| (c) _The Boston Globe_ Magazine, May 6, 1984 | |
| MASTERS OF THE GAME | |
| _Behind some of the most challenging computer games are minds | |
| fascinated by the "real and kinda goofy."_ | |
| BY RICHARD DYER | |
| It was about nine o'clock on a rainy night when I made the fatal | |
| mistake. The doorbell rang. I saw a figure lurking outside. There was | |
| a flash of light and an explosion. Mortal pain radiated from my heart, | |
| blood flooded my lungs, a scream filled my brain. The last thing I saw | |
| was the green screen of my Kaypro II computer, telling me all this was | |
| my own fault, telling me what I should have done before it was too | |
| late. | |
| Actually it wasn't my fault; my assassin was the twisting | |
| imagination of Stu Galley, creator of _The Witness_, the computer game | |
| I was playing. Instead of being shipped off to the morgue, I could | |
| pick my bloodied body up off the floor, go back outside the Linder | |
| estate, begin at the beginning, and play through the story again, | |
| pitting my wits for hours on end against the widowed Mr. Linder; his | |
| daughter, the knockout heiress Monica; the sullen grifter Stiles, | |
| lover of the late Mrs. Linder; the mysterious Oriental manservant | |
| Phong. Not to mention Galley and his colleagues at Infocom, Inc., the | |
| Cambridge company that thought up _The Witness_ and 10 other computer | |
| games. Infocom's games dominate the lists of best-selling | |
| recreational software and have pushed the company's annual sales to | |
| more than $6 million in the less than five years of its existence. | |
| _The Witness_ comes in a folder with a warning: "Somebody's | |
| going to take the deep six. You've got a bird's-eye lowdown on the | |
| caper . . . and 12 hours to crack the case." Inside is a police file | |
| filled with information the player -- the detective, you -- might | |
| need. There's a telegram from Mr. Linder urging you to come by. | |
| There's a floor plan of his house. There's a copy of Mrs. Linder's | |
| suicide note: "Tell your illustrious father how deeply I regret | |
| soiling one of his precious revolvers." There is a matchbook with a | |
| phone number scrawled inside, a pulpy _National Detective Gazette_, | |
| and two pages of a newspaper from Santa Ana, California, dated | |
| February 1, 1938. There, buried among the actual local news and human | |
| interest stories of the day ("Man Works Many Years with Broken Neck"), | |
| you will find a short column about the death of Mrs. Linder. | |
| After you have studied these items, read the instructions, and | |
| loaded up the disc drive of your computer, the story begins to print | |
| out on the screen. "Storm clouds are swimming across the sky," the | |
| computer tells you. "Your favorite pistol, a snub-nosed Colt .32, is | |
| snug in its holster." You are the principal character in the story, | |
| and at this moment your options open. The doorbell glows, "almost | |
| daring you to ring it." | |
| "Ring the doorbell," you type into your computer. Phong | |
| answers the door. Soon enough, in the words of the package, "you're | |
| left with a stiff and a race against the clock to nail your | |
| suspect...." | |
| With every question you ask, you get further entangled in webs | |
| of motive and alibi, clues and red herrings, truth and lies. The | |
| outcome of the story is affected by the decisions you make as you | |
| interact with the characters, who have programmed minds and motives of | |
| their own. Through the keyboard you can question them, follow them, | |
| search them, accuse them, confront them, even smell them and rub them, | |
| though they won't like that. The computer reprimands you when you have | |
| succumbed to your baser impulses, when you try to kiss a suspect, when | |
| you have "sunk to a new low." You can case the joint (under the bed | |
| there may be clues, or only dust), test documents for fingerprints, or | |
| send evidence to the lab for analysis. | |
| There are also some things you can't do, or rather that the | |
| game can't. It can "recognize" a vocabulary of up to 1000 words, but | |
| if you are tempted to get into the 1930s mood of the thing and call | |
| the snub-nosed Colt a "piece," the computer won't know what you are | |
| talking about. The machine constantly tells you that you can't ask | |
| questions like that, that it doesn't know the word you're using, that | |
| you don't need to do certain things to solve the mystery. The problems | |
