| [The following file contains the edited transcript of Part 1 of the GameSIG | |
| online conference on July 18, 1984 with Michael Berlyn, author of "Cyborg," | |
| "Oo-Topos," "Suspended," and "Infidel."] | |
| (1,Scorpia) The CO is about to start, so everyone settle in. Now, this is how | |
| we will work it. The first part, Mike will do the talking while we make a list | |
| of people who would like to ask questions. Once we have the list, we'll go | |
| down it one person at a time until everyone's had a chance to speak. When it's | |
| your turn. use the "" at the end of your lines indicating there's more to | |
| come. When you're finished, use GA for go ahead and no talking out of turn, | |
| please!. Now that's taken care of. Our special guest, Michael Berlyn! Go | |
| ahead, Mike! | |
| (1,Michael Berlyn) I was born of humble beginnings in a log cabin and if I win | |
| this election, I promise to withhold the truth, justice, and the American Wave! | |
| But serially, I haven't the slightest idea where to start. I suppose the best | |
| thing to do would be to give you an idea as to how we write our games at | |
| Infroboz. <oops>. First, we start with an idea. Lacking that, we go to | |
| Zayres, K-MART or Macy's to shop for one. Once we have an idea, we work on | |
| developing some kind of structure, like a plot or a scenario in which to fit | |
| the idea. Not an easy thing to do, as you'll <hopefully> soon see why. What | |
| we have to do, essentially, is make sure that enough of the background and the | |
| environment has been planned out and written before we can actually start to | |
| write our adventures, or interactive fiction. We try to make the world work in | |
| a consistent manner. Anyway, if any of you are still out there, I want you to | |
| know that this is not only a lonely job, typing a monologue, but it's damned | |
| hard, too! <sympathy?> | |
| (1,FLASH) <Ahhh!> | |
| (1,OHMS) We're with you! | |
| (1,John Switzer) We're with you! | |
| (1,Ms. Wiz) <handing kleenex to MB> | |
| (1,Serena) <sniffle> | |
| (1,PETER V.) <APPLAUSE> | |
| (1,Rolexian) <awww> | |
| (1,Michael Berlyn) In any case, once we have a small structure built like a | |
| series we write our games in a high-level, interpreted language. For those of | |
| you who know less about programming than I do, for which there shold be a few | |
| of you, this language allows us, like BASIC, to interrupt what's going on while | |
| it's running and check out the state of the world. Tough to do when writing | |
| and running something like assembly or compiled Pascal!. So, once we have a | |
| background, we start to people it, fill in some of the details in small areas. | |
| We could start with something like Infidel, which I could use as an example, | |
| which is Scorp's fave rave. When I started to write Infidel, there was no | |
| tent. As a matter of fact, I started writing the thing at the ending. Yes, I | |
| started writing at the last set of rooms. So, if you look at something like | |
| ZORK, which I didn't write, <applause> you can see the same kind of thing | |
| happening. The whole thing started with the white house. There was no kitchen | |
| table, no bag smelling of hot peppers, and DEFINITELY no garlic! Those things | |
| were added after the environment. Once the environment was written, and some | |
| objects were added, the game was well on its way. Unfortunately, objects and | |
| environments tend to "interact" with each other. Give something the wrong | |
| characteristics, like Dave Lebling did in STARCROSS, and you get a situation | |
| like this: Next time you play, go into the lab and type BEAM, OUT. Well, | |
| because Dave had given the beam the quality of being a person, it could be | |
| talked to and directed!. So, when someone said they shut off the beam in the | |
| projector by typing BEAM, OUT, we knew what had happened. Dave had | |
| accidentally given the beam "human" qualities. This is the kind of insanity~r | |
| that shows up after the }ifact. Since the programs we write are usually 1 | |
| megabyte of code, give or take a couple thousand K, mistakes like that tend to | |
| get made. We all have made similar and worse mistakes when writing these | |
| games. But we're lucky in that the system we use to write them is fairly | |
| intelligent aboxDut ~rthe "background" universe. For example, when I wrote | |
| Infidel I didn't have to "program" what it meant to look around a room. The | |
| game system automatically knew what look meant, and how to do it. It also knew | |
| that if there was no light there, that you couldn't see. The amount of | |
| background knowledge this game-writing system has is pretty huge. And it | |
| really impressed me when I first started working with it. Remember this -- | |
| when I started with Infocom, I had written 2 text adventures, OO-TOPOS and | |
