RSS

Tag Archives: infocom

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.)

 
 

Tags: , , , ,

Infidel

Infidel

(This article doesn’t spoil individual puzzle solutions, but does thoroughly spoil the ending of Infidel. Read on at your own risk!)

In the spring of 1983, having released successful games in the fantasy, science fiction, and mystery genres, the Imps of Infocom sat down to ask each other a question they would repeat quite a number of times over the coming years: what remaining literary genres might make a good basis for a game? Mike Berlyn, who had just finished up Suspended, suggested, appropriately enough for an adventure game, the genre of adventure fiction, those tales of manly men braving exotic dangers in exotic locations which has its roots in the likes of H. Rider Haggard and Arthur Conan Doyle and reached its peak, like the mystery, in the 1930s, when pulpy stories filled the dime store shelves and the cinema screens to be consumed by a public eager for escape from economic depression and the looming threat of another world war. It sounded like a great fit to the Imps. The genre was even undergoing something of a commercial revival; Raiders of the Lost Ark had prompted a new interest by Hollywood and booksellers in classic adventure fiction. Somewhat to his chagrin, Berlyn was promptly assigned to write the first game in the new Tales of Adventure line, which the Imps agreed would have the player exploring a heretofore undiscovered Egyptian pyramid found buried under the sands of the Sahara. And so Pyramid, eventually to be renamed Infidel by the ever-helpful folks at G/R Copy, became Berlyn’s second project for Infocom.

It’s not hard to understand why Infocom chose pyramid-delving as the subject of the first Tale of Adventure. The exploration of a deserted environment filled with mechanical traps, tricks, and puzzles is a natural for an adventure game. It’s actually hard to think of a scenario more able to maximize the medium’s strengths and minimize its limitations. Thus quite a few early adventure authors discovered a latent interest in Egyptian archaeology. Greg Hassett, who at just twelve years old wrote and sold King Tut’s Tomb Adventure for the TRS-80 in 1979, was likely the first, but Scott Adams (Pyramid of Doom) and an official Radio Shack game (Pyramid 2000) weren’t far behind, as were various others. Somewhat allaying any concerns about a hackneyed premise was Infocom’s commitment to doing ancient Egypt right, with their expected polished writing and technology, and with at least a strong nod in the direction of historical accuracy. To help with this latter, Berlyn, no Egyptologist himself, trekked down to nearby Harvard University and recruited one Patricia Fogleman, a graduate student studying ancient Egypt. She helped him with his Egyptian mythology and with the design of the pyramid itself, which are of course largely one and the same thing.

Still, the game they came up with is mechanically almost shockingly unambitious, a double surprise considering it came from the designer responsible for Suspended, a game which morphed and stretched the ZIL development system more than any game Infocom released before or since. You wake up at the beginning of Infidel in your deserted desert camp. The guides and workers who came out here with you have conveniently (for Berlyn, that is) drugged you and split, leaving you all alone to find the pyramid and explore it. With the exception only of a plane which flies overhead at the beginning to drop a vital piece of equipment and some crocodiles which dwell (thankfully) inaccessibly on the other side of the Nile, Infidel is absolutely devoid of any life beyond your own, the only Infocom game about which that can be said. There is also none of the dynamism that marked Infocom’s other games of the period. After the plane flies away Infidel‘s environment is as static as it is deserted — just a set of locations to map and explore and a series of mechanical puzzles to solve. The only notable technical innovation is the inclusion of a knapsack that you can use to carry far more objects than your hands alone would allow. Similar carry-alls eventually started appearing in other adventures as a way to preserve some semblance of realism in not allowing you to carry a ridiculous number of items in your hands while bypassing the tedium of strict inventory limits. Thankfully, they were mostly more painless to use than this one is; here you have to remove the knapsack and set it down, then manually insert or remove items.

The most interesting of the puzzles is a sort of ongoing code-breaking exercise. You find throughout the pyramid hieroglyphs scratched onto the walls and other places. Each symbol — drawn using various dashes, slashes, asterisks, and exclamation points — corresponds directly to an English word in a way that must have horrified Fogleman or any student of language. The feelies provide translations of a handful of these to start you off, but after that it’s up to you to piece together the meanings by collecting the full set on notepaper and trying to determine what means what using contextual clues. Disappointingly or gratifyingly, depending on your tolerance and talent for such exercises, this meta-puzzle is largely optional. The hieroglyphs do give hints as well as additional tidbits about the meanings behind the wonders you encounter, but the game is mostly straightforward enough that the hints aren’t necessary. In the one exception to this rule the translation is quite a trivial exercise. Indeed, solving Infidel is not difficult at all. Players experienced with Infocom’s adventures are likely to march through with few problems, waiting all the while for the other shoe to drop and for this thing to get hard. It never really does.