| of solving the case have a certain logical complexity, but the | |
| simplicity of the tools available for sorting through the problems | |
| makes the game still more complicated and confusing. The situations | |
| engage your full problem-solving imagination, but you must exercise it | |
| in the vocabulary of Dick and Jane; it sometimes seems as if Puff and | |
| Spot could sniff out the clues faster. | |
| But the process soon gets to be interactively addictive. You | |
| learn the rules of the game. (After all, you play tennis with a court | |
| and a net that interfere with your freedom of movement.) And, as one | |
| Infocom staffer puts it, "You'd pay a lot more to play this game with | |
| a _live_ storyteller." It can take weeks to work through to the end of | |
| an Infocom "participatory novel"; 30 hours' playing time is a good | |
| average. The wife of one "detective" pulled the diskette out of the | |
| family computer and threw it into the fireplace to get her husband's | |
| attention. Astronaut Sally Ride told _People_ magazine that _Zork_, | |
| Infocom's first game, a fantasy adventure, was driving her to her | |
| knees. Playing one Infocom game almost invariably leads to another | |
| ($39.95 to $69.95 apiece in computer stores, hobby shops, department | |
| stores, bookstores, and, of course, by mail), which is precisely what | |
| the company intends to have happen. "This business began as a lark," | |
| says staff writer Dave Lebling, "and it is looking less larky every | |
| day. We are taking serious money in, and we are putting serious money | |
| out. All to make games." | |
| Infocom was founded just under five years ago by eight young men at | |
| MIT who kicked a few hundred dollars each into their new company, | |
| which operated out of a post-office box in Kendall Square. Today there | |
| are 50 full-time employees, a bulletin board full of job postings, and | |
| the regular annexing of additional carpeted acreage in a high-tech | |
| office building hidden behind the filling stations and shopping malls | |
| off Route 2. The decal on the door proclaims "Imagination Sold and | |
| Serviced Here." The electric bill for just the mighty DEC 2060 | |
| computer that blinks and hums away in the basement runs to $1500 a | |
| month, "about what it would be," says vice president Marc Blank, "if | |
| you lived in Buckingham Palace, or if you were running an aluminum | |
| smelter." | |
| At the beginning Infocom had one concrete asset, _Zork_, a | |
| game that a few hackers, or computer nuts, had developed in their | |
| spare time in MIT's Laboratory for Computer Science. The hackers also | |
| had their own apparently limitless energies and imaginations. They had | |
| written _Zork_ -- in computerese, they had "implemented" it -- for the | |
| fun of doing it, and without any thought of the game's commercial | |
| potential. For one thing, there weren't any commercial possibilities | |
| in 1977, before the explosion of the home computer market. | |
| The ancestor of _Zork_ was a game called _Adventure_, which | |
| was implemented by staffers and students in the Artificial | |
| Intelligence Laboratory at Stanford University. _Adventure_ is a | |
| Dungeons & Dragons-type story; the player participates by typing into | |
| the computer simple two-word commands like "Go North" and "Hit Troll." | |
| Blank, Lebling, and Tim Anderson were working in MIT's Laboratory for | |
| Computer Science when _Adventure_ arrived. | |
| "For a couple of weeks, dozens of people were playing the game | |
| and feeding each other clues," Lebling recalls. "Everyone was asking | |
| you in the hallway if you had gotten past the snake yet." | |
| But several players who had begun the game with excitement | |
| finished with irritation. They wanted something else to play, and | |
| there wasn't anything else. "It was like reading a Sherlock Holmes | |
| story, and you wanted to read another one of them immediately," one of | |
| the players says. "Only there wasn't one, because nobody had written | |
| it." The people at the MIT lab also thought they could do better, so | |
| between the spring of 1977 and the end of 1978, they set to work | |
| constructing _Zork_. | |
| MIT did not officially object, because no one officially asked | |
| for permission to work on _Zork_. "The attitude was that as long as | |
| nothing was stopping people from being productive, it was good for | |
| morale, as long as people did it on their own time," Blank says. "The | |
| game was always restricted from use during regular working hours." | |
