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Wishbringer

Brian Moriarty, 1985

Brian Moriarty, 1985

Brian Moriarty was the first of a second wave of Infocom authors from very different and more diverse backgrounds than the original Imps. Their fresh perspectives would be a welcome addition during the latter half of the company’s history. Some of the second wave all but stumbled through the doors of Infocom, but not Moriarty — not at all Moriarty. His arrival as an Imp in September of 1984 marked the fruition of a calculated “assault on Infocom” — his words, not mine — that had taken over two years to bring off.

Moriarty’s personal history is perfect for an Imp, being marked by a mix of technical and literary interests right from his grade-school years. After taking a degree in English Literature from Southeastern Massachusetts University in 1978, he found a job in a Radio Shack store, where he spent hours many days playing with the TRS-80s. He didn’t buy a computer of his own, however, until after he had become a technical writer at Bose Corporation in Framingham, Massachusetts. It was there in 1981 that a colleague brought in his new Atari 800 to show off. Moriarty succumbed to the greatest Atari marketing weapon ever devised: the classic game Star Raiders. He soon headed out to buy an Atari system of his own.

Along with the computer and Star Raiders, Moriarty also brought home a copy of Scott Adams’s Strange Odyssey. He played it and the other Scott Adams games obsessively, thinking all the while of all the ways they could be better. Then one day he spotted Infocom’s Deadline on the shelf of his local Atari dealer. From its dossier-like packaging to its remarkable parser and its comparative reams of luxurious text, it did pretty much everything he had been dreaming about. Moriarty knew in an instant what he wanted to do, and where he wanted to do it. How great to learn that Infocom was located right there in the Boston area; that, anyway, was one problem less to deal with. Still, Infocom was a tiny, insular company at this point, and weren’t exactly accepting resumes from eager Atari enthusiasts who’d never designed an actual game before.

So Moriarty put Infocom in his long-range planning folder and went for the time being somewhere almost as cool. Back at Radio Shack, he’d worked with a fellow named Lee Pappas, whom he’d been surprised to rediscover behind the counter of the local Atari dealer when he’d gone to buy his 800 system. Pappas and a friend had by then already started a little newsletter, A.N.A.L.O.G. (“Atari Newsletter and Lots of Games”). By the end of 1982 it had turned into a full-fledged glossy magazine. Pappas asked Moriarty, who’d already been a regular contributor for some months, if he’d like to come work full-time for him. Moriarty said yes, leaving his safe, comfortable job at Bose behind; it was “the best career move I ever made.”

A.N.A.L.O.G. was a special place, a beloved institution within and chronicler of the Atari 8-bit community in much the same way that Softalk was of the Apple II scene. Their articles were just a little bit more thoughtful, their type-in programs a little bit better, their reviews a little bit more honest than was the norm at other magazines. Moriarty, a graceful writer as well as a superb Atari hacker, contributed to all those aspects by writing articles and reviews and programs. Life there was pretty good: “It was a small group of nerdy guys in their 20s who loved computer games, ate the same junk foods, and went to see the same science-fiction movies together.”

Still, Moriarty didn’t forget his ultimate goal. Having advanced one step by getting himself employed in the same general industry as Infocom, he set about writing his first adventure game to prove his mettle to anyone — Infocom, perhaps? — who might be paying attention. Adventure in the Fifth Dimension appeared in A.N.A.L.O.G.‘s April/May 1983 issue. A necessarily primitive effort written mostly in BASIC and running in 16 K, it nevertheless demonstrated some traits of Moriarty’s later work by mixing a real place, Washington D.C., with fantastic and surreal elements: a group of aliens have stolen the Declaration of Independence, and it’s up to you to track down an entrance to their alternate universe and get it back. A year later, Moriarty continued his campaign with another, more refined adventure written entirely in assembly language. Crash Dive! pits the player against a mutineer aboard a nuclear submarine, a scenario much more complex and plot-heavy than the typical magazine-type-in treasure hunt. It even included a set of Infocom-style feelies, albeit only via a photograph in the magazine.

Crash Dive!'s "feelies"

With two games under his belt, Moriarty applied for a position as a game designer at Infocom, but his resume came right back to him. Then a colleague showed him a posting he’d spotted on the online service CompuServe. It was from Dan Horn, manager of Infocom’s Micro Group, looking for an expert 6502 hacker to work on Z-Machine interpreters. It took Moriarty about “45 seconds” to answer. Horn liked what he saw of Moriarty, and in early 1984 the latter started working for the former in the building where the magic happened. His first project involved, as chance would have it, another submarine-themed game: he modified the Atari 8-bit, Commodore 64, and Apple II interpreters to support the sonar display in Seastalker. Later he wrote complete new interpreters for the Radio Shack Color Computer and the ill-fated Commodore Plus/4.

He was tantalizingly close to his goal. Having broken through the outer gates, he just needed to find a way into the inner keep of the Imps themselves. He took to telling Berlyn, Blank, Lebling, and the rest about his ambition every chance he got, while also sharing with them his big idea for a game: a grand “historical fantasy” that would deal with no less weighty a subject than the history of atomic weapons and their implications for humanity. It seemed the perfect subject for the zeitgeist of 1984, when the Cold War was going through its last really dangerous phase and millions of schoolchildren were still walking around with souls seared by the previous year’s broadcast of The Day After.

Moriarty got his shot at the inner circle when a certain pop-science writer whom Infocom had hired to write a game was allegedly found curled up beneath his desk in a little ball of misery, undone by the thorny syntax of ZIL. This moment marks the end of Marc Blank’s dream of being able to hire professional writers off the street, set them down with a terminal and a stack of manuals, and wait for the games to come gushing forth. From now on the games would be written by people already immersed in Infocom’s technology; the few outside collaborations to come would be just that, collaborations, with established programmers inside Infocom doing the actual coding.

That new philosophy was great news for a fellow like Brian Moriarty, skilled coder that he was. The Imps decided to reward his persistence and passion and give him a shot. Only thing was, they weren’t so sure about the big historical fantasy, at least not for a first game. What they really had in mind was a made-to-order game to fill a glaring gap in their product matrix: a gentle, modestly sized game to introduce newcomers to interactive fiction — an “Introductory”-level work. And it should preferably be a Zorkian fantasy, because that’s what sold best and what most people still thought of when they thought of Infocom. None of the current Imps were all that excited about such a project. Would Moriarty be interested? He wasn’t about to split hairs over theme or genre or anything else after dreaming of reaching this point for so long; he answered with a resounding “Absolutely!” And so Brian Moriarty became an Imp at last — to no small consternation from Dan Horn, who’d thought Moriarty had come to Infocom to do “great work for me.”

It’s kind of surprising that it took Infocom this long to perceive the need for a game like the one that Moriarty would now be taking on as his first assignment. Their original matrix had offered only games for children — “Interactive Fiction Junior” — below the “Standard” level. Considering that even the hard-as-nails Hitchhiker’s Guide to the Galaxy was labelled “Standard,” the leap from “Junior” to “Standard” could be a daunting one indeed. Clearly there was room for a work more suitable for adult novices, one that didn’t condescend in the way that Seastalker, solid as it is on its own terms, might be perceived to do. Infocom had now decided to make just such a game at last — although, oddly, the problematic conflations continued. Rather than simply add a fifth difficulty level to the matrix, they decided to dispense with the “Junior” category entirely, relabeling Seastalker an “Introductory” game. This might have made existing print materials easier to modify, but it lost track entirely of Seastalker‘s original target demographic. Infocom claimed in The New Zork Times that “adults didn’t want a kid’s game; in fact, kids didn’t want a kid’s game.” Which rather belied the claim in the same article that Seastalker had been a “success,” but there you go.

Moriarty was a thoughtful guy with a bit of a bookish demeanor, so much so that his inevitable nickname of “Professor” actually suited him really well. Now he started thinking about how he could make an introductory game that wouldn’t be too condescending or trivial to the Infocom faithful who would hopefully also buy it. He soon hit upon the idea of including a magic MacGuffin which would allow alternate, simpler solutions to many puzzles at a cost to the score — literally a Wishbringer. The hardcore could eschew its use from the start and have a pretty satisfying experience; beginners could, after the satisfaction and affirmation of solving the game the easy way, go back and play again the hard way to try to get a better score. It was brilliant, as was the choice not to make using the Wishbringer just a “solve this puzzle” button but rather an intriguing little puzzle nexus in its own right. First the player would have to find it; then she would have to apply it correctly by wishing for “rain,” “advice,” “flight,” “darkness,” “foresight,” “luck,” or “freedom” whilst having the proper material components for the spell on hand, a perfect primer for the spellcasting system in the Enchanter trilogy. The wishes would, like in any good fairy tale, be limited to one of each type. So, even this route to victory would be easier but still in its own way a challenge.