| CYBORG, and had to write them from scratch. And that was a painful, | |
| time-killing experience. <and worse for those who played them, too!>. Had | |
| enuf yet? | |
| (1,Capt.<From CB>Video) More, More! | |
| (1,E.J. Evans) <clap, clap> | |
| (1,Rolexian) Encore, s'il vous plait! | |
| (1,Michael Berlyn) Asleep yet? | |
| (1,Serena) Go on! | |
| (1,FLASH) Especially secret stuff!!! | |
| (1,Mike M.) <applause> | |
| (1,Michael Berlyn) Okey dokey. | |
| (1,Capt.<From CB>Video) Give us "THE ANSWERS!" | |
| (1,Michael Berlyn) As far as answers are concerned, there's always the GameSIG | |
| and the ARCHIVES! | |
| (1,Nightie) <hey, hey!> | |
| (1,Henry Cohen--EG MAG) Keep it coming Mike, you're a lot more interesting than | |
| Gary Hart. | |
| (1,Michael Berlyn) I'll rant for a few more minutes and then turn it over for a | |
| break (my fingers!). Okey. So here are the secret tips to program an Infocom | |
| game. We sit in this little room, huddled around a TRS-80 Mod 1 and use a | |
| time-sharing system. <hehehehehehe>. We all try to make our games as complete | |
| as possible, but of course we run out of: 1) Room, 2) Patience, and 3) Sanity | |
| long beofre any game is truly finished. We sort of have to abandon them like | |
| an artist does a painting.. I'm sure you've all heard about the way an artist | |
| finishes a painting. He just puts his brush down one day and says "done" | |
| whether it's done or not. Once the games are written in this high-level | |
| language, we run them through a compiler. The compiler produces an | |
| assembly-language program that looks like no other assembly language in the | |
| world. Part of that is due to our having written the assembler. Another part | |
| is due to the fact that everything gets compressed at that level. Once that | |
| happens, there's no way of stopping the game to debug it. We have to go back | |
| to the high-level sources <if any of you have used Pascal, you know what I | |
| mean>, and debug there. Once we have a "debugged" version of the game, it is | |
| then shipped to all the micros. Until this point, we haven't touched a micro. | |
| <Much to my chagrin. I love the little beasties>. The game is then played on | |
| the micros for specific machine bugs and then shipped out if all is okay. But | |
| "ALL IS OKAY" is a relative state. Since the games are so complex, and almost | |
| "self-modifying," there's no way of truly testing EVERYthing. We do our best, | |
| and have a bunch of "in-house" game testers constantly beating their fingers | |
| against the keyboards, and then we send the game out for 2 rounds of outside | |
| testing. Once this is done, for us to make a revision in any part of the game | |
| requires our going through the entire testing procedure again. Not a lot of | |
| fun. Who said playing games all the time was fun? Just ask our | |
| testers!!!!!!!! The high-level language lets you write games more easily than | |
| most other languages since the language was written for exactly that purpose. | |
| We call it ZIL, for Zork Implementation Language. Cute? Anyway, the language | |
| doesn't make you do tiring programming tasks like declare variables. It takes | |
| care of that for you. Like when I was writing SUSPENDED, I said to Marc Blank, | |
| "Wait a minute! This line exceeds 40 characters! What's going to happen when | |
| I see this thing printed out on a 64 character line and on a 40 character line | |
| and an 80?" And he said, "Don't worry about it. That's the language's | |
| problem." That's the kind of power you need to write truly complex games. | |
| Break. | |
| (1,Scorpia) While Mike soaks his fingers We will take a list of questioners. | |
| ONE question per person!. Now, all those who want to be on the list just type | |
| a couple of ???. | |
| [The long list of questioners was made at this point.] | |
| (1,Scorpia) You're on Flash. | |
| (1,FLASH) Thank you Scorpia, and thank YOU Mike for being here. Like everybody | |
| else, I have a million questions, but I'll sneak in two. 1. What are you | |
| working on now? 2. Will Infocom be writing any games that occupy several disk | |
| sides? Something really **LENGTHY**! GA | |
| (1,Michael Berlyn) Well, thanks for having me! This is a real treat for me. | |
| And now, on to the answers. I am working on the answer to your second | |
| question. What I mean by that is I have just finished designing a new "Tale of | |
| Adventure" called CUTTHROAT <cutethroat, I call it>. I didn't have to do the | |
| programming on that one, since I'm working very hard on 2 research projects. | |
| One of them is the answer to your second question. I can't tell you a lot | |
| about it, but it WILL be about 20 times the size of anything you've ever | |
| played, will be 100 times smarter than anything you've ever played, and will | |