| Doing better involved developing a more sophisticated way for | |
| the player to communicate with the computer. "When you can play with | |
| only two words," Blank explains, "it's clumsy. You are limited in the | |
| stories and types of problems you can come up with. Necessity was the | |
| mother of invention; we wanted to put adjectives and prepositions into | |
| the parser, which is the part of the game through which the player | |
| communicates with the game's environment. Each new addition we made to | |
| _Zork_ required an enhancement of the parser." | |
| How the parser works, let alone how anyone would set about | |
| "enhancing" it, is not a subject the people from Infocom discuss in | |
| public. The parser is a part of the company's proprietary technology | |
| that keeps it ahead of the competition in an industry in which the | |
| concept of copyright doesn't protect very much. All anyone will say | |
| just goes to make alphabet soup. The games are based on a new computer | |
| language known as ZIL ("Zork Interactive Language"), which is | |
| apparently a cousin to a "machine-independent" language that Blank was | |
| developing at MIT called MDL (or "Muddle"). MDL itself is a descendant | |
| of another computer language called LISP (from list processing). Talk | |
| about muddle. | |
| The important thing is that _Zork_ became an immediate hit at | |
| MIT and at computer labs around the country -- anywhere there was a | |
| machine with a million bytes of memory to work from and a roomful of | |
| cyborgs eager to play. In its sophistication, _Zork_ bore about the | |
| same relationship to _Adventure_ as the splashiest arcade games do to | |
| the little white light that bounced through the primitive _Pong._ | |
| By 1979, home computers had became a major marketplace | |
| reality, so Blank and his colleagues began to consider the problem of | |
| crunching their game down to the size a household machine could handle | |
| and the related problem of how to make it play on different and | |
| incompatible brands of computers. The solutions they came up with | |
| became Infocom's second proprietary technology. Each game is currently | |
| available in versions fitted to the machines of 18 different | |
| manufacturers, with a couple more in the wings. | |
| In the beginning, hardly anyone worked full-time for the new | |
| company. Blank, for example, was still finishing up his medical | |
| training at the Albert Einstein Medical School in New York; the others | |
| were still in various degree programs at MIT. The atmosphere | |
| surrounding Infocom's activities was informal; implementers asked | |
| their roommates to test the new games, and the roommates in turn | |
| became fired with the desire to write their own. Yet at the same time, | |
| the management and marketing team was always aggressively and | |
| thoroughly professional. | |
| Today the chairman of the board is Albert Vezza, a senior | |
| scientist at MIT who developed the US Postal Service's electronic mail | |
| system and taught many of Infocom's wunderkinder. The president of the | |
| company is Joel Berez, who has degrees in both computer science and | |
| management. He was instrumental in tying Infocom to its first | |
| distributor, which dropped _Zork_ as incompatible with its | |
| businesslike image, and subsequently in developing the company into a | |
| full-scale independent operation. | |
| Now Infocom has 11 games on the market, with a twelfth | |
| scheduled for immediate release. The games fall into several | |
| categories, which parallel the genres of popular fiction. _Enchanter_ | |
| and _Sorcerer_ ("Gaze now into the amulet of Aggthora and let be | |
| revealed the one valorous enough to rescue the land and earn the title | |
| of Sorcerer") are in the fantasy tradition of _Zork_; so, not | |
| surprisingly, are _Zork II_ and _Zork III_. In addition to _The | |
| Witness_, there is another mystery called _Deadline_, in which | |
| Inspector Klutz takes you off the case if you haven't solved it within | |
| 12 hours. _Infidel_ is the first of a projected series called "Tales | |
| of Adventure." It takes place around and in a pyramid in Egypt in the | |
| 1920s, and it was developed with the aid of a Harvard pyramid | |
| specialist. There are three science-fiction titles: _Suspended_, | |
| reputedly the most challenging of the Infocom games to play, | |
| _Starcross_, and _Planetfall_, which features Floyd, the most popular | |