At first Moriarty thought of making Wishbringer a magic ring, but what with The Lord of the Rings and a thousand knock-offs thereof that felt too clichéd. Anyway, he wanted to include it in the box as a feelie, and, cost concerns being what they were, that meant the ring would have to be a gaudy plastic thing like those ones bubble-gum machines sometimes dispensed in lieu of a gumball. Then he hit upon the idea of making Wishbringer a stone — “The Magick Stone of Dreams.” Maybe they could make the one in the package glow in the dark to give it that proper aura and distract from its plasticness? Marketing said it was feasible, and so the die (or stone) was cast. Thus did Wishbringer become the first and only Infocom game to be literally designed around a feelie. Moriarty spent some nine months — amidst all of the Hitchhiker’s and Cornerstone excitement, the high-water mark that was Christmas 1984, an office move, and the dawning of the realization that the company was suddenly in big, big trouble — learning the vagaries of ZIL and writing Wishbringer.

Wishbringer

For all that it’s a much subtler work lacking the “Gee whiz!” quality of Seastalker, Wishbringer does feel like a classic piece of children’s literature. It casts you as a postal carrier in the quietly idyllic village of Festeron, which is apparently located in the same world as Zork and shares with that series an anachronistic mixing of modernity with fantasy. (I’m sure someone has figured out a detailed historical timeline for Wishbringer‘s relation to Zork as well as geography and all the rest, but as usual with that sort of thing I just can’t be bothered.) You dream of adventure — in fact, you’re interrupted in the middle of such a daydream as the game begins — but you’re just a mail carrier with a demanding boss. Said boss, Mr. Crisp, gives you a letter to deliver to the old woman who is proprietor of Ye Olde Magick Shoppe up in the hills north of town. On your way there you should explore the town and enjoy the lovely scenery, because once you make the delivery everything changes. The letter turns out to be a ransom note for the old woman from “The Evil One,” demanding Wishbringer itself in return for the safe return of her cat: “And now, now it claims my only companion.”

"It's getting Dark outside," the old woman remarks, and you can almost hear the capital D. "Maybe you should be getting back to town."

The old woman hobbles over to the Magick Shoppe door and opens it. A concealed bell tinkles merrily.

"Keep a sharp eye out for my cat, won't you?" She speaks the words slowly and distinctly. "Bring her to me if you find her. She's black as night from head to tail, except for one little white spot... right HERE."

The old woman touches the middle of your forehead with her finger. The light outside dims suddenly, like a cloud passing over the sun.

So, Wishbringer is ultimately just a hunt for a lost cat, a quest I can heartily get behind. But as soon as you step outside you realize that everything has changed. The scenery becomes a darker, more surreal riot reminiscent in places of Mindwheel. Mailboxes have become sentient (and sometimes carnivorous); Mr. Crisp has turned into the town’s petty dictator; a pet poodle has turned into a vicious hellhound. The game flirts with vaguely fascistic imagery, as with the giant Boot Patrols that march around the town enforcing its nightly curfew. (This does lead to one glaring continuity flaw: why is the cinema still open if the whole city is under curfew?) There’s a creepy dread and a creepy allure to exploring the changed town, a reminder that, as the Brothers Grimm taught us long ago, ostensible children’s literature doesn’t necessarily mean all sunshine and lollypops.

Like so much of Roberta Williams’s work, Wishbringer plays with fairy-tale tropes. But Moriarty is a much better, more original writer than Williams, not to mention a more controlled one. (Witness the way that the opening text of Wishbringer foreshadows the climax, a literary technique unlikely to even occur to Williams.) Rather than appropriate characters and situations whole cloth, he nails the feeling, balancing sweetness and whimsy with an undercurrent of darkness and menace that soon becomes an overcurrent when day turns to night and the big Change happens. The closest analogue I can offer for the world of Wishbringer is indeed the Brothers Grimm — but perhaps also, crazy as this is going to sound, Mr. Rogers’s Neighborhood of Make-Believe. Wishbringer has that same mixing of playfulness with a certain gravitas. There’s even some talking platypuses, one of very few examples of direct borrowing from Moriarty’s inspirations.

The other examples almost all come from Zork, including a great cameo from the good old white house and mailbox. And of course every Zork game has to have grues somewhere. The grues’ refrigerator light is my favorite gag in the whole game; it still makes me chuckle every time I think about it.

You have stumbled into the nesting place of a family of grues. Congratulations. Few indeed are the adventurers who have entered a grue's nest and lived as long as you have.

Everything is littered with rusty swords of elvish workmanship, piles of bones and other debris. A closed refrigerator stands in one corner of the nest, and something... a small, dangerous-looking little beast... is curled up in the other corner.

The only exit is to the west. Hope you survive long enough to use it.

 

Snoring fitfully, the little beast turns away from the light of the small stone and faces the wall.

>open refrigerator
A light inside the refrigerator goes out as you open it.

Opening the refrigerator reveals a bottle and an earthworm.

The little beast is stirring restlessly. It looks as if it's about to wake up!

>close refrigerator
A light inside the refrigerator comes on as you close it.

Indeed, while Moriarty is generally thought of as Infocom’s “serious” author on the exclusive basis of his second game Trinity, Wishbringer is full of such funny bits.

Wishbringer is very solvable, but doing so is not trivial even if you let yourself use the stone; this is of course just as Moriarty intended it. You may not even find the stone until a good third or more of the way through the game, and it definitely won’t help you with everything thereafter. Played without using the stone, I’m not sure that Wishbringer is really all that much easier than the average mid-period Infocom game at all. The most objectionable aspects for the modern player as well as the most surprising to find in an “Introductory” game are the hard time limits; you’re almost certain to need to restart a few times to fully explore Festeron before the Change and still deliver the letter in time, and you may need a few restores to get everything you need to done after the Change. An inventory limit also sometimes complicates matters; Infocom had been slowly losing interest in this sort of purely logistical problem for years, but Wishbringer demonstrates that even in an introductory game they weren’t quite there yet. Still, those are design sins worth forgiving in light of Wishbringer‘s charms — assuming you think them sins at all. Like the determination to make you work a bit for a solution even if you use the stone, they could be seen as a good thing. Wishbringer, we should remember, was meant to serve as an introduction to Infocom’s catalog as a whole, in which players would find plenty of other timers and inventory limits and puzzles that refuse to just disappear in a poof of magic. Wishbringer‘s refusal to trivialize its purpose is really quite admirable; there’s even a (thankfully painless) pseudo-maze.

Wishbringer was released in June of 1985, six full months after Infocom’s previous game Suspect. That gap would turn out to be the longest of Infocom’s productive middle years, and had left many fans worried about the company’s future and whether Cornerstone meant the end of games. Infocom’s idea that there were people potentially interested in interactive fiction but eager for a gentler version of the form turned out to be correct. Wishbringer turned into one of Infocom’s last genuine hits; Billboard software charts from the second half of 1985 show it and Hitchhiker’s regularly ensconced together inside the Top 20 or even Top 10, marking the last time Infocom would have a significant presence there. It sold almost 75,000 copies in its first six months, with a lifetime total perhaps as high as 150,000. To the best of my reckoning it stands as about Infocom’s fifth best-selling game overall.

Sales figures aside, Wishbringer‘s “Introductory” tag and its gentle, unassuming personality can make it an easy game amongst the Infocom canon to dismiss or overlook. That would be a shame to do, however; it’s one of the most likeable games Infocom ever did. While not one of Infocom’s more thematically or formally groundbreaking games and thus not one of their more discussed, it continues to be enjoyed by just about everyone who plays it. It’s the sort of game that may not come up that often when you ask people about their very favorites from Infocom, but mention it to any Infocom fan and you’ll almost always get back an “Oh, yes. I really liked that one.” Rather than bury its light charm under yet more leaden pontification, I’ll just suggest you play it if you haven’t already.

