| Commodore Power/Play | |
| April/May 1985 | |
| The Hitchhiker's Guide to Douglas Adams | |
| Sixty-four floors above New York City's Rockefeller Center, | |
| Englishman Douglas Adams is holding court. | |
| "I want you to know that I really enjoyed working on this game, and | |
| I�m not just saying that because I'm trying to sell it. That�s only | |
| 90% of the reason." | |
| The game, of course, is Infocom's _The Hitchhiker's Guide to the | |
| Galaxy_, which Adams co-authored with Infocom's Steve (_Planetfall_, | |
| _Sorcerer_) Meretzky. It's a computer version of the | |
| wildly-successful and off-the-wall science fiction book of the same | |
| name--the first book by a "name" author to be translated into the | |
| new interactive, all-text medium. It is available for $34.95 on disk | |
| for the Commodore 64. | |
| _Hitchhiker_ has reached just about every medium this planet has to | |
| offer. It started as a 12-part British radio series in 1978 and | |
| quickly built up a cult following. Adams made it into a book which | |
| spawned two sequels, with a third just published (_So Long, And | |
| Thanks For All the Fish_). Then came the British television series | |
| ("For people who need the pretty pictures," Adams says) and two | |
| records. There has also been a stage play, and a movie is in the | |
| works. But Infocom's computer version is the most intriguing--for | |
| the first time in history, a person can read a best-selling book and | |
| be a _character_ in it at the same time. | |
| According to Douglas Adams, the idea for _Hitchhiker's_ came to him | |
| on night in Innsbruck, Austria, as he was lying on his back, | |
| "slightly drunk, and contemplating the universe." He was on a | |
| semester break from college (Cambridge University) and travelling | |
| around the Continent with the help of _The Hitchhiker's Guide to | |
| Europe_. It was there that he invented Arthur Dent, a hapless | |
| Earthling who wakes up one morning to find bulldozers about to | |
| demolish his house. Dent quickly learns that there is a bigger | |
| demolition about to occur--the demolition of the entire planet. With | |
| the help of his friend Ford Prefect, Dent hops a ride on an | |
| "Electronic Thumb" and hitchhikes the galaxy. | |
| After the success of the radio series, books, TV show, record and | |
| play, Adams spent about a year exploring ways to transform | |
| _Hitchhiker_ into a work of interactive fiction. He also became a | |
| big fan of Infocom games. | |
| "I started to work on a word processor, and like most writers, I | |
| began to discover all the other things that computers can do--which | |
| is why you end up day after day with nothing much written. One of | |
| the great aids I found to _not_ writing was Infocom games. As soon | |
| as I started to play them I thought, 'Here are a set of minds | |
| similarly afflicted.'" | |
| Mark Blank, Infocom's vice president of product development (and | |
| author of _Zork_ and _Deadline_), was a big fan of _The Hitchhiker's | |
| Guide to the Galaxy_. "Imagine our surprise when Doug Adams walked | |
| in one day and said he's been playing our games for awhile and wants | |
| to work on one. We were totally floored," Blank remarks. | |
| Blank teamed up Adams and Meretzky, no small task considering that | |
| Meretzky lives in Massachusetts and Adams lives in England. The two | |
| hooked their computers up via modem through the Dialcom computer | |
| network and began sending electronic mail back and forth. | |
| "Doug would write detailed chunks of material and send them by | |
| modem," says Meretzky. "I'd transcribe the material directly onto a | |
| disk in my computer. In the same way, I would send Doug portions of | |
| the game as programming was completed." | |
| In June, the two got together in England to put the finishing | |
| touches on the game. It was then debugged on Infocom's 36-bit | |
| DECSystem 20/60 mainframe computer and translated for every | |
| microcomputer. | |
| Writing interactive fiction is very different from writing | |
| traditional fiction. Infocom's Mark Blank thinks it's harder. "It's | |
| not just a matter of translating stories," he says. "Our recent | |
| _Seastalker_ game was written by Jim Lawrence, who had ghosted 50 or | |
| 60 Hardy Boys and Tom Swift books. He wanted to write a story that | |
| went from point A to B to C, and we kept saying that you have to | |
| think in terms of a story where the characters have alot of | |
| _different_ possibilities. We really had to train him alot." | |
| Douglas Adams, though, finds interactive fiction to be _easier_ to | |
| write than traditional fiction. "I found it very conducive because | |
| my mind happens to work in that way. You need a particular bent of | |
| mind to do it, and I _do_ mean bent." | |
| "There are a number of things that are easier," Adams explains. "You | |
| don't have to write a 'seamless garment' for a game like you do in a | |
| book. When you write a book, you may know how one section goes and | |
| how the next section goes, but actually connecting them is very | |
| difficult. In an all text game, the _reader_ is supplying the | |
| connections between those pieces of text." | |
| Adams says writing interactive fiction is like writing for radio. | |
| Both use the imagination of the reader/listener in place of | |
| pictorial description. "There's a famous remark much quoted in | |
| England about a little boy who is asked which he prefers--radio or | |
| television. He says he prefers radio because the scenery is better." | |
| Blank agrees: "Novels are not necessarily helped by graphics. You | |
| can actually build the best pictures of the world in your mind." | |
| All-text computer games are not new, but with the exception of | |
| Infocom's they have been a disappointment, according to Douglas | |
| Adams. "With most of the games, I was very much aware of the fact | |
| that they were written by computer people who had branched out into | |
| writing. I wanted to be one of the first to come from the _other_ | |
| side of the tracks. While I was writing the game, I frequently had | |
| the feeling--'I don't think anybody's ever _done_ this before.' It's | |
| very exciting working with this new medium, and I'll be pursuing it | |
| further." In fact, Adams and Infocom are at the | |
| "let's-talk-about-it" stage of another game that is being conceived | |
| purely as a game to begin with. | |
| There's no doubt that interactive fiction is, as Infocom claims, "a | |
| new art form" in its infancy. Other big name authors will almost | |
| certainly jump on the interactive bandwagon. Will we see the day | |
| when conventional literature will be replaced by interactive | |
| literature? Is print dead? | |
| "Absolutely not," according to Douglas Adams. "When radio came out, | |
| everyone said books will disappear. When television came out, | |
| everyone said that radio will disappear. It was the same when movies | |
| came out. People find new ways of enjoying themselves. There's | |
| something about the experience of a book which nothing else will | |
| ever replace. You can't take a computer game on the train. | |
| Interactive fiction is different and it's great to have it aboard, | |
| but it doesn't mean anything else has got to be thrown out." | |
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