| biochemistry at Harvard, delights in using his science background to | |
| catch the writers in scientific flagrante delicto. "I try to make sure | |
| that the sun is in the right position," he says, "or if you're in | |
| outer space, that the sun and moon are where they're supposed to be -- | |
| stuff like that." | |
| In Infidel, for example, the player finds a wooden beam that he | |
| must take with him to solve a puzzle later on. "The beam is described | |
| as being a certain length and width," Brennan says, "and I calculated | |
| that it would have to weigh 500 pounds." | |
| Alpha testers especially like what they call container bugs, the | |
| first major example of which they found in Hitchhiker. Based on a | |
| best-selling book, this wacky science-fiction comedy seems bent on | |
| proving that anything is possible, even if it isn't. In the game, | |
| reports 26 year-old Liz Cyr-Jones, who was an English and sociology | |
| major in college and now is head of product testing, "there's a thing | |
| your aunt gave you -- very small, but it can hold huge quantities. The | |
| bug was, you could put the thing in the pocket of your robe, but if | |
| you then took off your robe with the thing still in it and then put | |
| the robe in the thing, you found you didn't have the thing anymore." | |
| When the alpha testers have had their fun, the game goes back to | |
| the writer for revisions. Then comes "beta," the month-long second | |
| test phase, when for the first time people from outside the company | |
| play the game. This is a constantly changing group of about 15 happily | |
| unpaid Infocom fanatics who get free copies of the games and test them | |
| for old and new bugs. | |
| The third and final phase is "gamma" testing, which essentially | |
| duplicates beta with a new group of about 15 eager volunteers. | |
| Finally, when all the tests are done, the game is sent out for | |
| duplicating and shipping to dealers. Even then, bugs are occasionally | |
| discovered by the public, necessitating a new, corrected edition of | |
| the game. "At least 20 versions of Zork have been shipped by now," | |
| says Meretzky. | |
| Infocom has come a long way since its founders first encountered | |
| that small brick building in Adventure. But along the way the company | |
| has had its disappointments, especially Fooblitsky, its first (and | |
| thus far only) game with graphics, and Cornerstone, its first (and | |
| probably last) business product. | |
| Fooblitzky, a multiplayer strategy board game that consists | |
| entirely of graphics, was a very good, very amusing game, but it | |
| didn't sell. Perhaps the major problem was that Infocom fans | |
| apparently prefer solitaire games. | |
| On the other hand, Cornerstone, a database manager software program | |
| intended for large corporations, suffered, says Meretzky, because | |
| "it's outside the mainstream of Infocom's focus, which is home | |
| software." | |
| Cornerstone cost so much time and money to develop that Infocom | |
| found itself short of operating capital. "It was while we were looking | |
| for additional funding," says Berez, "that the idea came up of merging | |
| with Activision." The marriage was consummated in June 1986. Since | |
| Activision intends to retain its hard-won position as a leading | |
| publisher of entertainment software, Berez predicts that Infocom will | |
| stay closer to home in the future. | |
| "Our diversion into business software took our focus off the | |
| entertainment line," he says. "Since we've decided that's really where | |
| our future is, we can start moving in a lot of new directions in | |
| entertainment software. I think you'll see much more diversity in | |
| interactive fiction over the next few years." For Infocom, and its | |
| games, the adventure continues. | |
| --- | |
| Contributing Editor Burt Hochberg's favorite Infocom game is whichever | |
| one he happens to be playing at the moment. | |
| CAPTIONS: | |
| Text appeal: Eye-catching packaging plays a key part in the | |
| great popularity of the 27 games Infocom has produced so far. | |
| Holding the enviable job of game tester is a crew hungry to catch | |
| bugs (from left to right): Max Buxton, Tom Veldran, Liz Cyr-Jones, | |
| Martin Price, Andrew Briggs, Gary Brennan, and Matt Hillman. | |