So, were that all there was to Infidel we would have a competently crafted, solidly written game, but one that stands out as oddly, painfully slight in comparison to its stablemates in the Infocom canon, and this would be quite a short article. However, Infidel turned out to be as conceptually groundbreaking as it is mechanically traditional, leaving angry players and broiling controversy in its wake.

Infidel‘s story — its real story, that is, not the mechanics of collecting water, operating navigation boxes, and opening doors — lives mostly within its feelies. In them Berlyn sought to characterize his protagonist to a degree rivaled amongst previous adventure games only by Planetfall. But while that game had you playing a harmless schlub who spent his days swabbing decks and bitching about his superior officer, Infidel casts you as someone less harmless: a frustrated American treasure hunter with an unethical streak as wide as your thirst for money and glory. Your diary tells how you were contacted by a Miss Ellingsworth, an old woman who believes her archaeologist father located something big in the Egyptian desert back in the 1920s. You choose not to report her story to your boss, a well-known, hyper-competent treasure hunter named Craige, but rather to secretly mount an expedition of your own, deceiving Miss Ellingsworth into believing that you’re working in partnership with Craige, the person she really wanted for this quest. Once in Egypt you mismanage everything about your under-capitalized expedition horribly, breaking a vital piece of equipment needed to find the pyramid and mistreating your team of guides and workers. That’s how you come to wake up alone in your tent when the game proper finally begins.

The game proper originally did little to integrate the character described in the feelies with the one you actually control in the game. It occasionally, just occasionally, adapts a scolding or hectoring tone: the opening text describes how you “stupidly” tried to make your crew work on a holy day; examining some thickets near your camp brings the response that they are “just about as yielding as you were with your helpers.” Even less frequently do you get a glimpse of your character’s personality, as when you “sneer” at the “idiots” who didn’t believe in you when you find the pyramid at last. Yet the game that Infocom’s testers received otherwise played like a greedy treasure hunt to warm the protagonist’s heart, climaxing with your penetrating to the innermost vault of the pyramid and coming out with the fame and fortune of which you had dreamed. The testers, obviously a perceptive and sensitive lot, complained about the thematic dissonance. Berlyn took their concerns to heart, and decided to revise the ending to make a major statement.

Much as I enjoy the likes of King Solomon’s Mines and The Lost World, it’s hard today to overlook the racism and cultural imperialism in classic adventure fiction. Invariably in these tales strong Christian white men end up pitted against black, brown, yellow, or red savages, winning out in the end and carrying the spoils of victory back home to a civilization that can make proper use of them. Maybe if the savages are lucky the white men then return to organize and lead their societies for them. It’s the White Man’s Burden writ large, colonialism at its ugliest: kill them and take their stuff. More trivially, the second part of this dictum is also the guiding ethic of old-school adventure games, sometimes without the killing but not always; CRPGs were generally lumped in with adventures as a variant of the same basic thing during this era. Dave Lebling and Marc Blank had already had their fun with the amorality and the absurdities of adventure games in Enchanter by inserting the stupid magpie adventurer from Zork to let us view him from a different perspective. Now Berlyn decided to treat the subject in a much more serious way, making of Infidel a sort of morality tale. He would invert expectations in a downright postmodern way, pointing out the ugly underbelly of traditional adventure stories from within a traditional adventure story, the moral vacuum of old-school adventure games from within one of the most old-school games Infocom would create post-Zork trilogy. Derrida would have been proud. Speaking to Jason Scott, Berlyn noted that Infidel was the first adventure game that “said who you were, why you were there, then slapped you across the face for it. How many times can you walk through a dungeon and steal things and take them with you and plunder for treasure and not get slapped around for it? Well, Infidel was the end of that.” No wonder lots of people got upset.

