| The Wizard of Wishbringer and Tour of a Dream Factory | |
| ========================= ======================= | |
| Transcribed without permission from | |
| AmigaWorld January/February 1986, pages 70 to 73 | |
| by Kirk Davies <Kirk.Davies@pobox.com> | |
| The Wizard of Wishbringer | |
| ========================= | |
| A totally objective, highly critical and unbiased interview with | |
| Infocom game designer Brian Moriarty, by Brian Moriarty. | |
| At first I was elated when the editors of AmigaWorld asked me to review | |
| my new Infocom story, Wishbringer. Here was a chance to sidestep the | |
| jaded critics and bland press releases, and tell the world the truth | |
| about the thankless life of a game designer! Eagerly I sat down and | |
| composed a long, flowing tribute to myself, backed up by a detailed | |
| autobiographical sketch, flattering color portraits and lengthy | |
| examples of Wishbringer's deathless prose. | |
| "Too biased," complained the editors after uncrating my manuscript. | |
| "Of course it's biased," I snapped over the phone. "What did you | |
| expect from a designer reviewing his own game?" | |
| After a heated exchange and many threats, I agreed to ditch the review | |
| and allow myself to be interviewed, but only on the condition that I | |
| ask the questions as well as give the answers. | |
| Q: How did you become a game designer at Infocom? Did you join the | |
| company as a programmer in the microcomputer division, hacking in | |
| machine language on Ataris, Commodores and TRS-80 Color Computers, | |
| until one day Marc Blank, vice president and co-author of Zork, touched | |
| you with his magic wand and made you one of the few, the proud, the | |
| implementors? | |
| Brain Moriarty: Yes. | |
| Q: Wishbringer is your first game for Infocom, right? Where did you | |
| get the idea? | |
| BM: The design started with the game package. I was trying to think | |
| of something neat we could include in the box, a magical item that | |
| would tie in well with a fantasy theme. It couldn't cost too much, | |
| maybe a quarter tops, and it had to be easy to mass produce. At first | |
| it was going to be a magic ring. But that's been done so many times | |
| before - Wagner, Tolkien, Donaldson, etcetera - that I decided to make | |
| it a rock instead. The story emerged from that. | |
| Q: Describe the story in excruciating detail. | |
| BM: [Sigh] Oh, all right. You play the part of a mail clerk in a | |
| small seaside village called Festerton. Your mean old boss, Postmaster | |
| Crisp, orders you to deliver a mysterious envelope to the Magick Shoppe | |
| on the far side of town. | |
| When you get to the Shoppe, you meet an old woman who asks you to read | |
| the envelope. It turns out that her pet cat's been kidnapped by | |
| somebody called the Evil One. The ransom is Wishbringer, a magic stone | |
| famous in local legends. Your mission, should you choose to accept it, | |
| is to rescue the cat without getting turned into a furry toilet seat | |
| cover. | |
| When you return to the village, everything is screwed up. All the | |
| familiar landmarks are twisted into sinister new forms. The streets | |
| are patrolled by giant army boots. Trolls, vultures, hellhounds and | |
| grues make your life difficult, and everything's under the all-powerful | |
| eye of the Evil One. | |
| Fortunately, you're not alone. Friendly pelicans, platypuses and | |
| seahorses will help you if you're nice to them. And if you really get | |
| stuck, you can invoke the power of Wishbringer, the Magic Stone of | |
| Dreams. | |
| Q: Infocom is famous for its clever packaging. What do you get when | |
| you buy Wishbringer? | |
| BM: Besides the glow-in-the-dark magic stone, you get a facsimile of | |
| the mysterious special-delivery envelope from the Evil One, a fold-out | |
| color map of Festerton and a booklet, The Legend of Wishbringer, that | |
| explains the origins of the stone and how to use it to make wishes. | |
| Oh, and you get a disk, too. | |
| Q: Wishbringer is billed as an Introductory Level game. Is it really | |
| just for beginners, or can veteran players enjoy it? | |
| BM: Most of the problems in the story have two or more solutions. | |