| Infocom character, a robot "with the mentality of an encyclopedia and | |
| the maturity of a 9-year-old." Infocom people smile knowingly when you | |
| ask them about the possibility of Westerns or spy stories. They joke | |
| about the idea of a romance series; somehow the moves don't seem | |
| appropriate to a computer keyboard. "We haven't had a flop yet," says | |
| Linda Lawrence, who until last month was the company's marketing | |
| communications coordinator. "It will not be a fun day if anything ever | |
| does." | |
| So far these games are the work of five staff writers. The rest of the | |
| company works on testing, research and development, product support, | |
| and marketing. The writers share an obvious technical competence and | |
| familiarity with the artifacts of pop culture. "There was a time when | |
| I had read every science-fiction book," one writer says, "but now I | |
| read only the good ones." Otherwise they are as different from one | |
| another as the games they have invented. | |
| Bruce Schechter, 29, is probably in the best position to tell | |
| you what it's like to start from the beginning, because he's the new | |
| kid on the block, and he just started working for the company as | |
| Infocom's sixth staff writer. Schechter earned his Ph.D. in physics | |
| but found he liked writing better. He was working as a science feature | |
| writer for _Discover_ magazine when a colleague there wrote an article | |
| about Infocom. Schechter decided the company sounded like his kind of | |
| place. "The night before my interview I stayed up until two in the | |
| morning to finish _Deadline_," he recalls. "After I got the job, the | |
| first thing I had to do was learn the fundamentals of the language | |
| ZIL. Then I made a miniature game. It had five rooms, one madman, and | |
| one banana -- and the goal of the game was to make him slip on the | |
| peel. Now I am working on the first little tiny corner of my new game, | |
| which I'm setting in a railroad car. It's almost like a character, | |
| because of all the things I have to think about. If there's a window, | |
| then I have to know what would happen if someone decides to look | |
| through it. If there are curtains, they must open and shut -- I have | |
| to consider what the reasonable consequences of that might be. The | |
| other guys can finish a game in about nine months, but at this point," | |
| be says, his voice trailing off in perplexity, "the whole notion of | |
| finishing...." | |
| High-strung, chain-smoking Michael Berlyn, 34, the inventor of | |
| _Suspended_ and _Infidel_, was the first game writer not drawn from | |
| the original MIT inner circle. He came to Infocom from the worlds of | |
| rock music and popular fiction; framed covers from his paperback books | |
| (_Crystal Phoenix_ and _Integrated Man_) hang on the wall, and a | |
| series of Tom Swift, Jr., books is stacked on his office bookshelf. | |
| The name of the Colorado company he founded before he came to Infocom | |
| tells you something about his sense of humor: Sentient Software. | |
| Berlyn says he can describe the difference between writing a | |
| paperback original and an Infocom game only in terms of an analogy: "A | |
| bicycle can get you from New York to LA, so will a jet plane. In one | |
| sense they are the exact same thing; in another they are nothing | |
| alike. In one sense we are working within traditional genres -- | |
| mystery, fantasy, science fiction -- and in another we are still | |
| teaching ourselves, laying out the groundwork for what these things | |
| could be. For the most part, we are working without pioneers. In our | |
| own way we are like Louis L'Amour or Agatha Christie or Dashiell | |
| Hammett. | |
| "The experience of playing one of the games," Berlyn says, "is | |
| the same as when you read a good book or see a brilliant movie -- _you | |
| are there_. Most fiction manipulates you; it is a passive experience. | |
| With these games we go one step further: The games do manipulate you, | |
| but at the same time you are having an _active_ experience, and you | |
| exert control over your environment. How much? At this point I'd say | |
| that you have more control than you'd think, and less than we'd like." | |
| Cheerful Dave Lebling, 34, one of the creators of _Zork_, went | |
| on to write a science-fiction adventure called _Starcross_ and is now | |
| working on a new mystery game. Unlike his colleagues, he has retained | |
| his affiliation with MIT and works for Infocom only part-time. "The | |