| drive me crazy! Okay? | |
| (1,FLASH) Thank you. I'm looking forward to it. GA | |
| (1,Scorpia) Ok, Rolexian is next. | |
| (1,Rolexian) Two quickies (if I can sneak in as well). 1. How do you gather | |
| the vocab for the games? (600+???) GA | |
| (1,Michael Berlyn) I don't know what you mean by "gather." | |
| (1,Rolexian) Well, you aren't just typing in Websters, certainly. All right, | |
| it's a shaky question, just how do you decide which nouns/verbs to use? | |
| (1,Michael Berlyn) Okay. I know what you mean. Anything you run across in one | |
| of our games has got to have a name, or you couldn't type in "PICK UP THE | |
| FOO!". For every foo, there's a vocabulary word. Sometimes there can be | |
| synonyms for FOO, and sometimes the FOO will have adjectives. All these count. | |
| In addition, the verbs and their synonyms count, too. GA for #2. | |
| (1,Rolexian) 2. I don't suppose you guys would be able to create a HOME | |
| version of your ZIL language? GA | |
| (1,Michael Berlyn) Not a chance. We run it on a DEC 20/60. And for those of | |
| you who haven't seen one, I recommend taking a few steps back. Two of them | |
| fill a large room! | |
| (1,Rolexian) <Not even a scaled-down version?> Awww, oh well. | |
| (1,Scorpia) GA, OR WIZ. | |
| (1,OR WIZ) This is a sticky question. I am tired of swapping disks on my IBM | |
| XT. How do I load my game disks to the hard disk? GA | |
| (1,Michael Berlyn) I don't think it can be done, OR WIZ. Sorry. | |
| (1,Scorpia) GA Joe. | |
| (1,Joe) Mike, you said the system takes a lot of the tedium out of programming. | |
| Do you see yourself as more of a writer than a programmer? GA | |
| (1,Michael Berlyn) Well, the system does take a lot of the tedium out but! | |
| It's still primarily a programming task. I'd say about 70% of a 10 month | |
| period is spent doing nothing more than programming and debugging. WITHOUT the | |
| system, we'd be talking about 5 years of work for 1 game! GA | |
| (1,Joe) You seem to have done a lot of backround creative work on Infidel, | |
| though. Did you ever get the urge to put the story down as a book rather than | |
| a game? | |
| (1,Michael Berlyn) No. Not a chance. I have 3 books published, 2 by Bantam | |
| and 1 by ACE books, and a fourth one on the way soon. I started out as a | |
| novelist, and I hope to some day write my fifth book! GA | |
| (1,Scorpia) GA Dennis. | |
| (1,D.Brothers) (Thanks for the disk -- blew away any chance of getting a MacTEP | |
| update out this week!). Seriously, any resolution on the Great Mac Disk | |
| Shortage? Don't see any of your Mac stuff in stores around here yet. GA | |
| (1,Michael Berlyn) The disk shortage is that only when you perceive it that | |
| way. We are having little problem getting disks, but we're ordering a | |
| tremendous quantity of them. I hesitate to say how many, but it's in the tens | |
| of thousands. <that's Mac Disks for those of you who don't know>. And it was | |
| a real pleasure meeting you. Please give me a call tomorrow, okey? GA | |
| (1,D.Brothers) Will do -- caught your msg on MAUG. ga | |
| (1,Michael Berlyn) Thnx. Speak to you soon, then. GA | |
| (1,Scorpia) Kip Degraaf is next. | |
| (1,Kip DeGraaf) Being a new person to Infocom software, could you tell me two | |
| things? 1. Could you give some basic starting tips to Suspended | |
| (1,Michael Berlyn) Boot the disk. GA | |
| (1,Nightie) Kip, check the first part of the SUSPENDED walkthru in the GameSIG | |
| Archives. | |
| (1,Kip DeGraaf) OK then, 2. What makes the Impossible setting Impossible? | |
| (1,Michael Berlyn) The impossible setting can NEVER be won. | |
| (1,Kip DeGraaf) Whoa, Mike. Why can't it be won? I ask for just a little | |
| clarifaction | |
| (1,Michael Berlyn) It can't be won because it's *IMPOSSIBLE!!!* | |
| (1,Kip DeGraaf) OK, I give. Thanks for being here Mike. GA | |
| (1,Michael Berlyn) You're welcome. Face it. | |
| (1,Scorpia) Go ahead, Patricia | |
| (1,PATRICIA) 1. HOW ARE YOUR GAME TESTERS CHOSEN? 2. HOW IMPORTANT TO THE | |
| ACTUAL GAME PLAYING IS THE BACKGROUND STORY SUPPLIED WITH THE PACKAGE? GA | |
| (1,Michael Berlyn) 1. Game testers are chosen for their insanity. and the | |
| package elements on some games are as important as the game itself. GA | |
| (1,Scorpia) Mike M. is next. | |
| (1,Mike M.) Mike, how many people are working on games at any given time? GA | |
| (1,Michael Berlyn) There's quite a few people working at Infocom right now. | |
| About 67, give or take a few. We have 5 testers, 6 game writers, a bunch of | |
| people developing business products, and 2 research groups, one of which I | |
| head. GA | |
| (1,Mike M.) Thank you Mike. Good nite all. GA | |
| (1,Scorpia) GA Gail. | |
| (1,GAIL COMER) What does Infocom have in store for us in the near future? Zork | |
| IV? ga | |
| (1,Michael Berlyn) If you've seen Enchanter, you've seen Zork 4. If you've | |