| Steve Meretzky's own quest has taken him from constructing | |
| buildings to constructing puzzles. | |
| After a tough day on the terminal plotting adventure stories, the | |
| writers relax by racing crabs: (from left to right) Stu Galley, Dave | |
| Lebling, Brian Moriarty, Amy Briggs, Dave Anderson, and Jeff O'Neill. | |
| Infocom founder and president Joel Berez has turned interactive | |
| fiction into a profitable reality. | |
| --- | |
| Box, page 17: | |
| Whipping the Leather Goddesses | |
| One of Infocom's most successful recent games is Steve Meretzky's | |
| Leather Goddesses of Phobos (reviewed in GAMES, January 1987), a spoof | |
| of 1930s-style pulp science fiction. What follows is an excerpt that | |
| displays Infocom's characteristically irreverent wit and clever, | |
| demanding puzzles. So as not to spoil the fun for any purchaser of the | |
| game, the solution to the puzzle isn't in the Answer section; however, | |
| the excerpt includes everything you need to know to solve it. The | |
| player's typed commands are preceded by an arrow and are printed in | |
| capital letters, and the computer's response follows each | |
| command. -- B. H. | |
| _You have been captured by the Leather Goddesses of Phobos, who want | |
| to enslave all Earthmen. You manage to escape and now find yourself on | |
| Mars standing before a castle, at the start of a quest for certain | |
| items that will enable you to defeat the Leather Goddesses._ | |
| This ancient castle now lies in ruins. (It's no wonder this section of | |
| Mars is considered the Ruined Castle Capital of the Solar System.) All | |
| that remains of its once-proud ramparts are dust and rubble, and an | |
| occasional stone block. A path leads away from the ruin to the west. | |
| To the east: unchartable desert. Sitting on one of the stone blocks | |
| is a large green frog. Something about it catches your eye. | |
| > EXAMINE FROG | |
| You realize what aroused your attention: the tiny gold crown on the | |
| frog's head. The frog is otherwise totally ordinary. Ordinary for a | |
| frog, that is. By any other measure it is a repulsive creature, with | |
| swollen eyes, oozing warts, slimy skin, and a grating croak. | |
| > TALK TO FROG | |
| "Ribit." | |
| > TAKE CROWN | |
| It would take considerably more royal blood than you've got to wear | |
| this royal crown. | |
| > TAKE FROG | |
| Think again, humanoid. | |
| [Suddenly you have a brainstorm . . .] | |
| > KISS FROG | |
| You lean forward, but just as you are about to kiss the frog the sight | |
| of its green warts and slimy skin make it impossible to continue. | |
| > CLOSE EYES | |
| Your eyes are now closed. | |
| > KISS FROG | |
| You lean forward with your eyes closed, but just as you are about to | |
| kiss the frog the stench of old pond scum overwhelms you, and you | |
| lurch back, retching. | |
| > HOLD NOSE | |
| You can't do that with your hands full! | |
| > DROP ALL | |
| clothes pin: Dropped. | |
| stick of lip balm: Dropped. | |
| wicker basket: Dropped. | |
| flashlight: Dropped. | |
| tray: Dropped. | |
| > HOLD NOSE | |
| Okay, you're now covering your nose with your hands. | |
| > KISS FROG | |
| You lean forward with your eyes closed and your nose shut, but just as | |
| you are about to kiss the frog the creature lets loose a loud, | |
| croaking "ribit." You admit that you are incapable of kissing under | |
| such circumstances. | |
| > TAKE CLOTHES PIN | |
| You'll have to open your eyes first. | |
| > OPEN EYES | |
| You can once again sense with your eyes. | |
| > TAKE CLOTHES PIN | |
| You can't pick up anything while using your hands to cover your nose. | |
| > LET GO OF NOSE | |
| You can once again sense with your nose. | |
| > TAKE CLOTHES PIN | |
| Taken. | |
| > PUT CLOTHES PIN ON NOSE | |
| You pin your proboscis. | |
| > CLOSE EYES | |
| Your eyes are now closed. | |
| > PUT HAND OVER EARS | |
| Many sounds seem muffled now that you're covering your ears with your | |
| hands. | |
| > KISS FROG | |
| You lean forward with your eyes closed, your nose shut, and your ears | |
| covered, but just as you are about to kiss the frog the thought of | |
| slimy frog lips pressing against your own makes you shudder away. . . | |
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