| way we start here is to write up a treatment, a 10- to 20-page plot | |
| outline with events and characters. Then we show it around and work | |
| cooperatively. So far there is no game that is 100 percent the work of | |
| one person. It is very useful to have people around to say, 'That's | |
| _terrible_.' We begin with plot ideas and then express them in the | |
| vocabulary of the system -- rooms, objects, and directions. The way we | |
| work here is to see a limitation and then see what we can do to get | |
| around it. At this point we are up against a wall: the size of home | |
| computers and how much information they can handle. Within that | |
| limitation our direction has gone from treasure-hunting to | |
| problem-solving, from an exercise in computer programming into | |
| something very like real fiction, with mysteries, characters, and what | |
| Alfred Hitchcock called 'McGuffins.' Right now I am working on a new | |
| mystery with more than a dozen suspects -- the plot is like a vat of | |
| eels, _wriggling_." | |
| Tall, shambling Steve Meretzky, 27, is the creator of | |
| _Planetfall_ and _Sorcerer_, and he is the author of three _Zork_ | |
| paperback book spinoffs. "I started by play-testing games before they | |
| were released -- that's when Infocom had two full-time employees and | |
| worked out of an 8-by-10 office in Faneuil Hall. I'd play the games on | |
| the Apple at home and report bugs," Meretzky says, "and before long I | |
| was itching to write my own game. I'd read science fiction all my | |
| life, so it was only natural that I'd come up with something like | |
| _Planetfall_. Right now I'm about to start something new -- a | |
| collaboration with a well-known science-fiction writer, adapting a | |
| book of his into a game. Our immediate goal is to add vocabulary, more | |
| text, a bigger geography, more objects. The system is so flexible and | |
| powerful that you can do most of what you want to do, if you are | |
| willing to take the time. I have no vision of where it all might lead, | |
| but I can imagine adding pictures and then sound, even smell and | |
| touch, eventually. Just like in a dream, only real." | |
| My own nemesis, the creator of _The Witness_, is bearded, professorial | |
| Stu Galley, 39, who came to the game-writing process a bit more | |
| reluctantly than the others. At CalTech and MIT he resisted learning | |
| about computers: "I wondered what they could do that would be more | |
| interesting than number-crunching." He thought _Zork_ was okay, but he | |
| wasn't particularly interested in fantasy. But Marc Blank's mystery | |
| _Deadline_ hooked him; he planned _The Witness_ as a kind of | |
| complement. _Deadline_ is set in the East, on a summer day; _The | |
| Witness_ is set at night, on the West Coast. "It was my idea to make | |
| it a period piece," says Galley. "I got a Sears catalogue from the | |
| 1930s, and that is how I furnished Mr. Linder's house. I looked up | |
| expressions in dictionaries of slang like _I Hear America Speaking_. I | |
| even got ahold of the _Los Angeles Times_ for the day the story takes | |
| place; if you decide to turn the radio on during the game, it will be | |
| playing exactly what the radio was playing at that time of day. That's | |
| what appeals to me -- it's all real, and kinda goofy." | |
| Despite his good humor in talking about _The Witness_, now | |
| agreeably in his past, Galley doesn't look like a happy man. He is in | |
| the terminal stages of what everyone says is the least favorite part | |
| of the game-building operation -- the final debugging of a new one. | |
| Staffers at Infocom are paid to beat up on the games, and there are | |
| outside testers as well. Solving every problem that a player turns up | |
| has a way of creating a chain reaction of whole new problems. "Right | |
| now," Galley says, "I am not enjoying this at all. But you should also | |
| say that this new game, _Seastalker_, may be the best thing we've ever | |
| done. It's our first juvenile, planned for kids 9 and up. The story is | |
| about a famous young inventor like Tom Swift." _Seastalker_ is a | |
| collaborative venture with a man named Jim Lawrence, who has written a | |
| number of "Hardy Boys" and "Tom Swift" books. | |
| Blank, who was only 22 when he helped create _Zork_ and who is | |
| now 29, went on to collaborate with Lebling on the other parts of the | |
| _Zork_ trilogy, _Zork II_ and _Zork III_, and to develop "our first | |
