| TECHNOLOGY: Zorked Again | |
| Lost in computer fiction | |
| Across America tonight, computer-game players will slip floppy discs | |
| into their machines, and their screens will fill with ... *words.* Not | |
| jerky bits-and-bytes stick figures. Just words, firing imaginations to | |
| flight -- to the Great Underground Empire, where Lord Dimwit Flathead | |
| once ruled; to a dead planet where a galactic plague has wiped out | |
| every living thing, except a robot named Floyd; to an Egyptian temple | |
| deep below the burning desert. The front-office glass at Infocom in | |
| Cambridge, Mass., where these programs are written, bears a sticker | |
| reading "Imagination sold and serviced here." | |
| With 18 games on the market and four on this week's authoritative | |
| Softsel Hot List -- including Zork I, now marking its 169th week in | |
| the Top 20 -- Infocom is an industry leader in the text-only branch of | |
| computer gaming called "interactive fiction." The player is the | |
| central character in each story, and to a large extent determines how | |
| the action unfolds. At the start of Zork I, for example, you are in a | |
| field near a house. What next? Choose your own path. You may want to | |
| explore a bit first ("Go east," "Climb the tree") or go straight into | |
| the house ("Open the window," "Enter the house"). After each move the | |
| game answers back with a detailed explanation of where you are and | |
| what you can "see." Over the next few days or weeks (play time per | |
| game can run to 100 hours ) you'll explore a vast underground cavern, | |
| solving puzzles and accumulating booty along the way -- and trying to | |
| avoid electronic death. | |
| There are others writing and distributing interactive fiction. Simon | |
| and Schuster recently issued a game based on "Star Trek"; Adventure, | |
| widely considered the seminal work in the field, has slipped into the | |
| public domain and can be played on The Source data base, an electronic | |
| information service available to home-computer owners. But Infocom is | |
| the class of the field. Its games are cleverly written, beautifully | |
| packaged and punctuated with a sharp sense of humor. In fact, it was | |
| frustration over the primitive, stodgy Adventure that got the company | |
| started. In 1977 a group of MIT computer jockeys got the idea of | |
| trying to go Adventure one better. Over the next few years, recalls | |
| Joel Berez, now 31 and Infocom's president, Zork was their "midnight | |
| project." | |
| The result was an instant hit on the MIT campus -- and, via the | |
| Arpanet data base, across the country. It was clearer and funnier than | |
| Adventure -- when a frustrated player types in any of several | |
| well-known obscenities, for example, the game responds, "Such language | |
| in a high-class establishment like this!" And its breakthrough | |
| programming enabled plavers for the first time to enter complicated | |
| commands in plain English ("Climb down the cliff and jump into the | |
| river"). The group founded Infocom in 1979, thinking they'd issue the | |
| game commercially and score some fast money to bankroll business | |
| software. | |
| *Losing sleep:* It was six years before the company finally introduced | |
| Cornerstone, software to help nonprogrammers organize business | |
| information quickly and easily. In the meantime, the games simply took | |
| over. Zork begat Zorks II and III, then mystery games, science-fiction | |
| games and Tales of Adventure, each selling for between $35 and $50. A | |
| stable of in-house writers grew; today there are six. A devoted cult | |
| following grew, too -- mostly male, a third of them teenagers, another | |
| third in their 30s. The seductive power of Infocom began to spread. | |
| People began to lose sleep. Conversations like this were overheard | |
| among computer owners: "I went to the garden and got the key. Then I | |
| went to the Carousel Room, and southwest to the Cobwebby Corridor. | |
| But I couldn't get past the lizard and unlock the door. What do I do | |
| now?" Says Berez, "We originally thought these games would just appeal | |
| to cultists, fanatics. That was true. But the cult following got a | |
| whole lot larger than we expected." Last year sales topped $10 | |
| million. | |
| This fall the company introduced the first in its Interactive Fiction | |
| Plus series, A Mind Forever Voyaging. Plus games require 128K of | |
| memory, twice that necessary for regular Infocom games; that limits | |
| the potential audience somewhat, but gives the writers twice as broad | |
| a canvas on which to work. In AMFV, writer Steve Meretzky has used the | |
| expanded memory to breathtaking effect, creating a richly imagined | |
| anti-Utopian futureworld. "I wanted to do something that was more of a | |
| story and less of a puzzle," says Meretzky. "And I wanted to make a | |
| political statement, which hadn't been done in this medium before." To | |
| a very large degree, he succeeded. AMFV isn't "1984," but in some ways | |
| it's even scarier. Players wander the streets of a South Dakota town | |
| in the year 2041, not really sure what they'll find or why they are | |
| there. And then . . . well, have fun. But don't mess with the Border | |
| Security Force. And be sure to get home before dark. | |
| BILL BAROL | |
| CAPTION: Playing out fantasies: *Adventure by Infocom* | |
| [page] 70 (c) Newsweek December 23, 1985 | |
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