| (c) The Washington Post | |
| STYLE | |
| Thursday, December 22, 1983 | |
| The Arts/Television/Classified C 1 | |
| *Through the Zorking Glass* | |
| Home Computer Games to Plot Your Own Adventure | |
| By Curt Suplee | |
| CAMBRIDGE, Mass. -- You are stooped in a fetid, gore-slathered grotto | |
| far underground. Through the murk a troll appears and leaps to split | |
| your gizzard with an axe. You're holding the jeweled egg, the elfin | |
| sword, the brass lantern and a brown sack smelling of hot peppers. The | |
| axe descends. Half a hundred options seethe in your skull. Clamped in | |
| panic, you stare at the keyboard. And on a sudden desperate whim, | |
| type: *Throw the sack at the troll.* | |
| Your disk drive snickers, the video screen pulses and flares: | |
| *The troll, who is remarkably coordinated, catches the brown sack and | |
| not having the most discriminating taste, gleefully eats it. The flat | |
| of the troll's axe hits you on the head ... I'm afraid you are dead.* | |
| Rats. | |
| If it's 2 in the morning, this must be Zork. Not even Ted Koppel can | |
| keep the nation up so late -- or so long, with an average play-time of | |
| 30 hours. Yet the plot-it-yourself all-prose adventure is America's | |
| best-selling personal-computer game and the simplest of 10 | |
| cranium-spraining odysseys from the house of Infocom. Its programs now | |
| hold seven of the top 20 game slots on the jealously watched Softsel | |
| Hot List -- and all without a single picture. | |
| Instead, they have tapped the most powerful image-generator known: the | |
| human mind. "One of our groups is working with graphics products," | |
| says Infocom president Joel Berez, 29. "But we're going to stick with | |
| text. Your imagination is much richer than the rather crude graphics | |
| available on microcomputers." | |
| Sounds simple as failing off a floppy. But to harness that capacity, a | |
| team of software shamans has had to travel to the outmost eerie | |
| perimeters of artificial-intelligence research. And to evolve a new | |
| hybrid genus: the writer-programmer whose cosmos is both in and out of | |
| his control. Game author Dave Lebling puts it this way: "Shakespeare | |
| did not have to worry about what happens if Hamlet decides to kill | |
| Claudius in Act I." | |
| The Birth of a Notion | |
| You are standing in the bland-hued hallway of Infocom. To the west is | |
| a wooden door, ajar. Behind it, Berez and production manager Michael | |
| Dornbrook, 31, are plotting expansion. To the north is a rack of | |
| computer magazines, edges thumbed to fluff. To the south, an open | |
| corridor leads out of this warren of tech-biz office suites and into | |
| the placid shoppe-scape of Cambridge. To the east is a closed door. | |
| Behind it the game writers are holding their weekly conclave. At | |
| intervals, a blast of hilarity rattles the jamb: deep rasping sobs of | |
| laughter, a tremulo of giggles, a tweetering scree like a jungle bird. | |
| Then the sound of chalk on a blackboard. | |
| *Walk west and enter the office.* | |
| "It all began," Berez is saying, in the mid-'70s at MIT's Laboratory | |
| for Computer Science, where a dozen researchers -- among them Berez, | |
| Marc Blank and Dave Lebling -- were developing programming tools for | |
| interactive artificial-intelligence problems. "You have to understand | |
| that we always had a competitive feeling that our people could do many | |
| things better than anybody else." (American programming primacy is | |
| split like the medieval papacy between Cambridge and the West Coast. | |
| At present, the top doggies in business software [Lotus] and education | |
| [Spinnaker] are also in Cambridge.) So when a strange new | |
| dungeons-and-dangers game called Adventure -- now $24.95 from Norell | |
| Data Systems in Los Angeles -- popped up on the mainframe one day, the | |
| boys were cranked. | |
| Especially Blank, now 29, a high-strung polymath and Infocom's vice | |
| president for product development. He was designing and developing | |
| MDL (known as Muddle), a high-level language for computers, while | |
| commuting to MIT from Albert Einstein Medical School in New York. | |
| Blank and Lebling (now 34 and still affiliated with MIT) began writing | |