| game that wasn't a _Zork_ -- _Deadline_." Tall, thin, and sharp as a | |
| razor even after a red-eye express flight from the West Coast, Blank's | |
| wide-ranging talk indicates that he never was exclusively interested | |
| in games -- his M.D. degree hangs on the wall, together with a Phi | |
| Beta Kappa certificate and a Tanglewood poster. He describes his | |
| present job as a "mishmosh" of programming and design, supervisory | |
| work, and the devising of corporate strategy. "Sometimes it seems that | |
| all I do is interviews anymore," he says, sighing. Infocom has | |
| research divisions now, but what it is up to is none of an | |
| interviewer's business -- part of it has to do with computer graphics, | |
| part with business software, and some of it with theoretical | |
| explorations that could underpin all the Infocom products and | |
| projects. | |
| Like Berlyn, Blank enjoys the swaggering pioneer aspect of | |
| Infocom. "It's not as if other people were doing what we do," Blank | |
| says, "and we were making me-too products. Of course, the games are in | |
| one sense primitive -- they depend on a primitive technology that will | |
| certainly advance. Right now we are hampered by the capacities of home | |
| computers. But who knows, in five years they may squeeze the | |
| equivalent of our main frame computer onto a chip that costs 100 | |
| bucks. In the meantime, we can have only about 25,000 words of text -- | |
| about the length of a novella. But no player would ever see all of it | |
| on one pass. A lot of the text is there to take care of unusual moves | |
| on the player's part -- it's there for the wrong turns. If you were to | |
| look at the best solution (and many of the games have more than 20 | |
| possible endings) and took the quickest possible way, the text might | |
| be only a few thousand words. The challenge, for us, is to come up | |
| with a story whose plot has a lot of stretch in it. You can't think of | |
| it in terms of writing a linear story. You write it from the end | |
| backwards, putting in branches; if the player does certain things, | |
| then other things will happen later." | |
| Each game has added complexity to its predecessors, but Blank | |
| doesn't think of them as superseding one another. He does admit that | |
| the company goes back to earlier games to correct the problems that | |
| players have found in them -- _Zork_ is now in its seventy-fifth | |
| version. But the company hasn't yet rewritten any actual game problem | |
| in light of subsequent developments in technology. "You can't change | |
| _Zork_," says Lawrence. "After all," she says, clearly horrified by | |
| the thought, "it's _historic_." | |
| Blank emphasizes that each game stands on its own, and that | |
| each fulfills the criteria of _any_ successful game -- including those | |
| played with cards or on a board: "We like to judge ourselves by the | |
| classic games, the really good ones like Monopoly or Risk. A game | |
| should be interesting and fair; it should have feedback, so you have a | |
| way of knowing whether you are doing well. It should have replay | |
| value, so it is fun the second, third, and tenth time that you play | |
| it. Our games should serve the same function as any entertainment does | |
| -- provide diversion for people that could use some. I think our games | |
| are _good_ entertainment because they are not mindless; they are | |
| mind-exercising entertainment. They are not intended to be educational | |
| or spiritually uplifting; they are intended to be fun." | |
| Obviously, thousands of people have found that the Infocom games are | |
| fun. More than 130,000 copies of _Zork_ have been sold, and the three | |
| _Zork_ games together have sold more than a quarter-million copies -- | |
| more than the home versions of arcade games like _Lode Runner_ and | |
| _Zaxxon_, which both depend on graphics. Infocom takes a lofty view of | |
| its independence from graphics; its publicity stresses that the human | |
| imagination, awakened by the games, "makes any picture that's ever | |
| come out of a screen look like graffiti by comparison." | |
| Michael Dornbrook, Infocom's product manager, says that there | |
| are now 1.8 million computers in American homes, and the evidence is | |
| that the company has penetrated into half a million of those homes. | |
| "Our joke," he says, "is that we have penetrated them all, if you | |
| count the pirated games." | |
| Statistical studies show that adults play the games (75 | |