(Jason Scott’s interviews for Get Lamp informed much of this article. Interviews with Moriarty of various vintages can be found online at The IF Archive, Adventura CIA, Electron Dance, and Halcyon Days. Also useful was Moriarty’s “self-interview” in the January/February 1986 AmigaWorld; his picture above comes from that article. Adventure in the Fifth Dimension was published in the April/May 1983 A.N.A.L.O.G.; Crash Dive! in the May 1984 A.N.A.L.O.G., the last to which Moriarty contributed.)

 
 

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Sorcerer

Sorcerer

Steve Meretzky was a boundless fount of creative energy which couldn’t be contained by even his official projects for Infocom, many and varied as they were, and spilled over into daily life around the office in the form of elaborate themed parties, games that ranged from a multiplayer networked version of Boggle played over the DEC minicomputer to intense Diplomacy campaigns, and endless practical jokes. (“Memo hacking” became a particular favorite as Business Products ramped up and more and more buttoned-down business types started to appear in the office.) The lore and legends of daily life at Infocom, eagerly devoured by the faithful via the New Zork Times newsletter, is largely the lore and legends of Steve Meretzky, instigator and ringleader behind so much of the inspired lunacy.

Yet there was also another, oddly left-brained side to Meretzky. He was a compulsive organizer and even a bit of a neat freak; his meticulous and breathtakingly thorough archives informed much of Jason Scott’s Get Lamp project and, by extension, much of the Infocom history on this site. Mike Dornbrook, Infocom’s marketing director, calls Meretzky the most productive creative person he has ever met, one who evinced not a trace of the existential angst that normally accompanies the artistic temperament. Writer’s block was absolutely unknown to him; he could just “turn it on” and pour out work, regardless of what was happening around him or how things stood in his personal life.

But there was still another trait that made Meretzky the dream employee of any manager of creative types: he was literally just happy to be at Infocom, thrilled to be out of a career in construction management and happy to work on whatever project needed him. And so when Dave Lebling decided he’d like to write a mystery game and Marc Blank wanted to work on technology development, leaving the critical second game in the Enchanter trilogy without an author, Meretzky cheerfully agreed to take it on. When a certain famous but mercurial and intimidating author of science-fiction comedies came calling and everyone else shied away from collaborating with him, Meretzky said sure, sounds like fun. And when Tor Books offered Infocom the chance to make a series of Zork books in the mold of the absurdly successful Choose Your Own Adventure line, and everyone on the creative staff turned up their noses at such a lowbrow project even as management rubbed their hands in glee at the dollar figures involved, Meretzky took the whole series on as his moonlighting gig, cranking out four books that were hardly great literature but were better than they needed to be. Most gratifyingly of all, Meretzky ripped through all of these projects in a bare fifteen months whilst offering advice and ideas for other projects and, yes, getting up to all that craziness that New Zork Times readers came to know and cherish. Meretzky was truly a dream employee — and a dream colleague. One senses that if management had asked him to go back to testing after finishing Planetfall he would have just smiled and kicked ass at it.

Sorcerer, his sequel to Enchanter and Infocom’s first game of 1984, was, like so much of Meretzky’s work in this period, a bit of a thankless task. He neither got to devise the overarching plot and mechanics for the trilogy nor to bring things to a real conclusion, merely to write the bridge between fresh beginning and grand climax. Middle works in trilogies have always tended to be problematic for this very reason, and, indeed, Sorcerer is generally the most lightly regarded of the Enchanter games. I won’t really argue with that opinion, but I will say that Sorcerer is a very solid, entertaining work in its own right. It’s just that it gets a bit overshadowed by its towering companions, together arguably the best purely traditional adventure games ever to come out of Infocom, while also lacking the literary and thematic innovations that make games like Planetfall and Infidel — to neither of which it’s actually markedly inferior in overall quality — so interesting for people like me to write about.

Sorcerer casts you as the same budding enchanter you played in the game of that name. Having vanquished Krill, however, your star has risen considerably; you are now a member of magic’s innermost circle, the Circle of Enchanters, and protege of the Leader of the Circle, Belboz. Sorcerer opens with one of its most indelibly Meretzkian sequences. You are snug in your bed inside the Guild of Enchanters — but you don’t actually realize that for a few turns.

You are in a strange location, but you cannot remember how you got here. Everything is hazy, as though viewed through a gauze...

Twisted Forest
You are on a path through a blighted forest. The trees are sickly, and there is no undergrowth at all. One tree here looks climbable. The path, which ends here, continues to the northeast.
A hellhound is racing straight toward you, its open jaws displaying rows of razor-sharp teeth.

>climb tree
Tree Branch
You are on a large gnarled branch of an old and twisted tree.
A giant boa constrictor is slithering along the branch toward you!
The hellhound leaps madly about the base of the tree, gnashing its jaws.

>i
You are empty-handed.
The snake begins wrapping itself around your torso, squeezing the life out of you...

...and a moment later you wake up in a cold sweat and realize you've been dreaming.

SORCERER: INTERLOGIC Fantasy
Copyright (c) 1984 by Infocom, Inc. All rights reserved.
SORCERER and INTERLOGIC are trademarks of Infocom, Inc.
Release 4 / Serial number 840131

Your frotz spell seems to have worn off during the night, and it is now pitch black.

Like the similarly dynamic openings of Starcross and Planetfall, albeit on a more modest scale, Sorcerer‘s dream sequence can be a bit of a misnomer. The rest of the game is much more open-ended and much less plot-driven than this sequence might imply. As you explore the conveniently deserted Guild — everyone except you and Belboz have gone into town to shop for the Guild picnic — you soon realize that Belboz has mysteriously disappeared. And so the game is on, fueled by the same sort of magic-based puzzles that served Enchanter so well. Indeed, Meretzky copied the code for the Enchanter magic system wholesale into Sorcerer, along with some of the same spells, which had to be a great help for someone working on as tight a timetable as he was. Sorcerer‘s one big magical innovation is a set of potions to accompany its spell scrolls, something notably absent not only from Enchanter but also from Lebling’s Spellbreaker, the final game of the trilogy.

Like all of the Enchanter trilogy a very traditional game, Sorcerer is divided into two open-ended areas of exploration, the Guild of Enchanters and a sprawling wilderness and underground map which ultimately proves to house Belboz’s abductor, the demon Jeearr (another thoroughly Meretzkian name, and a character who also turns up in the last of the Zork gamebooks he was writing at the same time). The overall feel is looser than Enchanter, with the first game’s understated humor replaced with a more gonzo sensibility that can rub some players the wrong way. This player, who felt that Planetfall often seemed to be trying just a bit too hard, doesn’t exactly find Sorcerer hilarious but never really found it irritating in the way that Meretzky’s earlier game could occasionally be either. Perhaps the fact that Sorcerer wasn’t explicitly billed as a comedy left Meretzky feeling freer not to force the issue at every possible juncture.

Another Planetfall trait, that of lots of Easter eggs and red herrings, is also notable in Sorcerer, but again to a lesser extent. The useless bits, such as a functioning log flume and roller coaster inside the amusement park inexplicably located almost next door to Jeearr’s infernal lair, are mostly good fun. The sadomasochistic “potion of exquisite torture” is a standout that is just a bit risque for the prudish world of adventure gaming:

>drink indigo potion
The potion tastes like a combination of anchovies, prune juice, and garlic powder. As you finish swallowing the potion, a well-muscled troll saunters in. He whacks your head with a wooden two-by-four, grunting "You are playing Sorcerer. It was written by S. Eric Meretzky. You will have fun and enjoy yourself." He repeats this action 999 more times, then vanishes without a trace.

Another great bit comes if you use the aimfiz spell — “transport caster to someone else’s location” — to try to find Meretzky himself:

>cast aimfiz on meretzky
As you cast the spell, the moldy scroll vanishes!
You appear on a road in a far-off province called Cambridge. As you begin choking on the polluted air, a mugger stabs you in the back with a knife. A moment later, a wild-eyed motorist plows over you.