| their own game, replacing the two-word commands ("take sword") with | |
| more complex syntax. By 1978, cybernauts all over the country were | |
| playing the game, which was kept under the heading Zork -- "one of | |
| Marc's nonsense words," says Dornbrook. | |
| But by 1979, the MIT bunch was breaking up; so Berez and Blank -- who | |
| had just finished his MD -- decided to start a company, sell the game | |
| and keep the gang together. Testers were recruited (MIT-vets | |
| Dornbrook, his then-roommate Steve Meretzky and Stuart Galley -- the | |
| latter two now game authors) and Zork was licensed to a rookie outfit | |
| called Personal Software for marketing. There it might have remained | |
| had Personal Software not invented a financial program called VisiCalc | |
| -- which flared into acclaim and helped detonate the personal-computer | |
| boom. The company became VisiCorp, now an industry giant, and dumped | |
| Zork as unbecoming to their new image. Infocom swallowed hard and in | |
| 1981 went it alone. The rest is very lucrative history. And very hard | |
| work. | |
| Miming the Mind | |
| Artificial intelligence programming seeks to synthesize the process of | |
| human decision-making. The most primitive form is either/or branching: | |
| In interactive arcade games, you either hit the alien ship or don't; | |
| in simple medical diagnostic programs, you show a fever or not. | |
| Infocom, however, offers not only 10 directions of travel and a wide | |
| range of actions (read, wave, burn, drop, give to, climb up, look | |
| under, etc.) but the power to act irrationally -- e.g., lobbing the | |
| chow sack at the troll. "We're testing one new game now," says | |
| Dornbrook, "in which the player is able to turn himself into a bat. | |
| But he's also capable of traveling under water. So naturally, | |
| somebody turned himself into a bat under water. We're trying to decide | |
| what to do." | |
| All of which would be impossible, Blank says, without two tools. (A | |
| favored programmer's word -- as if it were palpable as mallets and | |
| awls.) The first is Infocom's proprietary programming language, ZIL | |
| (Zork Interactive Language). In so-called "rule-" or "frame-based" | |
| systems -- like the medical example above -- the facts fed in by the | |
| operator proceed through a sequential, hierarchical route called | |
| "chaining" to reach a conclusion. | |
| An alternative method is list processing (hence LISP). The Info-folks | |
| intimate that ZIL is of this latter type and akin to Muddle; beyond | |
| that, they are mum. Such systems do not require a fixed sequence of | |
| stages. Whereas the basic unit of rule-based programs is a word or | |
| number (female, blood pressure 120/80) LISP-like systems employ | |
| symbols for clusters of characteristics or definitions of states | |
| (i.e., all the activities associated with the verb "burn"). When new | |
| data arrive (the player encounters a rock and types *Burn the rock*), | |
| the program examines the associations between "rock" and "burn" -- and | |
| finding no match, generates an appropriate response: "You're nuts." | |
| Of course, the lists themselves may contain lists; and many routines | |
| are "recursive" -- that is, start themselves automatically. Picture a | |
| possible universe of 255 objects (each with its string of | |
| characteristics) and a vocabulary of 600 words (each of which has | |
| various possible associations with the objects), and you begin to see | |
| the scope of the problem. | |
| Not to mention the "parser," which allows the program to understand | |
| whole sentences like "Pick up the troll-wand and the rubber gerbil and | |
| give them to the Bog Monster. Then follow the magic chicken." Or | |
| permits game-players to address characters individually -- "Monica, | |
| tell me about the muddy footprints." The very mention of this arcane | |
| appliance, now in its fifth rewrite, provokes a horrified awe even in | |
| writer-programmer Michael Berlyn: "It's clearly the most complicated, | |
| convoluted, disgusting piece of code that's ever been written. And | |
| modifying it means handling it like a bomb -- but with a sledgehammer | |
| at the same time." | |
| Forget about popping it in your Atari. The games are developed and | |
| "debugged" on Infocom's almighty mainframe DEC-20, the biggest | |