| percent of the players are over age 25), that most of the players are | |
| heavy readers, and that 80 percent of players are men. "We have a much | |
| stronger base among females than other computer software and than | |
| computer magazines, but it is still an area we want to work on," | |
| Dornbrook says. "The mysteries are more popular with women than the | |
| science-fiction games. We don't know what the results of a Western or | |
| an espionage game might be because we don't have them." He points out | |
| that the company is very sensitive to the concerns of the people who | |
| play the games: One ending of _Infidel_ was altered because early | |
| players felt that it unfairly rewarded an ethnic bias. | |
| The fast-talking Dornbrook, 30, came into the company as a | |
| game tester. "Before _Zork_, computer games seemed frivolous to me. It | |
| took the whole huge system at MIT to run something like _Pong_; the | |
| joystick hadn't even been invented yet. I played _Zork_ and fell in | |
| love with it immediately, but I didn't tell anyone that because I | |
| wanted them to keep on paying me to play it. After a while they | |
| started passing on to me letters begging for help. I got $2 for every | |
| question I answered. I developed a map for _Zork_ and founded the Zork | |
| Users Group, which I ran out of my apartment through the mail. By the | |
| time that was absorbed by Infocom, about a year ago, there were 20,000 | |
| members, and four employees were filling 1000 orders a week for the | |
| game, the T-shirts, and the 'I'd Rather Be Zorking' bumper stickers." | |
| Dornbrook has been very active in product development and | |
| support. Elaborate packaging, like that for _The Witness_, has turned | |
| out to be very helpful to the game writers. To begin with, it means | |
| every piece of information doesn't have to be in the computer system | |
| itself. Some of the who, what, where, when, and why can be on paper, | |
| leaving the computer free to deal with what Lawrence calls the | |
| "worms." | |
| All the package items -- the matchbook, the map, the telegram | |
| in _The Witness_ -- become part of the fun of the game as well. They | |
| have had the unexpected and beneficial side effect of discouraging | |
| piracy. Since Infocom caught on to this, it has done its part to keep | |
| it going: The package items, designed by Giardini/Russell in | |
| Watertown, are printed in peculiar colors and on oddly folded paper, | |
| so anyone who wants to photocopy them has a problem. | |
| One of Dornbrook's most popular innovations has been the | |
| development of hint books for each of the games. These provide leading | |
| questions for a player to ask during the progress of a game, with | |
| answers of increasing suggestivity that are printed as "InvisiClues," | |
| which you can read only by drawing a special chemical pen over them. | |
| "I spent two months calling all over the country trying to find | |
| invisible ink," he says. "I called publishers and printing magazines | |
| and every other place you could think of before I finally went back to | |
| A. B. Dick, which is where I started. They didn't know what I was | |
| talking about until I finally said something that clicked. 'Oh, you | |
| mean our _latent image_ process.' I still don't know what it is, | |
| except that it is citrus-activated and nontoxic and that your kid | |
| could eat the marker without killing himself." As Dornbrook speaks, a | |
| message blinks behind him on his computer screen. It says, "Plug that | |
| Prose." | |
| The glassy offices of Infocom look like a high-tech company, but the | |
| atmosphere is more what you would expect in a college dormitory. | |
| There is even a _Casablanca_ poster in the back of Meretzky's | |
| aquarium. The staff dresses casually, and it appears as if some of | |
| them have slept in their clothes, if they have slept at all; they | |
| cultivate an image at once laid back and hassled, as many | |
| undergraduates do. They pop in and out of one another's offices and | |
| moan over game problems as if the solutions were an overdue term | |
| paper, and they had just pulled an all-nighter. | |
| When you get Infocom employees together there is frequent | |
| hilarity, but you can tell they are on their guard because there's a | |
| stranger around. There are things they can't talk about for | |
| competitive reasons, and they can make quite a condescending show of | |
| explaining things to an outsider. At the same time, any outsider would | |