**** You have died ****

Like any old-school adventure game, Sorcerer is full of goofy and often random ways to die, from wandering into a room that’s missing a floor to getting buried under coins by an overenthusiastic slot machine. Still, Meretzky manages to skirt the letter if not quite the spirit of Andrew Plotkin’s Cruelty Scale through the gaspar spell: “provide for your own resurrection.” Gaspar returns you upon your death alive and well to the place where you last cast it, a handy substitute for the technological rather than arcane solution of restoring a saved game. If nothing else, its presence proves that Infocom was thinking about the arbitrary cruelty of most adventure games and wondering if a friendlier approach might be possible. (Space limitations would, however, always limit how far they could travel down this path. It would always be easier to simply kill the player than try to implement the full consequences of a bad — or simply unplanned for — decision.) Another sign of evolving thought on design comes in the form of the berzio potion (“obviate need for food or drink”), which slyly lets you bid adieu to the hunger and thirst timers of Enchanter and Planetfall. A year later, Spellbreaker would not even bother you with the whole tedious concept at all.

As the presence of amusement parks and casinos next to abducted enchanters and demons would imply, Sorcerer doesn’t concern itself at all with the fictional consistency that marked Planetfall or even, for that matter, Enchanter. Plot also takes a back seat for most of the game. You simply explore and solve puzzles until you suddenly bump into Jeearr and remember why you’re here. Likewise, some of the writing is a bit perfunctory if we insist on viewing Sorcerer as a literary experience. That, however, is not its real strength.

I find Meretzky slightly overrated as a writer but considerably underrated as a master of interlocking puzzle design. Sorcerer is full of clever puzzles, one of which, a relatively small part of the brilliant time-travel sequence in the coal mine, represents the last little bit of content which Infocom salvaged from the remaining scraps of the original MIT Zork. Yet it isn’t even one of the most memorable puzzles in Sorcerer; those are all Meretzky originals. In addition to that superb time-travel puzzle, there’s a fascinating thing that seems to be a maze but isn’t — quite. Both time-travel puzzles and pseudo-mazes were already burgeoning traditions at Infocom; both would remain obsessions of the Imps for years to come. Meretzky does both traditions proud here. I won’t say too much more about Sorcerer‘s puzzles simply because you really should enjoy them for yourself if you haven’t already. They’re always entertaining, clever, and (sudden deaths and one tricky sequence involving a timed mail delivery early in the game aside) fair, and don’t deserve to be spoiled by the likes of me.

Sorcerer shipped in March of 1984 in a box that was fairly plebeian for this era of Infocom. The crown jewel was contained inside the box this time, in the form of the infotater, an elaborately illustrated code wheel that was both one of Infocom’s most blatant uses yet of a feely as unabashed copy protection and so cool that it didn’t really matter. The infotater is today among the rarer pieces of Infocom ephemera. It remained in production for just a few months before Infocom switched to a standardized box format that was too small to accommodate it, and were thus forced to replace it with a less interesting table of information on plain paper.

Sorcerer sold decently, although not quite as well as Enchanter or the Zork games. (The steady downward trend in sales of Infocom’s flagship line of fantasy games would soon become a matter of increasing concern — but more on that in future articles.) Lifetime sales would end up in the vicinity of 45,000, with more than two-thirds of those coming in 1984 alone. It’s not one of the more ambitious games of Infocom nor, truth be told, one of the absolute best, but it is a solid, occasionally charming, playable game. If you find yourself in the mood for an enjoyable traditional text adventure that plays relatively fair with you, you could certainly do a lot worse.

(As always, thanks to Jason Scott for sharing his materials from the Get Lamp project.)

 
 

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Enchanter

Enchanter

In his seminal book Hackers, Steven Levy compares the differing cultures of the East Coast hackers at MIT and the West Coast hackers at Stanford during the glory days of 1970s institutional computing by riffing on their literary preferences. The MIT folks, he claims, preferred “the battle-strewn imagery of shoot-’em-up science fiction,” while those at Stanford went in for “the gentle lore of elves, hobbits, and wizards.” He then goes on to describe how these preferences show up the differing cultures inside the institutions. MIT is competitive, practical, a bit traditionalist and perhaps even prudish, a microcosm of the high-strung East-Coast establishment; while Stanford, having imbibed from the remnants of the hippie dream that persisted in northern California into the 1980s, is more laid-back, more willing to dream about the social potential for computers outside the lab. Like most such clever but broad comparisons, it’s ridiculously reductive.

Yet it also may contain more than a few grains of truth. For all that they enjoyed riffing on the Zork milieu with its grues and its Flathead dynasty, amongst the early Implementors only Dave Lebling read much fantasy literature — and that was because Lebling, an omnivorous and voracious reader then as he remains now, read a lot of everything. If there was a consensus literary genre of choice amongst this group, it was science fiction. You can see this clearly by looking at the string of games Infocom released between the fall of 1982 and the summer of 1983. At this stage, with the company ramping up quickly but with a structured marketing department not yet in place to tell the Imps what kind of games they needed to make to fill in empty spaces in a matrix of genres, everyone just wrote the game he wanted to write. The result was that out of five games by five different authors three were science fiction.

Still, Infocom remained the house that Zork had built. To not continue that series, to ignore the fantasy genre that still remained (as it still does today) the preferred genre of the gaming public at large, would have been crazy. Having lived with the idea of an “original Zork trilogy” for so long, it can be surprising and even a bit counterintuitive for us to recognize that neither Infocom nor their customers saw Zork in that way when the original three games were being written and released. As far as they were concerned Zork was an open-ended series of numbered games of the sort that Ultima and Wizardry would become. Nowhere is that made clearer than in Zork III itself. Here Marc Blank, having incorporated bits of Zork I and Zork II into what stands today as the first of an eventual several brilliant Infocom time-travel puzzles, added an additional little Easter egg: a preview of the as-yet unwritten Zork IV in the form of a grisly episode in which the player gets sacrificed by an evil priest of some sort.

Thus, for all their high-brow write-ups in the New York Times Book Review and the pushes they had made into new literary genres and new styles of play, Infocom needed during 1983 to deliver another good old traditional Zork game — and one that incorporated, Mad Libs-style, Blank’s ugly sacrifice scene — even if it felt like something of a step back. Problem was, it wasn’t clear where to go next with Zork. It may not have been consciously designed as the climax of a trilogy, but Zork III did nevertheless have an air of finality about it. At its end the player had completed her existential journey by becoming the being she had spent all three games struggling against, the Dungeon Master. What could follow that?

The game that they eventually created is a testament to Infocom’s skill at balancing artistic credibility with commercial considerations. It began when Lebling, looking for a reason to get excited about a Zork IV, started thinking back to the ending of his previous Zork game, Zork II. There the player, after vanquishing her irritating nemesis the Wizard of Frobozz, could claim his magic wand and try a few spells for herself. It made a relatively tiny part of the game, and not a terribly deeply-implemented part at that, but it was just such an intrinsically cool idea; you just knew Lebling was onto something here that deserved further pursuit. Lebling, the only Implementor with any grounding in Dungeons and Dragons, now worked up an almost D&D-like magic system for Zork IV. Such adaptations from the world of tabletop RPGs were one of Lebling’s tics as a designer; he was, you may remember, also responsible for the little-loved randomized combat in Zork I.

Fortunately, the magic system he now created is much more fondly remembered. You carry a spell book containing a few beginning spells. Over the course of the game you can collect more spells on scrolls, most of which you can inscribe into your spell book, thus becoming an ever more flexible and formidable magic user. Prior to casting a spell you have to “memorize” it (or load it into your head like a piece of ammunition), just like in D&D. Once cast, a given spell is gone from memory until memorized again. And there is, of course, a limitation to the number of spells you can have in your memory at once.

All told, the magic system was an absolutely brilliant addition to an otherwise standard text-adventure template. Collecting spells and using them proved to just be fun as all get-out. Removing so many puzzles from the realm of the mechanical to that of the arcane even hid many of the implementational seams that usually showed through; when stuck, the player tended to spend her time casting her spells at various objects, a more manageable set of possibilities to deal with than having her try all sorts of crazy physical manipulations. Indeed, Lebling and his co-author, the indefatigable Marc Blank, quickly realized that seeing their spells fail was almost as much fun to players as using them to solve puzzles. Lebling and Blank therefore spent a lot of effort to make sure that, say, casting Nitfol (“converse with beasts in their own tongue”) on any creature in the game got you something appropriate — and usually entertaining — back in return.

