| (c) The New York Times BOOK REVIEW - May 8, 1983 | |
| READING AND WRITING | |
| By Edward Rothstein | |
| Participatory Novels | |
| When involved in a particularly vexing mystery, Sherlock Holmes would | |
| shoot a revolver into a wall, play his violin or take drugs. Hercule | |
| Poirot would drink hot chocolate and wax his mustache. Lord Peter | |
| Wimsey had his bottle of port and his attentive manservant. | |
| And I have my own criminological habits. I am currently involved in | |
| the Robner case. Spread before me are pills found near the body, a | |
| photograph of the chalked outline of the cadaver, the lawyer's letter | |
| about the will. But unlike my distinguished investigative | |
| predecessors, I forswear a violin, hot chocolate and the temptation to | |
| ring for my butler. I turn instead to the screen of my home computer. | |
| For the Robner case, unlike those of the Red-headed League or Roger | |
| Ackroyd, takes place in a different fictional medium. It is coded on a | |
| 5 1/4-inch magnetic disk used to store computer programs. The murder, | |
| the characters and the setting are all part of a computer game called | |
| Deadline. | |
| "Tell me about your father," I type on the keyboard, hoping a feckless | |
| suspect will confess to patricide. "Look, man," the words appear in | |
| reply, "I'm not going to lie to you and tell you I loved him, right? | |
| He got what ...." His voice trails off, accompanied by the gentle hum | |
| of the computer's motor. | |
| The investigation takes place on the screen through textual | |
| descriptions that appear in response to my typed questions and | |
| instructions. "Fingerprint the teacup," I write, and receive the | |
| results. "Answer the telephone." I type after it rings, hoping to | |
| overhear an incriminating conversation. I shadow suspects, hide in | |
| closets. And I am aided by evidence packaged with the computer disk -- | |
| the pills, the coroner's report, the photograph. | |
| But I am not some forensic Pac-Man, proceeding through a pre-existent | |
| maze. From my arrival at the Robner mansion, I am a character whose | |
| actions affect the world I enter. I arrest a suspect only to find that | |
| the grand jury isn't convinced by my evidence. I follow a suspect too | |
| obviously, and he just retires to his room. My questions can lead to a | |
| second murder -- and my carelessness to my own. But there is a unique | |
| solution. And to find it, I must often start the case over, | |
| re-experience it from different perspectives. The average complete | |
| investigation lasts 20 hours; I have spent many more exploring the | |
| program's intricate universe. | |
| Deadline, in fact, is more like a genre of fiction than a game. It is | |
| "published" by Infocom, a company founded by eight young M. I. T. | |
| computer scientists in 1979. Infocom has been a major pioneer in such | |
| games, which have been called "participatory novels," "interactive | |
| fiction" and "participa-stories." The main author (and programmer) for | |
| Deadline is Marc Blank, a 28-year-old vice president and co-founder of | |
| the company. | |
| The genre is not yet, of course, entirely flexible. Deadline contains | |
| 25,O0O words of text, but my comments and questions must be kept | |
| within the limits of a 600-word vocabulary and grammatically simple | |
| sentences. Solving the case involves learning the genre's formal | |
| rules; if I violate them, I am corrected. But as programming and | |
| data-storage techniques advance, Mr. Blank expects interaction to | |
| become more sophisticated, leading perhaps to the ultimate | |
| participatory novel. | |
| The form is already becoming popular, as computers become common in | |
| homes. Thirty-five thousand copies of Deadline have been sold in two | |
| years, at a list price of $49.95 each. The company's remarkable | |
| adventure fantasies, known as the Zork Trilogy, have been even better | |
| sellers. In 1982, Infocom sold about 100,000 copies of five different | |
| "participa-stories" coded for 13 personal computer systems, the sales | |
| yielding nearly $2 million in revenue. | |
| Their success should come as no surprise. For their worlds also happen | |
| to be the worlds of popular fiction -- the detective story, science | |
| fiction, adventure and fantasy. These genres define worlds with their | |
| own logic; they pose lucid ques- tions and possess clear narrative | |
| easily adaptable to a computer. In 1927, for example, the Russian | |
| formalist critic Vladimir Propp mapped out rules governing the | |
| structure of Russian fairy tales in his "Morphology of the Folktale"; | |
| in 1965, they were programmed into a computer. | |
| Infocom makes use of such forms, which have traditionally had | |
| archetypal power, and tempers them with irreverent wit. In Zork, the | |
| adventurer passes through a kingdom of magical and threatening | |
| chambers in almost Odyssean fashion. The detective of Deadline must | |
| also be a "man of many devices," interpreting signs, solving riddles. | |
| The classic detective novel itself may be a 19th-century bourgeois | |
| mythic tale, in which the detective -- an eccentric outside the social | |
| order, armed with magical powers of reason -- restores the | |
| transgressed boundaries of the social world. | |
| Sitting at the computer, my goal is more humble -- just to restore my | |
| composure. But a successful detective knows no rest. Stu Galley's The | |
| Witness, to be released by Infocom next month, has just arrived, | |
| complete with a detective gazette and the decadent atmosphere of Los | |
| Angeles in 1938. "Storm clouds are swimming across the sky," the | |
| computer tells me. "Your favorite pistol, a snub-nosed Colt .32, is | |
| snug in its holster. " | |
| "Come. Watson," I would type back in Holmesian fashion, if the program | |
| could understand, "the game is afoot." | |
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