| byte-bender in Digital Equipment's fleet, compared to which your IBM | |
| PC is dumb as a toaster. The program is compiled -- translated into | |
| chip-legible binary code -- and then adapted to 15 different computers | |
| by adding a "kernel" allowing each machine to interpret the code. | |
| The Write Stuff | |
| All of which somewhat narrows the range of potential authors. "I can't | |
| tell you how lucky we've been that we have good writers who are also | |
| programmers," says Berlyn, 34 (Suspended, Infidel, Enchanter), the | |
| group's gregarious de facto spokesman. You can see it in the hybrids | |
| spread around this conference table: The rumpled, linty look and | |
| blinky, oblivious aura of the cyborg; but a brightness of eye evincing | |
| acquaintance with reality. Especially in Berlyn, a sci-fi novelist | |
| ("Crystal Phoenix," "The Integrated Man"), former head of a software | |
| house in Colorado and the only non-MIT alumnus, who fled East out of | |
| raw zeal for Zork. "I sat down at an Apple years ago, played it, and | |
| said *'Next'!* I was hooked, I needed more -- and there weren't any!" | |
| A typical syndrome, it seems, as each springs to tell the others' | |
| stories. "What you're seeing in action," says Berlyn, "is the way we | |
| work as a team." Lebling, 34 (Starcross, Zork I & II), is a programmer | |
| and "frustrated writer" with a background in political science. | |
| Galley, 39 (The Witness), studied physics and worked on his college | |
| newspaper before MIT and Infocom; Meretzky, the youngest at 26 | |
| (Planetfall), took architecture and engineering before embarking on | |
| film scripts and technical writing. If the games share a propensity to | |
| sardonic wit and stylistic burlesque, well, says Berlyn, "a lot of it | |
| is because the people originally involved weren't computer nerds." | |
| In fact Meretzky "hated computers," Dornbrook says, "and was | |
| constantly complaining about this Apple I had on the table" to test | |
| the early Zork. "I was appalled," says Meretzky. "Most of the people I | |
| knew who used computers were totally boring and never talked about | |
| anything else." The image was reinforced, Lebling recalls, when the | |
| original Zorksters would convene at a Chinese restaurant to talk tech. | |
| ("For some reason," he says, "all computer programmers love Chinese | |
| food." "I've got a theory," Galley injects: "It's because Chinese | |
| dinners are modular." A round of knowing laughter.) Anyway, "we | |
| thought, wouldn't it be great if poor Steve had to sit through this." | |
| He did -- and much more. "Pretty soon," says Dornbrook, "I'd come home | |
| and notice that things were moving around on the table." Meretzky was | |
| a goner. "So when Mark did Deadline, and needed someone to test it, I | |
| did. Six months later I started writing." | |
| A single writer originates each project, but the process soon becomes | |
| collaborative, with solutions and scenarios proffered, swapped. or | |
| stolen. ("Occasionally," says Galley, "we hate each other.") But | |
| generally, says Berlyn, "the ambiance is like a dorm room where people | |
| will be wandering through the halls, coffee cup in hand, zombielike, | |
| and say, 'Do you mind if I sit and watch you work?' " So in the case | |
| of Suspended, "I did not in any way, shape or form write the whole | |
| thing," says Berlyn, although "whoever has the responsibility gets the | |
| credit." Once the writer gets his theme, goal and adversary approved, | |
| he begins with a blank screen, an uncreatured void with four compass | |
| directions. "You get to wander around in this pristine universe | |
| you've created," says Berlyn. Geography is added, then traps and | |
| hostile characters, the prose descriptions fattening with the | |
| complexity of the problem. | |
| Up to a point, it's routine back-plotting, says Berlyn. Infidel begins | |
| on the desert, in a tent with a locked chest, "so I can either give | |
| them a key or allow them to break the lock. So what do I give them to | |
| break it with?" But "at certain stages," Lebling says, "you are about | |
| as close to being a full-fledged programmer as anybody writing an | |
| accounts-payable package." With comparably maddening problems. | |