At some point fairly early in the new game’s development Lebling and Blank decided that the addition of magic made it feel so qualitatively different from what had come before that releasing it as Zork IV just didn’t feel right. Further, in these heady days when they were being touted as pioneers of a new interactive literature, they were eager to live up to their billing, to demonstrate a certain eclecticism and literary integrity rather than just continuing to crank out the Zork games. They therefore made the brave decision to rename the game Enchanter, first of a new, open-ended series of fantasy games with an emphasis on spellcraft. (As with Zork, Infocom wouldn’t definitively decide this series should be a trilogy until much later.) Having declared their artistic independence, Infocom could then temper things a bit by declaring the new series to be “in the Zork tradition” and by including plenty of callbacks within the game to make it clear that, while this may have been a new series, it took place in the same beloved fantasy world. Thus they thought they could have their cake and eat it too — and in this they were partially if (as we shall see) perhaps not entirely correct.

As Enchanter begins an evil warlock by the name of Krill has been growing in power, and now threatens to conquer the entire world. The Circle of Enchanters was not initially sure how to respond. To send one of their own number to fight Krill would be “ill-omened,” for Krill would sense the intruder’s magical aura as soon as he entered his stronghold and send his minions to destroy him. Therefore, borrowing a plot element from The Lord of the Rings that would subsequently be used by a thousand CRPGs to explain just why your party of first-level nobodies are entrusted with saving the world, they have decided to send you, a “novice Enchanter with but a few simple spells in your book,” instead. They teleport you onto a deserted road close to Krill’s stronghold, and the game begins.

Enchanter‘s structure feels very old school when contrasted with the handful of Infocom games that preceded it. Not only is it a very traditional game, lacking the radical formal experimentation of the mysteries and Suspended, but it lacks even the initial narrative thrust of Starcross and Planetfall. Both of those games opened with a dynamic scene to get the plot wheels cranking and set up the non-linear exploration of the long middle. Enchanter, however, simply plops you down in an expansive world and tells you to get started with mapping, collecting objects and spells, and solving puzzles, just like Zork I.

Some of the first puzzles you encounter, before you even get into the castle, involve collecting food and drink. Like Planetfall, Enchanter is the product of a very brief era when Infocom was suddenly enamored with the idea of requiring the player to deal with these necessities. In fact, it’s even more stringent than Planetfall in this respect, implementing eating and drinking as two separate necessities in addition to the need for sleep. Hunger and sleep timers would soon become passé at Infocom (not to mention since Infocom’s era) as pointless annoyances that add little to the games into which they’re shoehorned. Yet, as in Planetfall, they don’t bother me greatly here, and even manage to feel somehow organic to the experience. When you sleep your dreams even deliver vital clues.

Once you get inside Krill’s stronghold you find a brilliant collection of interlocking puzzles that are challenging but solvable. Even better are little touches of wit and whimsy that abound everywhere, a sign of Dave Lebling really coming into his own as an author. Although Enchanter is credited as a joint production of Blank and Lebling, it feels like there is a lot more of the loquacious, playful Lebling than the terser, more stoic Blank here. Indeed, for being yet another struggle of Good vs. Ultimate Evil Enchanter has a remarkably light tone, with only a few discordant touches — most notably the sacrifice scene previously advertised in Zork III, which seems dropped in from another game entirely for the very good reason that it was — to remind you of the stakes. Let me tell you about a few bits that particularly delight me.

On the beach just outside the castle we meet the most prominent of a few animals in the game, a turtle, “his enamelled shell shining with all the colors of the rainbow.” When we dutifully cast Nitfol on him we learn how his shell got that way:

"How do you like my shell? A wizard did that to me about 75 years ago. It's nice to find a human who talks turtle. Not many do, you know. Most people think turtles are boring, just because we talk slowly."

Our new friend turns out to be a droll but helpful old fellow whom I find just about as charming as Planetfall‘s Floyd in yet vastly less space:

"Are you a magician? Are you going to do something about that annoying Warlock, then?"

The turtle is the centerpiece of a puzzle that is superficially similar to the one that required us to order a robot about in Zork II, the first Infocom game that allowed us to talk and give orders to others. This time it’s much more fun, however, because, well, it’s our turtle friend who’s helping us rather than a personality-deprived robot. We just need to speed him up before we get started, which we can accomplish with a touch of magic. When his task is finished:

The turtle drops a brittle scroll at your feet. "Not bad, huh?"

I’ve always loved this little guy, as has Lebling; he lists him as one of his favorite creations. The turtle and a few other creatures, all accessible to us thanks to the Nitfol spell, bring life to Enchanter, pulling it a million miles from the windy solitude of Zork III.

But the most remembered character of all in Enchanter is actually you — not the you who is playing the game now, but the you who dutifully marched through the three Zork games to get here. In one area of the castle we find a “Hall of Mirrors,” behind which lies a dim underground labyrinth. In it we occasionally catch a glimpse of “a bedraggled adventurer, carrying a brass lantern and an elvish sword, which is glowing dimly.” He is, of course, our old avatar from Zork. We can use our magic to summon him to the castle.

All at once, the bedraggled adventurer appears before you, brightly glowing sword in hand. His jaw has dropped and his eyes are bulging. His eyes dart this way and that, as if looking for a way to escape.

The game then proceeds to mercilessly but affectionately lampoon this rather dim fellow, along with the old-school design tropes he represents. By far his biggest interest is in collecting valuable objects to put in the trophy case he presumably has back in his white house:

The adventurer offers to relieve you of some of your possessions.

The adventurer asks what you would be needing treasures for.

The adventurer, not overly tactful, asks what you're holding.

In effect we’re seeing the adventurer as the troll, the thief, and their buddies in Zork I must have seen him (us?). He wanders about snarfing every object that isn’t nailed down, fiddling constantly with a weird map (“a convoluted collection of lines, arrows, and boxes”), and serving as an extended in-joke to anyone who spent any time with the Zork games.

The adventurer tries to make some small talk, but only mumbles. He'll have to speak up if he expects you to hear him.

The adventurer waves his sword menacingly in your direction.

The adventurer stares at his possessions as if expecting a revelation.

The adventurer seems to have dropped out of existence. In a voice that seems to recede into the void, you hear his final word: "Restore...." You muse about how a mere adventurer might come to possess a spell of such power.

The adventurer smiles at you like an idiot.

The adventurer asks for directions to Flood Control Dam #3.

The adventurer stops and stares at the portraits. "I've met him!" he gasps, pointing at the Wizard of Frobozz. He doesn't appear eager to meet him again, though. "And there's old Flathead! What a sight!" He glances at the other portraits briefly and then re-checks his map.

The adventurer waves at you and asks "Hello, Sailor?" Strange, you've never even been to sea.

In the spirit of shoe-on-the-other-foot, he also proves annoying in the way many of the non-player characters within the Zork games were, scattering objects hither and yon so you never know just where anything is.

At the risk of ruining a great joke by making of it grist for some theoretical mill, it’s remarkable that Infocom is already playing with the clichés and expectations of the adventure-game form so early, just six years after Adventure itself. This sort of knowing self-referentiality is a very modern phenomenon, one that appeared only after decades or centuries in other art forms. It’s the sort of thing I want to point to when I say that Infocom was more knowing, more sophisticated — just a little bit smarter — about what they were doing than their peers. And yet Infocom is doing it from within what is ultimately a very old-school design of its own, a perfect example of their talent for giving the people what they want, but doing it with a grace and style that eluded most of their competitors.

Enchanter would make an ideal case study in gated puzzle design. Its wide-open map conceals several intricate chains of puzzle dependencies that give the game a structure that Zork, with its mostly unrelated puzzles strewn randomly about its geography, lacked. The adventurer, annoying as he can be, is also a critical link in one of these chains. He gives us our key for solving the “maze.”

A certain fascination with pseudo-mazes is another of Lebling’s design tics, one which he also passed to Steve Meretzky. He claims to have lost interest in the standard approach to mazes even before his friends at MIT added a couple of monstrously cruel examples of the form to the original PDP-10 Zork. What he delighted in instead was to give us areas that seem to be mazes, but which have some trick — other than the tried-and-true dropping of objects and plotting connections, that is — to solving them. His first pseudo-maze, the baseball puzzle in Zork II, misfired horribly. His second attempt in Starcross was much more reasonable, a labyrinth that could be solved only by convincing someone else to guide you. His third attempt is here in Enchanter in the form of the “Translucent Rooms,” and it’s even more clever. I’m going to spoil here its concept, although not the mechanics of its solution, as an illustration of the marvelous and varied puzzle design inside Enchanter.