| seen Sorceror, you've seen Zork 5. | |
| (1,GAIL COMER) What about the sequel to Sorcerer? ga | |
| (1,Michael Berlyn) There will be a Zork 6, whose name is currently unknown. GA | |
| (1,Scorpia) GA Peter. | |
| (1,GAIL COMER) Anything else coming out soon? | |
| (1,PETER V.) WHY DOES IT SEEM THAT THE ANSWERS TO SOME QUESTIONS ARE SO | |
| ROUND-ABOUT? GA | |
| (1,Michael Berlyn) Well, to start with, we're coming out <for GAIL> with | |
| Cutthroats, a new murder mystery. and Hitchhiker's Guide to the Galaxy this | |
| fall. Now, as far as why some answers to questions are round-about, which | |
| questions do you mean? | |
| (1,PETER V.) LOOKING. I CAN'T FIND IT AT THE MOMENT! BUT I MEAN THAT INSTEAD | |
| OF SAYING DO THIS YOU MUST GO THROUGH A WHOLE SERIES OF STEPS TO DO IT. LIKE | |
| LIGHTING THE CANDLE TO ENTER HADES. GA | |
| (1,Michael Berlyn) Peter, that is the way of living. It is what we call | |
| "granularity" and it measures the tiny steps you must go through to accomplish | |
| anything in life or in a game. In our current games, since they were all based | |
| on Spelunking <exploring caves> they are naturally very grainy. They may not | |
| be like that in the future, though. I hope that answers your question. We do | |
| it by choice, habit, and tradition only. GA | |
| (1,Scorpia) GA Connie. | |
| (1,Connie) Mike, my ears perked up when you spoke of unexpected interaction | |
| within the game. Could you give us some examples of this to check out that are | |
| humorous? GA | |
| (1,Michael Berlyn) Well, the best thing I can do is tell you about the aquarium | |
| that exists in one of the Zorks. You used to be able to say AQUARIUM, FOLLOW | |
| ME and it would! There are a lot of other things like that, but some of the | |
| fun is in finding them yourself, no? Just try anything that comes into your | |
| head -- treat tables like people, treat people like containers, treat | |
| containers like doors, try going through containers, and anything else that | |
| sounds ridiculous. IT MAY WORK! GA | |
| (1,Scorpia) GA Bruce. | |
| (1,b.c.) Any neat bugs in Sorcerer? GA | |
| (1,Michael Berlyn) I'm sure there are, but why should I spoil your fun by | |
| telling you what they are? GA | |
| (1,b.c.) Graphics in the future? GA | |
| (1,Michael Berlyn) Maybe. All I can say is that there will never be graphics | |
| in an Infocom interactive fiction text adventure style game. If we do | |
| graphics, it won't be in a graphics adventure. I guarantee it. GA | |
| (1,Scorpia) GA Tom. | |
| (1,Tom Carbone) Mike, could you break down the amount of time you spend | |
| designing vs. coding vs. playtesting your programs? GA | |
| (1,Michael Berlyn) Sure, that's easy. We spend the first month designing the | |
| basic ideas. Next 2 months are coding and designing. Last <4th> month is pure | |
| coding. 2 months for debugging. Playtesters get it then, and IN COME THE BUG | |
| REPORTS!!! The rest of our waking hours are spent going over the code | |
| exterminating 6-legged creatures. GA | |
| (1,Tom Carbone) Thanks. GA | |
| (1,Scorpia) The Adventurer is next. | |
| (1,'THE' ADVENTURER) WHAT DOES "**766 GUE**" MEAN ON THE VAULT!!?? | |
| (1,Michael Berlyn) GUE stands for Great Underground Empire. GA | |
| (1,'THE' ADVENTURER) WHERE DID INFOCOM COME UP WITH THE NAMES: ZORK & FROBOZZ? | |
| GA | |
| (1,Michael Berlyn) There were a lot of nonsense words floating around the MIT | |
| lab for Computer Science when ZORK was written, and that was one of them. It | |
| was Marc's word, so they used it. Frobozz is a variation of FOOBAR, which is | |
| the old army term F>U>B>A>R. GA | |
| (1,Scorpia) Sandi is next. | |
| (1,sandi jones) Thank you so much for the hours of enjoyment you have given all | |
| of us. One request. Please include more deciphering. Loved it. ga | |
| (1,Michael Berlyn) It was truly my pleasure. Deciphering? Of what, pray tell? | |
| (1,Oct) Deciphering, e.g., hieroglyphs. | |
| (1,sandi jones) Right. Also do you ever answer your fan mail? ga | |
| (1,Michael Berlyn) Oh, like =@ being a tennis racquet. Every piece of mail I | |
| get that's not "I have this program to sell to you," I answer. I like getting | |
| mail! GA | |
| (1,sandi jones) I wrote but got no reply yet. Will watch my mail box. ga | |
| (1,Michael Berlyn) To me? GA | |
| (1,sandi jones) Yes. | |
| (1,Michael Berlyn) If it was addressed to me, I never saw it! Sometimes, when | |
| the marketeers are quick, they gobble up the mail and I never see it! Send all | |
| letters to ME! THNX! GA | |
| (1,sandi jones) I will try again. ga | |
| (1,Scorpia) Shannon is next. | |
| (1,Shannon Donovan) Hello, Mr. Berlyn, and thanks for taking the time to talk | |
| to us. First, this may be a personal question (what are we here for!!!) but | |
| how much do you make per game? GA | |