| To wit: Say a player is permitted to get a knife and a loaf of bread. | |
| "Suppose he cuts the bread in half, and then *that* piece in half, and | |
| then tosses one piece five feet away?" Not only will the program have | |
| to stop the player from slicing away indefinitely like Zeno's paradox, | |
| but the tossed piece suddenly becomes part of the interactive | |
| geography. Why would anybody start whacking at the loaf? "The point," | |
| says Berlyn, "is that someone will want to do it." (Hence deceased | |
| characters customarily disappear in a vaporous puff, lest their | |
| corpses become one more item to throw, take, etc.) | |
| Moreover, the games usually feature a berserk antagonist programmed to | |
| appear occasionally. In Zork II Lebling created the esteemed Wizard of | |
| Frobozz. "He's a little bit senile," says Lebling, "and he's forgotten | |
| all the spells he used to know except those thatstart with F." So he | |
| casts enchantments like "fumble" -- causing them to drop things -- or | |
| "fluoresce," which causes them to light up. Worse yet, certain events | |
| are programmed to occur at random. "In Zork II, I've got a topiary | |
| garden. Every so often out of the corner of your eye, you can see one | |
| of the animals move. One time out of 300, it will attack." | |
| Cerebral Limits | |
| The cerebral strain is such that "a lot of our humor and snide remarks | |
| are a frustrated response" to the imagined demands of players, says | |
| Berlyn. "It's like, 'Hey -- you're asking the impossible." And they | |
| do: In cascades of mail and as many as 400 phone calls a day for | |
| hints. "There's a lot they shelter us from," says Meretzky. Berlyn | |
| groans. "I get calls at home. This voice goes, *'Hellloooooo?'* and my | |
| wife says, 'This is *not* someone we know.' " Still, "there's this | |
| person grovelling on the other end, saying, 'Please, *please!* I need | |
| help. There are 18 of us...'" | |
| Do they worry about propagating that addiction? "Yeah," says Berlyn. | |
| "We're up all night biting our nails." Not even the chorus of carpers | |
| warning that America's nippers are turning into microchip golem? A | |
| pause, a whiff of burnt umbrage. "You mean," Berlyn shoots back, "that | |
| Johnny will never be able to read? Not in our games. You mean Johnny | |
| will never be able to think his way out of a paper bag?" He's got a | |
| point; and Infocom's got a trophy case of awards from parents' | |
| associations. Besides, the next generation of boggles is even more | |
| demanding. | |
| "The one I'm doing now," Meretzky says, "is a time-travel game where | |
| you meet yourself in the future and have to exchange objects. It's | |
| probably the most complicated problem we've ever worked on," | |
| especially since the quest runs through "a coal mine where there are | |
| 27 different things to worry about." He lets that sit for a second. | |
| "But nothing that's not in a day's work." | |
| Case in point: Suspended, so viciously complex it makes air-traffic | |
| control look like mah-jongg. In ZIL, says Berlyn, "there's a program | |
| that's running all the time that knows the state of the universe and | |
| all its variables and acts accordingly. In Suspended, I broke it." In | |
| the game, a player, immobilized in cryogenic suspension, must repair | |
| the damaged life-support systems of an artificial planet by directing | |
| six different robots -- each of which has unique capabilities and | |
| deficiencies. Each moves independently of the others (and of the | |
| player!), and one is used to query the planet-computer's main data | |
| base. All the while, the ecosphere erodes and the death toll rises. | |
| Infocom estimates a minimum of 30 hours to reach a conclusion. Berlyn | |
| -- who like the others enjoys playing the games as much as writing | |
| them -- didn't know the limits of Suspended until it had been tested. | |
| Even now, he gets "far from the best score." | |
| The Witness -- written in a Raymond Chandler lampoon style -- gives | |
| the player-detective 12 hours to solve a crime and the ability to | |
| interrogate characters, examine evidence, and to decide whether or not | |
| to answer a ringing telephone -- and if so, to choose what to say. It | |