So, with the adventurer’s aid we come upon a map which we quickly realize shows the Translucent Rooms.

The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this:

B       J
!      / \
!     /   \
!    /     \
!   K       V
!          / \
!         /   \
!        /     \
R-------M       F
 \     /        
  \   /        
   \ /        
    H       P

 

We also find a magic pencil, using which we can draw in new connections between rooms and also erase them. When we do so, the connections appear not only on the (paper) map but also within the real-life maze. The catch, however — there’s always a catch — is that we have enough lead left to draw just two lines, and enough eraser left to erase just two. That shouldn’t be any problem, right? As you’ve probably guessed, the currently inaccessible room at P contains the item — a powerful spell we can use to banish Krill to “another plane of existence” — that is the point of this whole exercise. Unfortunately, it also contains a powerful entity of eternal Evil who makes old Krill look like a pussycat in comparison. We glean from a book found elsewhere in the game that he was banished there many centuries ago by our magic-using ancestors to save the world (evidently this world of ours tends to need a lot of saving). As soon as we give the entity an escape route to the exit, room B on the map, he’ll start moving toward it. When he’s in a room with us, meanwhile, we’re too terrified to do anything at all. So, the puzzle is to lure the entity out of room P, but to shut off his escape route before he gets all the way out while ourselves getting into room P and then out of the maze — all without using more than two pencil strokes and two erases.

Even in 1983, when adventure-game engines from other companies were beginning to make technological strides, Infocom was the only company who could have made such an intricate, dynamic puzzle with the associated necessity for a parser capable of understanding the likes of “draw line from H to P.” I’ve made this point before, but it’s worth stating again that Infocom’s parser was not just a wonderful luxury; it enabled better puzzles, better game design. This puzzle is a good example of the sort found throughout the game, being fair, challenging but not exasperating, and built with some intricate programming that, like all the best intricate programming, is likely to go completely unremarked by the player; it just works.

Lest I be accused of overpraising, let me also note here that Enchanter is a product of 1983, and does show some signs of its age. In addition to hunger, thirst, and sleep timers (the first of which gives a hard limit to the time you can spend in the game, since there is only so much food to eat), there is an inventory limit. And there’s a fair amount of learning by death. Whatever you do, don’t get the bright (ha!) idea of casting the Frotz spell on yourself so as to have a constant source of light; since there is no way to extinguish this spell and since one puzzle is dependent on darkness, you’ll lock yourself out of victory thereby. Worse, you’ll probably have no idea why you can’t proceed, and when you finally break down and turn to the hints will throw the game against the (metaphorical) wall and hate it forever. The big climax is another offender in this department, although one less likely to force you to replay large swathes of the game. You have only seconds to defeat Krill and the minions he throws at you, and no idea which spells you need to have memorized to do so without dying a few times to gather that information. But other than its past-lives issues in this and a few other places, Enchanter plays very fair. Just remember, as a wise man once said, to save early and often.

It’s probably safe to say that Infocom’s decision to make Enchanter its own thing had commercial consequences. It sold reasonably well, but lagged behind the older Zork games. Released in September of 1983, it sold just over 19,000 copies before the end of that year, followed by a little over 31,000 copies the following year. Enchanter did prove to have longer legs than many older Infocom titles in the company’s later years. All told, it sold over 75,000 copies as a standalone game or as a part of the Enchanter Trilogy bundle. Today it stands as one of the more fondly remembered of Infocom’s games, with more than its fair share of appearances on favorites lists, and has served as the template for some well-regarded games of more modern vintage. Its individual spells, meanwhile, have taken on a life of their own within modern IF circles, being used as the names of interpreters and various other programs and bits of technology — not to mention the name of the domain on which you’re reading this. As my choice of domains may indicate, Enchanter is in my personal top five or so of Infocom games, the first I’ve come to on this blog about which I can say that. Unlike my other favorites, which tend to push the envelope of what a text adventure can be in one way or another, Enchanter stands for me almost as a platonic ideal of an old-school, traditional adventure game, executed with thoroughgoing charm and craftsmanship. I love it dearly.

 

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Zork III, Part 2

Last time we explored the area west of the Junction. Today let’s head east.

There we find the Royal Museum, which houses a time machine that lies at the heart of the last of the intricate new puzzles that Blank crafted just for Zork III. It’s interesting to compare the rigorousness of Zork III‘s approach to time travel with that of Time Zone, which despite having time travel as its overarching theme swept most of its ramifications under the rug as just not worth wrestling with. Indeed, and despite the challenges that time travel presents even to authors of static fiction, temporal puzzles would continue to be something of a favorite with Infocom in the years to come.

They acquit themselves pretty well in this first effort; there’s no way to really “break” the simulation, thanks both to some surprisingly complex modeling and to some very clever restrictions on the player that straiten the scope of possibilities. In a bit of broad comedy that does somewhat lighten the generally oppressive tone of the game, we can even come face to face (albeit briefly) with Lord Dimwit Flathead the Excessive himself, a fellow who’s been an ongoing gag throughout the series thus far:

>push button
You experience a brief period of disorientation. When your vision returns, you find yourself in the middle of some kind of ceremony, with a strange flat-headed man wearing royal vestments about to break a bottle on the bars of an iron cage containing magnificent jewels. He appears somewhat pleased by your presence. He speaks very loudly, nearly deafening the poor civil servant whose duty it is to see that his wishes are carried out. "Aha! A thief! Didn't I tell you that we needed more security! But, no! You all said my idea to build the museum under two miles of mountain and surrounded by five hundred feet of steel was impractical! Now, what to do with this ... intruder? I have it! We'll build a tremendous fortress on the highest mountain peak, with one narrow ladder stretching thousands of feet to the pinnacle. There he will stay for the rest of his life!" His brow-beaten assistant hesitates. "Don't you think, Your Lordship, that your plan is a bit, well, a bit much?" Flathead gives it a second's thought. "No, not really." he says, and you are led away. A few years later, your prison is finished. You are taken there, and spend the rest of your life in misery.

** You have died **

Everything that I discuss from here on has been lifted, pretty much whole cloth, from the PDP-10 Zork. First, just south of the museum, is the Royal Puzzle, an elaborate set-piece logic game that might just be the first of the soon-to-be infamous genre of sliding-block puzzles to appear in an adventure game. This one, however, is more interesting than most of those that would follow. We must push sandstone walls around a grid to discover an important book hidden inside (easy) and make our escape with it (hard). Although one of the later puzzles to be added to the PDP-10 Zork, the Royal Puzzle was geographically located relatively early in the finished game, lying adjacent to the big maze and the thief’s lair. It was primarily the work of the most unheralded of the original Zork team, Bruce Daniels. It was cut out of Zork I for reasons of space, but Infocom obviously decided it was too good to exclude from the PC games, and so placed it here as an adjunct to the Royal Museum.

And it is a good puzzle, requiring some careful planning and even sketching, but eminently solvable. Most importantly, the process of doing so is thoroughly enjoyable. I’ve never quite understood its reputation for extreme difficulty. (An old walkthrough’s sentiment is typical: “Take a deep breath here, because you’re about to enter one of the toughest puzzles in Zork III…”). In reality, the Royal Puzzle requires only patience, careful planning, and, yes, a willingness to restore many times; one wrong push on a wall usually means rendering the puzzle insolvable. It’s not trivial, but much less daunting than some of the other puzzles scattered throughout both the PDP-10 Zork and the first two PC games that rely entirely on, shall we say, intuitive leaps. The Royal Puzzle is even very appealing as a game of its own, divorced from the context of Zork. Some at MIT treated it this way, and competed to see not just who could solve it but who could do so in the fewest number of moves.