| (1,Michael Berlyn) Well, I was waiting for this one. It is a bit personal, but | |
| I will answer it as I answer everything I can. | |
| (1,Shannon Donovan) Thanks! | |
| (1,Michael Berlyn) But first, you're welcome. It's really a pleasure to do | |
| this. I make the same amount of money on each of my games as anyone who works | |
| at Infocom. We do not get royalties, nor are we paid by the number of games | |
| sold. I am on a salary and that's all! GA | |
| (1,Shannon Donovan) Very clever answering. (I feel cheated!) Anyway one more, | |
| which computer version sells the most? GA | |
| (1,Michael Berlyn) APPLE, and right now, APPLE MAC are the hot ones but ATARI | |
| and IBM are close to APPLE. Sorry you feel cheated, but it's the truth. I am | |
| on salary, as are all the game writers. GA | |
| (1,Shannon Donovan) No I was just kidding, please don't take offense but I | |
| wanted a money figure. GA | |
| (1,Scorpia) GA OHMS. | |
| (1,OHMS) Mike, tell all the guys that this is one player who really appreciates | |
| the Python references. My question is: How extensively has an "official" | |
| GUE-Frobozz background been worked out at infocom? GA | |
| (1,Michael Berlyn) Well, Crazy Steve Meretzky worked it all out pretty neatly | |
| and you'll see it when the new repackaged games come out. ZORK will come out | |
| in a new package, and part of that will be a history of the GUE. GA | |
| (1,Scorpia) EJ, are you with us?? | |
| (1,E.J. Evans) Yes! Mike, In ZORK III, are there any clues on what to do | |
| after all 7 points are gained? GA | |
| (1,Michael Berlyn) YES. There are clues. But I'm not gonna tell you. You | |
| have the Archives here to help you on that account, E.J. GA | |
| (1,E.J. Evans) I have not heard of these "archives," could you explain, | |
| please? | |
| (1,Nightie) <GO GSA, E.J.>. | |
| (1,Nightie) Check the "Hints" section and/or the "Walkthrus" section there. | |
| (1,Michael Berlyn) There's a whole world out there waiting to be discovered, | |
| E.J. Thanks! | |
| (1,Scorpia) Daredevil is next. | |
| (1,DAREDEVIL) OKI HAVE TWO QUESTIONS. FIRST, HOW WOULD I GO ABOUT BECOMING A | |
| PLAYTESTER? | |
| (1,Michael Berlyn) DD, becoming a playtester is easy. Have you ever been | |
| institutionalized? GA | |
| (1,DAREDEVIL) I DON'T THINK SO (WHAT DO YOU MEAN?). | |
| (1,'THE' ADVENTURER) PUT IN AN INSANE ASYLUM!!! | |
| (1,DAREDEVIL) OHTHEN I HAVEN'T. NOT RECENTLY. WHY? | |
| (1,Michael Berlyn) I mean, once you've been inside a mental institution, you're | |
| halfway there. To work for Infokom and be a gametester you have to 1. Live in | |
| or near Cambridge, Mass., 2. Have a few serious mental problems <like | |
| masochism>, and 3. Be nuts!. | |
| (1,DAREDEVIL) OKI LIVE IN CONNECTICUT AND THE REST IS EASY. | |
| (1,Michael Berlyn) But if you're talking about becoming and "outside" tester | |
| send a letter to HOLLYWOOD DAVE ANDERSON, INFOCOM 55 WHEELER STREET CAMBRIDGE, | |
| MA 02148 and tell him you're nuts and want to test our games. GA | |
| (1,Nightie) <He's gonna love you for that, Mike.> | |
| (1,Michael Berlyn) <I hope so!> | |
| (1,DAREDEVIL) OKNEXTWHAT EDUCATION DID YOU HAVE TO BECOME A PROGRAMMER? | |
| (1,Michael Berlyn) I have a B.A. in humanities and took a BASIC programming | |
| class in college. The rest I taught myself. GA | |
| (1,Scorpia) GA Max. | |
| (1,max) The Wall Street Journal article had very kind words for Infocom. It | |
| mentioned some business software. Would you care to hint at what may be in | |
| store? GA | |
| (1,Michael Berlyn) Sure. Though hinting at is about all I'm allowed to do. | |
| Let's put it this way. We write games that know something about the kinds of | |
| games they are and about the kinds of things that go on in the background. | |
| They're "aware" to a minor degree, and they "know about" things. Well, our | |
| business products are going to "know about" things. Let's say we were doing a | |
| database, as an example. Our database would have to "know about" data, and | |
| what a data base really is, and be "smart". Unfortunately, you'll have to wait | |
| a few months to see what it is. GA | |
| (1,max) Thanks. That's more than showed in the WSJ. Also, who is the attorney | |
| that you sued to get the rights to Hitchhiker to the Galaxy? GA | |
| (1,Michael Berlyn) We sued no one, have never sued anyone, and don't plan on | |
| suing anyone either. | |
| (1,max) That's not "sued," that's "used!" | |
| (1,Michael Berlyn) <oops!> Lemme step back for a moment. I'm not sure what | |
| attorney we used with Douglas Adams, but almost all negotiations were done with | |
| him, in person, while he was writing the game and his agent even approved of | |
| the venture! GA | |
| (1,max) Thanks. ga | |
| (1,Scorpia) Nightie, GA. | |
| (1,Nightie) Mike, I've been fooling around with SEASTALKER and saw an | |