| The easy way out is to use Wishbringer. If a beginner gets frustrated, | |
| he can whip out the magic stone, mumble a wish and keep on playing. | |
| Experienced players can search for one of the logical solutions - a bit | |
| harder, perhaps, but more satisfying. It's possible to complete the | |
| story without using any of the stone's seven wishes. In fact, that's | |
| the only way to earn the full 100 points. | |
| The puzzles are highly interconnected. Once you start wishing your | |
| problems away, it's very hard to continue playing without relying more | |
| and more on the magic stone. The impotence of idle wishing - that's | |
| the moral of Wishbringer. All really good stories have a moral. | |
| Q: How long did it take you to write this moral tale? | |
| BM: I started coding in September of 1984. In December, I deleted | |
| most of what I'd written and started again. The disks went out for | |
| duplication on May 1st, so I guess it took nine months altogether. | |
| That's fairly typical for an Infocom title. | |
| Q: How is an Infocom story developed, anyway? What kind of computer | |
| do you use? | |
| BM: Glad you asked. Infocom's Z Development System is based on a | |
| DECSystem-20 mainframe, a machine that resembles a fleet of red | |
| refrigerators. All of the game designers are connected to it, so it's | |
| easy for us to share code and ideas and to play each other's games. | |
| The programming language we use was created expressly for writing | |
| interactive fiction. It's called ZIL (for Zork Implementation | |
| Language). ZIL "knows" about concepts like rooms, objects, characters | |
| and the passage of time. It has instructions the designer can use to | |
| manipulate these concepts in very sophisticated ways. | |
| ZIL itself is written in a LISP-like language called MDL, or Muddle, | |
| which was developed at MIT's Laboratory for Computer Science. Because | |
| ZIL and its utilities operate in a high level environment, it's | |
| relatively easy for us to tinker around with things and make | |
| incremental improvements. | |
| Q: Infocom games are available on every home computer I can think of. | |
| It must take a lot of programmers to do so many conversions! | |
| BM: Naw. The Z System produces machine-independant code that can be | |
| executed on just about any computer with enough disk space and RAM. | |
| All we have to do is write a single machine-language interpreter for | |
| the computer in question. Once the interpreter is running, all of our | |
| present and future titles become available for that machine. | |
| The Amiga interpreter was relatively painless. We simply downloaded | |
| the 68000 Kernal developed for the Macintosh and Atari ST systems and | |
| changed the I/O to make it work with the Amiga's operating system. | |
| Q: One of the Amiga's big selling features is its graphics. Why don't | |
| Infocom's games use graphics? | |
| BM: Why aren't all books illustrated? [Pausing for effect] Should we | |
| succumb to the temptation to throw in lots of cartoony pictures and | |
| special effects just because the hardware is capable of it? We'd | |
| rather invest our time in writing better stories, more evocative prose, | |
| making the user interface as transparent as possible, and getting rid | |
| of every bug we can find. We think these efforts result in a better | |
| interactive experience than what has been achieved by "graphics | |
| adventures." Our sales suggest that we're right. | |
| That's not to say Infocom will never do graphics. We've been actively | |
| working on some graphics-oriented ideas for a couple of years now. But | |
| if the day comes when we offer a graphics entertainment product, you | |
| can be sure it won't be Zork With Pictures. | |
| Q: What about Cornerstone, Infocom's powerful, yet oh-so-easy-to-use | |
| database system for the IBM PC? Will there be a version for the Amiga? | |
| BM: It's technically possible. Marketingwise, I suppose it depends on | |
| how many machines are bought and what types of people buy them. You | |
| never know. | |
| Q: What about you? Got any more game ideas? | |
| BM: I've started work on a big science-fantasy game that will be | |
| released some time in 1986. The story has an interesting historical | |