With the Royal Puzzle behind us, we’ve now explored and exhausted all of the initially available rooms on the map. In one of its perhaps more questionable design decisions, the game now leaves us to wander about looking for something, anything new to do. Eventually we wander into the Engravings Room and stumble across a sleeping old man, who gives us access to the endgame in return for a bit of bread. Now it all comes down to working our way through a linear series of puzzles lifted from the PDP-10 Zork endgame, designed largely by Dave Lebling. The puzzles here are appropriately challenging, but, like the Royal Puzzle, mostly challenging for the right reasons. The centerpiece is a sort of weird vehicle that we must figure out how to direct. As Jason Dyer noted in his own excellent write-up of the PDP-10 Zork, we find ourselves straining here to visualize an elaborate device described solely in text — described, in fact, in what is likely the longest contiguous infodump to be found anywhere in the trilogy.

Inside Mirror
You are inside a rectangular box of wood whose structure is rather complicated. Four sides and the roof are filled in, and the floor is open.

As you face the side opposite the entrance, two short sides of carved and polished wood are to your left and right. The left panel is mahogany, the right pine. The wall you face is red on its left half and black on its right. On the entrance side, the wall is white opposite the red part of the wall it faces, and yellow opposite the black section. The painted walls are at least twice the length of the unpainted ones. The ceiling is painted blue.

In the floor is a stone channel about six inches wide and a foot deep. The channel is oriented in a north-south direction. In the exact center of the room the channel widens into a circular depression perhaps two feet wide. Incised in the stone around this area is a compass rose.

Running from one short wall to the other at about waist height is a wooden bar, carefully carved and drilled. This bar is pierced in two places. The first hole is in the center of the bar (and thus the center of the room). The second is at the left end of the room (as you face opposite the entrance). Through each hole runs a wooden pole.

The pole at the left end of the bar is short, extending about a foot above the bar, and ends in a hand grip. The pole has been dropped into a hole carved in the stone floor.

The long pole at the center of the bar extends from the ceiling through the bar to the circular area in the stone channel. This bottom end of the pole has a T-bar a bit less than two feet long attached to it, and on the T-bar is carved an arrow. The arrow and T-bar are pointing west.

Dyer describes this puzzle, appropriately if anachronistically, as Myst-like. But of course the elaborate mechanisms of Myst are shown and manipulated graphically. And indeed, one is left just wishing for a picture after reading that mess, even as meticulously described as it is. Already Infocom, the gaming world’s foremost proponents of the power of pure text, were brushing against some of its limitations. (Notably, Bruce Daniels chose to represent the Royal Puzzle with simple ASCII diagrams rather than even trying to describe it in prose.)

Moving on, we meet the Dungeon Master at last. Zork III thankfully omits the Zork trivia quiz that the PDP-10 version requires us to pass to gain access to his inner sanctum, the final area of the game.

"I am the Master of the Dungeon!" he booms. "I have been watching you closely during your journey through the Great Underground Empire. Yes!," he says, as if recalling some almost forgotten time, "we have met before, although I may not appear as I did then." You look closely into his deeply lined face and see the faces of the old man by the secret door, your "friend" at the cliff, and the hooded figure. "You have shown kindness to the old man, and compassion toward the hooded one. I have seen you display patience in the puzzle and trust at the cliff. You have demonstrated strength, ingenuity, and valor. However, one final test awaits you. Now! Command me as you will, and complete your quest!"

The Dungeon Master becomes our partner; we must order him about to solve the final puzzle. Played after Zork II‘s similar puzzle involving the robot, one is chiefly struck by how much easier and cleaner it now is to communicate with others, thanks to the new conversation system Infocom developed for Deadline and incorporated here.

Given the description of the Dungeon Master shown above and the fact that we’ve been collecting equipment to “become” him throughout the game — not to mention the brooding, weighty tone of everything so far — the final subversive twist of the game and the trilogy don’t come completely by surprise. Still, when we take our place as the Dungeon Master it brings a chill. We’re a long way from jocular treasure hunts now.

On a desk at the far end of the room may be found stock certificates representing a controlling interest in FrobozzCo International, the multinational conglomerate and parent company of the Frobozz Magic Boat Co., etc.

As you gleefully examine your new-found riches, the Dungeon Master materializes beside you, and says, "Now that you have solved all the mysteries of the Dungeon, it is time for you to assume your rightly-earned place in the scheme of things. Long have I waited for one capable of releasing me from my burden!" He taps you lightly on the head with his staff, mumbling a few well-chosen spells, and you feel yourself changing, growing older and more stooped. For a moment there are two identical mages standing among the treasure, then your counterpart dissolves into a mist and disappears, a sardonic grin on his face.

For a moment you are relieved, safe in the knowledge that you have at last completed your quest in ZORK. You begin to feel the vast powers and lore at your command and thirst for an opportunity to use them.

Much of what’s just happened is still very vague, with, as was so typical of adventure games of this era, the details all left to the imagination. Yet in this case, rather than seeming an artifact of technical constraints or just a lack of talent for fiction, the vagueness works. One senses that careful explanation would only spoil it. Given how powerful this ending is, one has to feel happy that Infocom decided not to cheapen it with a Zork IV. And, as Jason Dyer also noted, it’s hard not to want to read this ending meta-textually: “Here is a new art form, one raw and unrefined, with the potential to be serious and profound.” The last paragraph, which is not found in the original version but only in Zork III, adds to the impression. The last sentence might even apply to the way that Infocom themselves were feeling at just about this moment. And justifiably — they had a remarkable next few years in store.

That, then, is Zork III. As many remarked at the time, sometimes disapprovingly, it’s considerably shorter than either of its predecessors, with a total number of real puzzles that could probably be counted on your fingers. Yet it occupies roughly the same space as the earlier games on disk. In place of sprawl and “cheap” puzzles like mazes and riddles, Blank implemented a smaller number of more intricate, satisfying interactions. He implemented, in other words, deeply rather than widely, beginning a trend that has persisted in interactive fiction right to the present day. This, combined with that pensive, fraught atmosphere that seems to affect everyone who plays it and its subversive thematic focus, make Zork III feel like a leap toward not only a more satisfying approach to adventure gaming but also that ineffable thing called Art.

 
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Posted by on September 17, 2012 in Digital Antiquaria, Interactive Fiction

 

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Zork III, Part 1

In September of 1982 Infocom released their fourth and fifth games, and their second and third of that year, simultaneously. Starcross, by Dave Lebling, was an outer-space adventure in the mold of Arthur C. Clarke’s Rendezvous with Rama. We’ll get to that shortly. But today I want to talk about Zork III: The Dungeon Master, the next installment in Infocom’s flagship series.

Although its endgame and one rather elaborate puzzle are borrowed from the PDP-10 Zork, the rest of Zork III is an original work of the indefatigable Marc Blank, a fellow whom I’m coming more and more to recognize as perhaps the key influence behind the Infocom Way. This is after all the guy who co-authored the original PDP-10 Zork, who worked tirelessly to make the parser better, who designed the Z-Machine, who expanded the very definition of an adventure game via Deadline. Zork III isn’t so obviously groundbreaking as Deadline, but it’s a better, more mature piece of work — better than anything that had come before, not only from Infocom, but from anyone. That’s not to say that it’s an easy game. No, it’s hard as nails. Yet it’s difficult for all the right reasons. Here you’ll find no mazes or useless geography, no riddles, no parser games, no hunger or light-source timers or inventory limits (that matter, anyway). No bullshit. You’ll just find a small assortment of puzzles that are more intricate and satisfying than anything we’ve seen before, couched in the most evocative of atmospheres.

As I’ve mentioned before, Zork has always had a schizophrenic personality. The series has never quite decided whether it wants to be goofy, mildly satirical comedies full of the over-the-top excesses of the Flathead clan or mournful tragedies played out amidst the faded grandeur of the erstwhile Great Underground Empire. The PDP-10 game and the first PC game vacillated wildly between both extremes, while Zork II, largely the work of Dave Lebling, played up the light comedy. Zork III is not without some well-placed Flathead jokes, but its main atmosphere is one of windy austerity, with a distinct twinge of sadness for better times gone by. It begins thus:

As in a dream, you see yourself tumbling down a great, dark staircase. All about you are shadowy images of struggles against fierce opponents and diabolical traps. These give way to another round of images: of imposing stone figures, a cool, clear lake, and, now, of an old, yet oddly youthful man. He turns toward you slowly, his long, silver hair dancing about him in a fresh breeze. "You have reached the final test, my friend! You are proved clever and powerful, but this is not yet enough! Seek me when you feel yourself worthy!" The dream dissolves around you as his last words echo through the void....