| interesting little message in there yesterday. After Commander Bly mentioned a | |
| "lab assistant," I asked "Tell me about the lab assistant.". The response from | |
| the program was: "Foo!! This is a bug!". | |
| (1,Michael Berlyn) <HEHEHEHEHEHEHEHEhehehehehehe> | |
| (1,Nightie) Seems as if you folks like that "f" word a lot. So, is that | |
| *really* supposed to be there? GA | |
| (1,Michael Berlyn) The Foo word is our favorite. If you look in suspenders | |
| <SUSPENDED>, you'll see all of our fave words like MUMBLE. It's supposed to be | |
| there so the program won't crash, but it is a real bug. That's something you | |
| should report to Stu, the person responsible. All the NASTY words are in | |
| suspenders. FOOBAR, MUMBLE, BLETCH, and a few more. They're on the 10 | |
| circles. The computer generates them randomly, picking the first syllable from | |
| one group, the second from another, which gave us our REAL *REAL* favorite: | |
| <are you ready?> FOOBLE! GA | |
| (1,Nightie) <aaarrrgggghhhh> | |
| (1,Michael Berlyn) <serves you right for asking!> | |
| (1,'THE' ADVENTURER) <YEEECH!!> | |
| (1,Scorpia) I like it. | |
| (1,Nightie) Thanks, Mike, will report to Stu on this one. GA | |
| (1,Scorpia) Now, it's my turn. However, before we get to the main event I have | |
| a comment/question about the names of The Infocom games. Notably, they are all | |
| one word titles. Is that deliberate, and if so, why? GA | |
| (1,Michael Berlyn) Yes, it isn't deliberate. And we work very hard to not keep | |
| it that way. | |
| (1,Scorpia) Er, try that again Michael? | |
| (1,Nightie) <multiple negatives!> | |
| (1,Michael Berlyn) Well, first there was ZORK then there was ZORK II. Now, if | |
| that's not a 2-word title, I don't know what is! GA | |
| (1,Oct) That's a 2-word title, but not two words. | |
| (1,Scorpia) Mike, you're fudging on that! | |
| (1,Nightie) <Infoquirk humor> | |
| (1,Michael Berlyn) Okay, okay. | |
| (1,Rolexian) <Well, they are doing Hitchhikers.> | |
| (1,Michael Berlyn) I'll fess up. Yes, we sort of try to keep the title to 1 | |
| word when possible, but as Rolex said, we ARE doing HHGT THE GALAXY so there | |
| goes your complaining and whining!!! GA | |
| (1,Nightie) <snicker> | |
| (1,Scorpia) You'll probably just call it "Hitchhiker." | |
| (1,Rolexian) Douglas Adams would kill them if they did, Scorp! | |
| (1,Scorpia) Anyway, now we go on to the REAL THING. Mike knew this was coming. | |
| <I warned him about it!>. | |
| (1,Rolexian) it's the REEEEAL THIIING! | |
| (1,Nightie) Coca Cola! | |
| (1,'THE' ADVENTURER) <DRUM ROLLLLLLS!!> | |
| (1,Scorpia) If you were here earlier, you saw his comments Regarding myself and | |
| Infidel. Now, I did not like Infidel. I did not like the premise of the story | |
| (1,Michael Berlyn) <poor taste> | |
| (1,Scorpia) I did not like the main character I did not like the ending. I | |
| felt it was a poor choice to have a characetr like that in an Infocom game, | |
| since, after all regardless of the main character in the story *I* am the one | |
| who is really playing the game really solving the puzzles. The character is | |
| merely a shell, and after going thru the game, I resent getting killed. GA | |
| (1,Rolexian) Other than that, she liked it. | |
| (1,Michael Berlyn) GA for what? What do you want me to do? I can't make you | |
| like something you don't like I can't make you appreciate something that you | |
| don't think is there. I will tell you this, though You are being very | |
| narrow-minded about what you think an Infocom game is. It doesn't HAVE to be | |
| the way you said and you don't have to think that in *EVERY* game you play, | |
| that YOU're the main character. But there's more | |
| (1,GAIL COMER) Why did you end the game like that? | |
| (1,Michael Berlyn) I mean, I'm a writer. I write all kinds of things. I'll | |
| get to ending when it's time to talk about it. Lemme first tackle the other | |
| points raised. A question for you: Yes or No, Scorp Have you ever read a | |
| book, seen a TV program, seen a movie where the main character wasn't someone | |
| you liked, someone you'd rather not be? GA | |
| (1,Scorpia) Certainly. | |
| (1,Michael Berlyn) Okay. Then that's fair. If you look at these games as | |
| shells for you to occupy and nothing more, like an RPG then you're missing the | |
| experience, or at least part of the potential experience. If you had read the | |
| journal and the letter before hand I would have hoped you would have understood | |
| just what was going on in the gamewho you were, why you were playing that kind | |
| of character. Adventures are so so STERILE!. That's the word. And I want | |
| very much to make them an unsterile experience. It's what I work for and it's | |
| my goal. Otherwise, why not just read Tom Swifts and Nancy Drews and the Hardy | |
| Boys? GA | |
| (1,Oct) May I comment on the Infidel protagonist? | |