| follows the super-seller, Deadline, as the second in Infocom's mystery | |
| series. A mere 30 different endings are possible, and a set of | |
| newspaper headlines at the end show you how close you were to the | |
| ideal solution. | |
| This fall the company stretched its sci-fi line with Planetfall, a | |
| comedy space adventure in which an enlisted man (armed only with a | |
| broom and a robot sidekick named Floyd) tackles the terrors of a | |
| strange planet. (The player must not only eat and sleep at prudent | |
| intervals, but interpret his own dreams.) And it started two new | |
| series: a fantasy line (Enchanter) in which a fledgling wizard must | |
| acquire a repertory of spells to subjugate an evil warlock; and a | |
| Tales of Advent ture line (Infidel) wherein the player-archeologist | |
| makes his way to the core of a lost sacred pyramid." | |
| Juggling the code in the monster mainframe, writers can complete a | |
| game in three months. (It would take three or four years, Blank says, | |
| to write one like Deadline in standard machine language -- "and then | |
| you'd only have it running on one computer.") But that's only the | |
| beginning. For the next two months the programs are given "to our | |
| employes, who are paid to really beat on 'em," says Dornbrook. Their | |
| error reports and suggestions are compiled in a "bug book" that can | |
| reach 1,200 pages. | |
| The games are fixed, embellished, then shipped out to a second tier of | |
| a dozen outside testers. When they reply, the program is re-edited | |
| again. "We've even had the ending of the game changed at this point," | |
| says Dornbrook. (One player objected that Infidel unfairly rewarded | |
| the arrogant ethnocentrism of the anthropologist. The staff concurred, | |
| and the game altered accordingly.) Still, "every game goes out buggy," | |
| says Blank, and is constantly being modified: Zork I is now at Version | |
| 75. | |
| "We're not standing still," Meretzky says. "We're pushing back the | |
| envelope." With games? A visitor, amused at this heroic allusion to | |
| "The Right Stuff," guffaws. Into silence. If the product is | |
| entertainment, the process is serious. And each is pushing his own | |
| way. Galley wants to see "more *human* interaction, a romance story | |
| maybe"; Blank a program so sophisticated that one could, say, dicker | |
| with a shopkeeper over the price of an item. Meretkzy likes temporal | |
| realism demanding "sleeping and eating and different things taking | |
| different lengths of time." And Berlyn prefers "six characters running | |
| at the same time." But in the end, it's the public whose wishes count. | |
| "Reviews mean infinitely more to us than to a novelist," says Berlyn. | |
| "In games, you don't know what people like until they *do* it." | |
| Hard-Sell Software | |
| It takes annual sales of approximately 20,000 copies to make a game a | |
| best-seller. Infocom's, most at $50 each, grossed nearly $6 million | |
| this year -- up 400 percent, Berez says, from 1982. No wonder | |
| Softline, the computer-game magazine, now carries a special "Zorktalk" | |
| column; or that Addison-Wesley has just signed to distribute the games | |
| to booksellers. And this spring Infocom will release a new line for | |
| ages 8 to 13. Lately, "we've made an attempt to separate the | |
| programming from the actual game writing," says Berez, "and our | |
| intention was to bring in big-name writers." So far they've secured a | |
| weathered yarnwright from the Tom Swift and Hardy Boys book series. | |
| And there'll be a game specifically for girls. | |
| That may seem odd, since the nation's 4 million personal computers (a | |
| $2.2 billion retail software market) are overwhelmingly run by males. | |
| But astronaut Sally Ride, who braved the yawning vacuums of space, | |
| says "Zork is going to drive me to my knees." And this month's Ms. | |
| magazine lauds Deadline for promoting "logic, deductive reasoning and | |
| other problem-solving skills." | |
| To some, the skills are the problem. A Texas mom whose 11-year-old | |
| twin sons got Deadline wrote Infocom in a lather of rage. "Now, after | |
| two weeks of new questions directed at me regarding mixing alcohol and | |
| drugs, murder and suicide," she wrote, "the real clincher came" when | |