“Your old friend, the brass lantern, lies at your feet,” we are soon told, a sentence that well-nigh drips with Zork III‘s new-found world-weariness. And indeed, we’re a long way from the famous white house. If Zork I, with its points-for-treasures plot, is almost the prototypical adventure game, Zork III, just as much as the Prisoner games, is all about subverting our expectations of what makes an adventure game. Its most remarkable, peculiar achievement is to simultaneously be a damn good play within the confines of the genre it happily subverts.

But, onward. Here’s a map of the geography, in case you’d like to follow along as I explore, or (better yet) play along. I’m going to make a real effort not to spoil Zork III as thoroughly as I traditionally have in these analyses; it’s eminently worth struggling with a bit for yourself. My nudges, plus the map and the list of objects to be discovered in each room thereon, will hopefully blunt some of the edges of difficulty while leaving the heart of the experience intact.

From the Endless Stair where we began, we move south into the Junction. Another old friend, our sword, is embedded in a stone here, but there’s no way to pull it out. This “puzzle” is not really a puzzle at all; the sword will come to us, unbidden, when the time comes.

So, we move westward. We climb down a cliff to discover just the thing for an adventurer like us: a treasure chest — albeit a locked one. As we’re fiddling with it:

At the edge of the cliff above you, a man appears. He looks down at you and speaks. "Hello, down there! You seem to have a problem. Maybe I can help you." He chuckles in an unsettling sort of way. "Perhaps if you tied that chest to the end of the rope I might be able to drag it up for you. Then, I'll be more than happy to help you up!" He laughs again.

Every instinct tells us not to trust this guy; Zork I and Zork II have taught us that pretty much everyone in the Great Underground Empire is against us. Surely this fellow just wants to make off with our loot. And what else is an adventure game about if not collecting loot? Sure enough, if we take a chance and do as he asks we learn our suspicions were correct.

The man starts to heave on the rope and within a few moments you arrive at the top of the cliff. The man removes the last few valuables from the chest and prepares to leave. "You've been a good sport! Here, take this, for whatever good it is! I can't see that I'll be needing one!" He hands you a plain wooden staff from the bottom of the chest and begins examining his valuables.

Yet — and here’s where the subversion comes in — the treasure doesn’t matter. The old staff is what we need.

By this point we’ve already noticed something else very strange about Zork III: its scoring system seems completely out of whack. There are just 7 points to be scored, not the hundreds which we’ve come to expect from the earlier games. Further, points are awarded for such innocuous actions as just wandering into a certain completely accessible room, while major breakthroughs go unremarked. It’s possible to have 6 or 7 points and still be completely at sea, nowhere close to actually, you know, solving the game. Once again it seems that Zork III is playing by new rules that we don’t quite understand.

Yet Zork III is a finely crafted adventure as well as a subversive one, the first from Infocom without any howlingly bad design choices. We see this demonstrated in a rather surprising way on the Flathead Ocean. If we stand around here for a randomly determined number of turns, a ship will show up. Then we have one turn to say “Hello, sailor” to receive a potion of invisibility. “Hello, sailor” was a running joke throughout the first two Zork games; thus its appearance here, where it’s finally good for something. For the real oldtimers, there’s also a bit of even more meta meta-humor here: there’s a trivia quiz in the endgame of the original PDP-10 Zork about Zork itself. One of the possible questions is, “In which room is ‘Hello, Sailor’ useful?” The correct answer, in that game, is “None.”

Meta-humor aside, this business on the Flathead Ocean is on the face of it a staggeringly awful puzzle. First we must magically divine that we need to wait around in an otherwise uninteresting location (shades of Catherine the Great’s hairpin from Time Zone); then we must type the One True Thing from a multitude of choices. None of which, of course, would have stopped On-Line or perhaps even an earlier incarnation of Infocom from shoving it in there and being done with it. It’s exactly the sort of puzzle early adventure implementers loved, being trivial to code yet vastly extending the playing time of the game with its sheer obtuseness. Here, however, it’s not actually necessary. The potion only provides an alternate solution to a puzzle in the endgame. Thus the puzzle stands as an Easter egg only for the hardcore who like to plumb every depth and ferret out every secret. I don’t know of a better example of Infocom’s fast-evolving design sensibility than the decision not to make solving this bad puzzle necessary to winning the game.

But there are other, positive rather than negative examples of said sensibility. West of the lake we find what may just be my favorite puzzle in the game, a puzzle which is everything the arbitrary seaside puzzle is not. A magic portal can transport us momentarily not only to another location within this game, but also to locations from Zork I and Zork II. We need to plan for the next phase of our explorations by leaving a light source at a critical location using the portal. This is, at least by some criteria, unfair, as we have to do some learning by death a little later in the game to figure out that we need to do this. Yet it’s also a complex puzzle that grows organically from the sort of intricate, believably modeled storyworld that no one other than Infocom was crafting at this time. Puzzles like this feel shockingly modern in comparison to those of Infocom’s contemporaries.

Interestingly, the portal can also transport us to a fourth Zork game, a preview/advertisement for a work that was obviously already gestating in Blank’s mind. Zork IV, of course, never appeared (at least under that title). It came to me as something of a surprise to realize that Zork on PCs was never conceived by Infocom as a neat trilogy, a reality that seems at odds with the air of doomed finality that becomes more and more prevalent as we get deeper into Zork III. But at this stage Infocom still considered Zork, their flagship series and ongoing cash cow, very much an indefinitely ongoing series. Some players must have wondered just where it was going; the scene from the planned Zork IV is one of the most violent and disturbing in the Infocom canon.

Sacrificial Altar
This is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. A low noise begins behind you, and you turn to see hundreds of hunched and hairy shapes. A guttural chant issues from their throats. Near you stands a figure draped in a robe of deepest black, brandishing a huge sword. The chant grows louder as the robed figure approaches the altar. The large figure spots you and approaches menacingly. He reaches into his cloak and pulls out a great, glowing dagger. He pulls you onto the altar, and with a murmur of approval from the throng, he slices you neatly across your abdomen.

**** You have died ****

This scene would eventually appear, violence intact, in Blank’s next game, where it would jar with the tone of the rest of the game even more dramatically than it does here. However, that game, which did indeed start life as Zork IV, would be wisely retitled Enchanter, situated as its own entity and the first of a new fantasy trilogy.

Zork III is nowhere near so dynamic a system as Deadline. In the ongoing tradition of many adventure games even today, its world is a largely empty, static one. There is, however, one exception. At a randomly determined point of approximately 100 to 150 turns in, an earthquake causes the High Arch above the Aqueduct to collapse. I mention this now because making our escape through the area south of the lake depends on this arch still being intact, as well as the aforementioned light source having been properly placed. (Relatively static it may be, but Zork III nevertheless requires almost as much planning and learning by death as Deadline.) Lest I be accused of praising too much, let me just also note that the aqueduct area contains one of the few stumbles in this otherwise elegantly written game, when Blank suddenly tells us how to feel rather than letting the scenery speak for itself: “You feel a sense of loss and sadness as you ponder this once-proud structure and the failure of the Empire which created this and other engineering marvels.”

At this point we have only one more area west of the Junction to explore: the Land of Shadow. Just as the sailor on the Flathead Ocean feels like a puzzle Blank thought better of, turning it into an Easter egg and alternate solution instead, the Land of Shadow feels like it started life as a maze. Within it we meet a strange, apparently hostile figure. The sword we last saw stuck in the stone suddenly appears in our hand, and we are treated for the last time in the Infocom canon to the randomized combat system Dave Lebling developed for the PDP-10 Zork back in the day. Subversion is still the order of the day, however, so we can’t really die. Nor do we really want to kill. Playing the situation the right way results in an unnerving scene that recalls, among other possibilities, the climactic moment of the Prisoner television series.

>get hood
You slowly remove the hood from your badly wounded opponent and recoil in horror at the sight of your own face, weary and wounded. A faint smile comes to his lips and then his face starts to change, very slowly, into that of an old, wizened man. The image fades and with it the body of your hooded opponent. His cloak remains on the ground.

What is going on here will become more clear — at least a little bit more clear — later. But we’ll wrap things up for today on that ominous note. Next time we’ll tackle the area east of the Junction, and the endgame.

 
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Posted by on September 14, 2012 in Digital Antiquaria, Interactive Fiction

 

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