| (1,Scorpia) Go ahead Oct. | |
| (1,Michael Berlyn) Sure, Oct. | |
| (1,Oct) As far as I know (through about 8 games that I've played) Infidel is | |
| the only one that creates a role (in the sense of personality) for the | |
| protagonist-player. A worthwhile experiment, but I somewhat agree with Scorp | |
| that it wasn't completely successful. The problem is that a game provides a | |
| simulated world for the protagonist and just as in life the player must do | |
| intelligent things to "succeed" (in the sense of surviving, making progress). | |
| If the role includes stupidity or bullheadedness, then the player will not make | |
| progress, which in the context of the game means not being able to continue | |
| playing. Further, the excellence of the Infocom games is in their | |
| world-simulation, but simulating a personality for the *player* is not really | |
| provided for in the basic design, the fundamental interaction between game and | |
| player. I feel I've not articulated too well, but there's a point in there | |
| somewhere! GA | |
| (1,Michael Berlyn) I never claimed the protagonist works in Infidel. I only | |
| claim that it had to be tried and so it was. There are a lot of personal | |
| reasons for my disgust <I hate the game, myself> over the whole Infidel | |
| project, but none of it had to do with the protagonist/ending problems the game | |
| has. Let me put it to you this way: Like anyone who produces things or | |
| provides a service -- you put it out there and you take a chance. You wait for | |
| the smoke to clear and then you listen to people like yourselves talking about | |
| whether the experiment succeeded or failed and I could have told you it might | |
| have gone either way when I was writing it. There was just no way to know. GA | |
| (1,Oct) I think I can better summarize the problem with roles, now. Ok? | |
| (1,Michael Berlyn) GA, Oct. | |
| (1,Oct) If you give the player a role, as in the set-up (the journal) and s/he | |
| wants to view him/herself that wayok. The problem is that the only way that | |
| can be effectively represented is in how the other actors in the game | |
| view/respond to the player. If you try to implement it by saying "You now do | |
| this," you've violated a basic premise, namely that *I* decide what I want to | |
| do (whether in a role or otherwise). "You now do this" just isn't part of the | |
| game! GA | |
| (1,Michael Berlyn) I agree <applause>. Some of the problems I faced in this | |
| game are What kind of a human being would even WANT to ransack a national | |
| shrine like a pyramid?. And once I asked myself that question, I was sunk and | |
| there was no turning back. It wasn't even a game I wanted to write. I got off | |
| on it by putting in all the weirdness, the 'glyphs, the mirages, the | |
| descriptions but I've learned from the experience. Marc once said to me, "This | |
| is the only business where you get to experiment and people really give you | |
| feedback." He was right. And I appreciate it. GA | |
| (1,Nightie) *We* appreciate your coming to hear our feedback! | |
| (1,Scorpia) <See? That wasn't so bad after all!> | |
| (1,Rolexian) Painless. | |
| (1,Michael Berlyn) <Yeah? Then what's that knife doing in my kidneys?> | |
| (1,D.Brothers) Examine knife. | |
| (1,Scorpia) <Thats not a knife, it's a stinger.> | |
| (1,Rolexian) Well, I see we forgot the anesthesia with the painless operation. | |
| (1,Scorpia) <And thereby hangs a tail.> | |
| (1,Nightie) <yeecchh> | |
| (1,Michael Berlyn) <whimper!> | |
| (1,Scorpia) Awwwwwwww!!!!! | |
| (1,Rolexian) I wonder what THIS conversation is leading to!? | |
| (1,Scorpia) Ok. Mike, any last minute remarks? | |
| (1,Michael Berlyn) Well, we can "unformalize" this now, if u wanna. | |
| (1,Rolexian) NO! NOT THAT! | |
| (1,Michael Berlyn) Yeah. | |
| (1,Nightie) Adventurer has a question. | |
| (1,'THE' ADVENTURER) YOU SAID SOMETHING ABOUT A MULTI-SIDED GAME. IS THIS | |
| GOING TO UTILIZE 2 DRIVES OR WILL WE HAVE TO SWAP DISKS? GA | |
| (1,Michael Berlyn) We haven't the foggiest. As of right now, about the only | |
| thing we know for sure is that it is breaking every rule ever written about | |
| adventuring. GA | |
| (1,'THE' ADVENTURER) THANK YOU MIKE!! | |
| (1,Michael Berlyn) Welcome! | |
| (1,Rolexian) I thought Infidel already broke those rules! | |
| (1,Shannon Donovan) I have a quicky. | |
| (1,Oct) The current interpreter architecture limits game programs to 128 KB. | |
| (1,Michael Berlyn) Always time for a quickie. | |
| (1,Nightie) <smirk> | |
| (1,Scorpia) GA Shannon. | |
| (1,Shannon Donovan) I have played both the C-64 and TRS-80 versions of Infidel | |
| and was wondering when you end the game on the C-64 version (in any manner like | |
| quit, etc.) you just stop the program, and there is no way to return to Basic | |