| angle. That's all I can say about it now... except that it will | |
| definitely not be for beginners! | |
| Wishbringer author Brian Moriarty, 28, is the newest member of | |
| Infocom's team of interactive fiction authors. He brings to the medium | |
| the stern morality of a rural New England upbringing and a lifelong | |
| passion for the fantastic. Write to him (or he'll write to himself) | |
| c/o Infocom Inc., | |
| 125 Cambridge Park Drive, | |
| Cambridge, | |
| MA 02140. | |
| Tour of a Dream Factory by Bob Liddil | |
| ======================= | |
| Near a busy thruway, on the second floor of a large multi-story building, | |
| is a place that manufactures dreams: Infocom. Their new location, a | |
| carpeted art deco suite of offices and cubbyholes, is where adventures | |
| are created and produced for an eager public. | |
| It is whisper quiet here. I am introduced to Brian Moriarty, the author | |
| of Wishbringer, who interrupts his new project to welcome me to Infocom. | |
| His tiny cubicle is personalized to the taste of a highly creative writer | |
| and programmer who has been around computers since before micros. He's | |
| an animated speaker, and talks in glowing praise of what it means to | |
| write an Infocom adventure. | |
| "We don't clutter up the programs with pictures," he says, referring to | |
| the graphics-style adventures that mainstayed the markets of other micros | |
| in the past. "We let the words and descriptions tell our stories." | |
| It's true. Hitchhiker's Guide to the Galaxy, a new Infocom offering for | |
| the Amiga, is a rollicking compliment to British author Douglas Adam's | |
| wry wit and general distaste for the mundane. Not a single byte is given | |
| to graphics, but the "pictures" are as eloquent as murals. | |
| The computer in Brian's office is actually a terminal connected to a | |
| climate-controlled traditional mainframe coyly referred to as "Mother." | |
| The games are written in a sort of universal interpreter, which in turn | |
| writes the machine-specific coding that becomes the adventure. | |
| "Each adventure is its own universe," I am told, as we stroll down the | |
| corridors, popping in on assorted authors in various stages of their | |
| work. "Sometimes it takes more than one disk to tell the whole story, | |
| like Zork, for example." | |
| Zork was originally written as a hacker's improvement on the concept of | |
| the original adventure, a noun/verb affair that offered little true | |
| interaction. It evolved into such a huge program that it had to be | |
| divided into three episodes of one compete disk each. Zork for the Amiga | |
| is ultra streamlined and sentence sensitive, as in "Get the ax and kill | |
| the dwarf," or "Roll up the rug and raise the trap door." | |
| At the end of the corridor is an empty, silent room, an old computers' | |
| home and a graveyard for "dead" computers. There is a Dragon 64 from | |
| Tano, which never made it to general use, a couple of TRS-80 Model I's | |
| and a model III, some Sinclairs, an early Apple, assorted Commodores and | |
| Atari's, even a Tandy Color Computer. Infocom adventures are compatible | |
| with all these machines and a few more. Across the hallway is a room | |
| full of IBM PCs and their clones, a "McApple" and a sparkling new Amiga. | |
| The Amiga is surrounded by enthusiastic Infocom staffers trying out a new | |
| game. Needless to say, with ten minutes of hands-on experience and a | |
| screenful of Wishbringer, I was hooked. | |
| In my brief visit to Infocom, I discovered the secret to their quiet yet | |
| phenomenal success: The people of the company, from the woman at the | |
| front door who answers the phone, to the MIT hacker alumni who prowl | |
| the corridors and depths of Mother's memory core. They are the soul of | |
| each adventure that bears the company logo. Theirs is a pride born of | |
| ability and the refusal to market anything but excellence - an attitude | |
| that carries over to the consumer who plays each game knowing he is not | |
| being looked down upon. | |
| In the Infocom dream factory's quest for the consummate adventure, it is | |
| the consumer who is, ultimately, always the winner. | |
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