| immediately get a sense of how Infocom is a community effort, of how | |
| the personalities complement one another, of how much fun they find in | |
| their work -- the same fun that makes the games so compulsively | |
| playable. Over pizza and soft drinks incongruously served on a | |
| boardroom table, the group put on quite a performance. | |
| Question: "Where does the name _Zork_ come from?" | |
| "It's my middle name," says Blank. "It's my maiden name," says | |
| Berlyn. "Marc ate three pizzas all by himself, and when he stood up he | |
| belched, 'Zork,'" says Meretzky, belching. | |
| "Actually," says Blank, calming down, "it's just a nonsense | |
| word. There are all kinds of words like that that hackers tend to use | |
| -- words like 'frob.' Frob means thingamajig, and it can be used as | |
| any part of speech. It's a generic noun and verb. Cars are full of | |
| frobs that get frobbed. That's why we named the wizard in _Zork II_ | |
| the Wizard of Frobozz. He's forgotten all his spells, except for the | |
| ones that begin with the letter _F_." | |
| Question: "Why is it all of you find debugging the most | |
| unpleasant part of implementing a game?" | |
| "The major feeling of debugging," says Berlyn, "is not one of | |
| creativity. These are the most complex game applications around, and | |
| as such they are interdependent, like a house of cards. I don't mean | |
| that they are unstable, but they _are_ interdependent. If you want to | |
| turn around one of the cards, you have to do it _very_ carefully." | |
| "Actually," says Meretzky, "the first part of debugging is | |
| exciting; it's the first feedback. Somebody is actually playing _your_ | |
| game. But by the end, you get sick of the little problems. You have | |
| spent three months inventing the game, and now you have to spend just | |
| as much time cleaning it up. The worst bug that ever got out was in | |
| _Zork III_: it actually prevented you from finishing the game. The | |
| last problem puts you in a prison cell, and you have to tell the | |
| dungeon master, several rooms away, to push a button on a control | |
| panel in order to go into the next room, where you will win the | |
| treasure of Zork, Fame, and Fortune. If you still had your sword with | |
| you, the game would simply crash. We call things like that our 'fatal | |
| errors'; we caught that one relatively early on." | |
| "We shouldn't call them fatal errors," says Berlyn. "There's | |
| no gross damage done. If you buy a washing machine, bring it home, | |
| plug it in, put your clothes in, and the sucker blows up, you're | |
| looking at flood damage, short circuits, possible electrocution ... | |
| and mangled wash. If you hit a bug in one of our games, all it leads | |
| to is progressive dementia." | |
| Question: "How long have you had your own computer?" | |
| "Santa dropped it off at Christmas in 1982," Blank says. | |
| "Before that we rented time from Digital. It was pretty slow." | |
| "Y-y-y-e-s-s-s," drawls Berlyn, sounding just like Hal the | |
| computer in Stanley Kubrick's film _2001: A Space Odyssey_. | |
| Question: "What sorts of research have gone into the games, | |
| apart from what was playing on the radio in Los Angeles on February 1, | |
| 1938?" | |
| "Everything in these invented worlds is consistent," says | |
| Blank "In the science-fiction stories everything is consistent with | |
| scientific laws." | |
| "Floyd, the robot in _Planetfall_, was the result of research | |
| into how an artificially intelligent mind might work," says Meretzky. | |
| "For _Infidel_ we hired a pyramid specialist," says Berlyn. | |
| "It was a mummy." | |
| Question: "What famous people apart from Sally Ride play | |
| Infocom games?" | |
| "That's hard to answer," says Lawrence. "Famous people don't | |
| ordinarily bring up the games they play in interviews unless you ask | |
| them to." But the others supply the names of a couple of Infocom fans | |
| -- John Gardner, the novelist who is continuing Ian Fleming's James | |
| Bond series, and Douglas Adams, the author of the _Hitchhiker's Guide | |
| to the Galaxy_. | |
| "And don't forget Timothy Leary," says Berlyn. "He certainly | |
| understood the fractured reality concept of _Suspended_. I couldn't | |
| rip him away from the machine, and all he had to say was, 'And this is | |
| _legal_?'" | |
| [end] | |
Xet Storage Details
- Size:
- 33.6 kB
- Xet hash:
- f0c82634f7da0951ea6741f65637bf32f82bb4772f12ed3196767db2bc6ef494
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.