| without rebooting the computer. But in the TRS-80 version, it returns you to | |
| DOS?? | |
| (1,Michael Berlyn) Sure. That's an easy one. Our games are really 2 things: | |
| an interpreter, which emulates a virtual "software" machine, and a game file | |
| which is the exact same no matter what machine it's running on since it's a | |
| virtual machine game file. The interpreters are written differently on every | |
| machine, and by different programmers. So, the person who wrote the C-64 | |
| version probably just didn't feel like having the interpreter finish in a nice, | |
| smooth, polished way. GA | |
| (1,Oct) Maybe TRS interpreter runs under DOS but C64 runs standalone. | |
| (1,Shannon Donovan) Thanks again for the time and sorry for the longy!! | |
| (1,CRAIG) QUESTION! | |
| (1,Scorpia) GA Craig. | |
| (1,CRAIG) I HAVE WRITTEN A GAME WITH ALL THE PUZZLES, PROBLEMS, ETC, ONLY ON | |
| PAPER MIND YOU AND HOW WOULD I BRING IT TO INFOCOM'S ATTENTION. OR WOULD THEY | |
| BE INTERESTED? GA | |
| (1,Rolexian) <try a flare, that ought to attract their attention> | |
| (1,Michael Berlyn) <with kid gloves> Well, lemme see we don't accept outside | |
| submissions from *ANYONE* because we don't have any way of dealing with | |
| royalties, payments, etc. There are other problems involved, like I have 30 or | |
| 40 games I wanna write myself and there's only one of me, one of Marc, one of | |
| Steve, so who's gonna write it? We can't let you use our development system | |
| since it's all we have. So you see the position we're in? GA | |
| (1,CRAIG) CLEAR ENOUGH. JUST CLEAR ENOUGH. DOES THERE HAVE TO BE ROYALTIES? | |
| (1,Michael Berlyn) Well, you wanna get paid, don't you? | |
| (1,Oct) Craig: No outside submissions, period. (I've been down this route.) | |
| (1,CRAIG) THANK YOU. | |
| (1,sandi jones) ?? | |
| (1,Michael Berlyn) GA Sandi. | |
| (1,sandi jones) I had heard that Seastalker was to be an easier game. Not for | |
| me but my son. ga | |
| (1,Michael Berlyn) It is. Ask Nightie, who's played it and she'll give you a | |
| more objective view than I could. | |
| (1,Nightie) Sandi, highly recommended for new adventurers. | |
| (1,Oct) How about old adventurers? | |
| (1,'THE' ADVENTURER) <OR MIDDLE-AGED ADVENTURERS!> | |
| (1,Rolexian) Or ordinary adventurers with about $50 to get rid of. | |
| (1,Nightie) much too easy. It's an intro game with lots of clues | |
| throughout to help you along.> | |
| (1,sandi jones) Did you do it? | |
| (1,Michael Berlyn) Nope. Infocom did it, and it was written by Stu Galley, | |
| author of Witness. | |
| (1,sandi jones) Thanks. Good nightI enjoyed it. | |
| (1,CRAIG) WE NEED SOMETHING TO TIDE US OVER! | |
| (1,Michael Berlyn) nyet swat | |
| (1,'THE' ADVENTURER) HEY MIKE! HOW DID YOU GET INVOLVED WITH INFOCOM FROM | |
| BEING A S-F WRITER??! GA | |
| (1,Michael Berlyn) That's simple. Bought an Apple for word processing. Got | |
| sucked into programming wrote a game. Started my own company found out my | |
| partners and I didn't get along too well, and then split for Infocom! Easy! | |
| (1,'THE' ADVENTURER) WHAT WAS YOUR COMPANY,MIKE? | |
| (1,Michael Berlyn) Sentient Software was mine. | |
| (1,D.Brothers) What micro(s) do you use yourself? | |
| (1,Michael Berlyn) I have 2 Apples -- a 2+ and a Mac, which is what I'm using | |
| now. The 2+ has been in its box since we moved and haven't unpacked it yet due | |
| to MACFEVER! GA | |
| (1,Rolexian) Popular spring allergy! I'll take the Mac! | |
| (1,Michael Berlyn) Hey, the Mac is NOT up for grabs! | |
| (1,'THE' ADVENTURER) YOU WERE IN COLORADO DURING SENTIENT? | |
| (1,Michael Berlyn) Yes, lived in Aspen. | |
| (1,Scorpia) Ok folks, I guess we can say the CO is over now. | |
| (1,Rolexian) Officially over, that is. | |
| (1,'THE' ADVENTURER) GREAT CO! THANKS MIKE! | |
| (1,Scorpia) Mike, it was great having you here. | |
| (1,Shannon Donovan) It's been great Michael!!!! Please return! | |
| (1,Scorpia) Everyone, thanks for coming! | |
| (1,Nightie) We can't thank you enough, Mike! | |
| (1,Michael Berlyn) You're welcome, one and all. I had a great time. | |
| (1,'THE' ADVENTURER) THANKS MIKE -- FOR EVERYTHING!! | |
| (1,Scorpia) Mike, take care. You know how to find your way out, I hope! | |
| (1,Michael Berlyn) I will. And many thanks to you. | |
| (1,'THE' ADVENTURER) <BYE SCORP AND NIGHTIE>!! | |
| (1,Nightie) Nightie night, all! Thanks for a great CO! | |
| (1,Michael Berlyn) Bye Scorp and Nightie!!! | |
| (1,MIKE) GREAT GAMES!!! KEEP THEM COMING! | |
| (1,Michael Berlyn) Thnx, Mike! Nite! | |
| (1,CRAIG) THANKS, MIKE. KEEP UP THE GOOD WORK. | |
| (1,Nightie) Talk to you soon, Mike! Adios! | |
| (1,GAIL COMER) Thanks Mike, goodnight all. | |
| [End of File] | |
| This transcript is copyrighted (c) 1984 by Scorpia and Patricia Fitzgibbons. | |
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