| one of the boys came in and "said his brother just 'raped someone in | |
| the living room' while playing the game." What's a mother to do? She | |
| decided to buy the game back from her kids. Infocom fired back that | |
| if Deadline talks about drugs and mayhem, "so do virtually all | |
| mysteries" and although the program understands the word "rape," "it | |
| never uses the term itself." And the consequences are "arrest, prison | |
| and disgrace. Not exactly encouragement." | |
| But then, the tricks aren't for kids. Infocom's average player is | |
| between 18 and 35, and Popular Computing's reviewer this month | |
| concedes that it took him several nights and 30 pages of handwritten | |
| notes to get through the first third of Suspended. Even the avid may | |
| lack the time. "It's definitely addicting," says Abe Nainan, 22. who | |
| works in a Bethesda computer store and used to take the games home. | |
| "But I just refuse to do it any more. I need to do other things -- | |
| like eat dinner." Isn't Infocom shooting itself in the financial foot | |
| with stuff that takes two work weeks to finish? "It's a concern," | |
| says Berez. "But the trade-off is, you want your customer to be | |
| happy." Besides, "some people get disappointed if they finish." And of | |
| those who do, says Dornbrook, "the average person doesn't see more | |
| than two-thirds of the whole game. I doubt that anybody sees all of | |
| it." How many outcomes are possible? "We once thought," says Berez, | |
| "that it would make an interesting doctoral thesis." | |
| Some of Infocom's success is owing to its lavishly baroque packaging. | |
| The Witness comes with a replica of a 1938 newspaper (in one column of | |
| which appears the game's fictional suicide) and a real matchbook; | |
| Infidel has a parchment map, Planetfall a plastic ID card. They | |
| contain invaluable clues, serve "to get you into the mood, the | |
| context, before you even boot up the disk," says Dornbrook, and | |
| discourage the disk-copying piracy now epidemic among home users: | |
| Infocom's games are barely playable without the oversize, wierdly | |
| textured and oddly folded documentation; and you'd go bonkers trying | |
| to Xerox the stuff. | |
| Of course, you'd probably go bonkers anyway, as Dornbrook found out. | |
| Even in the early days, "we started getting letters and calls, peo- | |
| pie saying, 'I'm confused!' They'd get totally lost and desperate." He | |
| got the idea of selling maps, and when he went off to business school | |
| in Chicago, he founded the Zork Users Group. "I figured this was | |
| gonna be a few hours a week," but membership bulged to 20,000 and soon | |
| ZUG offered a full range of Zorkiana: T-shirt transfers, bumper | |
| stickers ("Rather Be Zorking"), maps and posters, with beer mugs and | |
| more on tap. A veritable cultmeister. "I used to worry about things | |
| like that. So I never announced my last name or signed an official | |
| letter." | |
| This year he rejoined the company. The T-shirts had to go ("We're | |
| trying to develop a professional image," says Berez), but Infocom has | |
| coopted ZUG's greatest hits: the maps and the chemico-cunning | |
| InvisiClues, a $7.95 booklet in which two or three progressively more | |
| obvious hints for each problem are written in invisible ink. Dosing | |
| each line with a special felt-tip marker activates the "latent-image | |
| process." Read 'em or weep. | |
| Dornbrook believes Infocom's games are "the beginning of a new art | |
| form," one that "could be a significant percentage of book reading 20 | |
| years from now.' Particularly since they're on the verge of "a major, | |
| major increase in sophistication," a synapse-broiler of such | |
| cabalistic complexity that 'I was thinking of marketing it as The Last | |
| Game You'll Ever Play." | |
| For Blank, there's another payoff. He'll sometimes surreptitiously | |
| watch a player, and "the nicest thing anybody ever said while I was | |
| watching is, "You can tell these guys really love what they're doing." | |
| CAPTION: From left, game writers Berlyn, Galley, Lebling and Meretzky. | |
| CAPTION: From left, Infocom's Berez, Blank and Dornbrook; photos by | |
| Richard Howard for The Washington Post | |
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