The following text, more shocking even than the death of Floyd, is what players read in disbelief after they entered the final command and sat back to savor the finishing of another adventure game:

>open sarcophagus
You lift the cover with great care, and in an instant you see all your dreams come true. The interior of the sarcophagus is lined with gold, inset with jewels, glistening in your torchlight. The riches and their dazzling beauty overwhelm you. You take a deep breath, amazed that all of this is yours. You tremble with excitement, then realize the ground beneath your feet is trembling, too.

As a knife cuts through butter, this realization cuts through your mind, makes your hands shake and cold sweat appear on your forehead. The Burial Chamber is collapsing, the walls closing in. You will never get out of this pyramid alive. You earned this treasure. But it cost you your life.

And as you sit there, gazing into the glistening wealth of the inner sarcophagus, you can't help but feel a little empty, a little foolish. If someone were on the other side of the quickly-collapsing wall, they could have dug you out. If only you'd treated the workers better. If only you'd cut Craige in on the find. If only you'd hired a reliable guide.

Well, someday, someone will discover your bones here. And then you will get your fame.

It’s an ugly, even horrifying conclusion; lest there be any doubt, understand that you have just been buried alive. It’s also breathtaking in its audacity, roughly equivalent to releasing an Indiana Jones movie in which Indy is a smirking jerk who gets everyone killed in the end. This sort of thing is not what people expect from their Tales of Adventure. Infocom rarely did anything without a great deal of deliberation, and releasing Infidel with an ending like this one was no exception. Marketing was, understandably, very concerned, but the Imps, feeling their oats more and more in the wake of all of the attention they had been receiving from the world of letters, felt strongly that it was the right “literary” decision. The game turned out to be, predictably enough, very polarizing; Berlyn says he received more love mail and more hate mail over this game than anything else he has ever done.

The most prominent of the naysayers was Computer Gaming World‘s adventure-game specialist Scorpia, who was becoming an increasingly respected voice amongst fans through her articles in the magazine, her presence on the early online service CompuServe (where she ran a discussion group dedicated to adventuring), and a hints-by-post system she ran out of a local PO Box. Scorpia was normally an unabashed lover of Infocom, dedicating a full column in CGW to most Infocom games shortly after their release. On the theory that it’s better not to say anything if you can’t say something nice, however, she never gave Infidel so much as a mention in print. But never fear, she made her displeasure known online and to Berlyn personally, to such an extent that when he was invited to an online chat with Scorpia and her group on CompuServe he sarcastically mentioned the game as her “fave rave.” Things got somewhat chippy later on:

Scorpia: Now, I did not like Infidel. I did not like the premise of the story. I did not like the main character. I did not like the ending. I felt it was a poor choice to have a character 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.

Berlyn: 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. 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, was someone you’d rather not be?

Scorpia: Certainly.

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 beforehand I would have hoped you would have understood just what was going on in the game — who you were, why you were playing that kind
of character. Adventures are 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?

Oct: May I comment on the Infidel protagonist?

Scorpia: Go ahead, Oct.

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 a 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!

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.

Oct: I think I can better summarize the problem with roles, now. Ok?

Berlyn: Go ahead, Oct.

Oct: If you give the player a role, as in the set-up (the journal) and he/she wants to view him/herself that way, ok. 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!

Berlyn: I agree. 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.

I find this discussion fascinating because it gets to the heart of what a narrative-oriented game is and what it can be, grappling with contradictions that still obsess us today. When you boot an adventure are you effectively still yourself, reacting as you would if transported into that world? Or is an adventure really a form of improvisatory theater, in which you put yourself into the shoes of a protagonist who is not you and try to play the role and experience that person’s story in good faith? Or consider a related question: is an adventure game a way of creating your own story or simply an unusually immersive, interactive way of experiencing a story? If you come down on the former side, you will likely see the likes of Floyd’s death in Planetfall and Infidel‘s ugly ending as little more than cheap parlor tricks intended to elicit an unearned emotional response. If you come down on the latter, you will likely reply that such “cheap parlor tricks” are exactly what literature has always done. (It’s interesting to note that these two seminal moments came in the two Infocom games released to date that were the most novel-like, with the most strongly characterized protagonists.) Yet if you’re honest you must also ask yourself whether a text adventure, with its odd, granular obsession with the details of what you are carrying and eating and wearing and where your character is standing in the world at any given moment, is a medium capable of delivering a truly theatrical — or, if you like, a literary — experience. Tellingly, all of the work of setting up the shocking ending to Infidel is done in the feelies. By the time you begin the game proper your fate is sealed; all that remains are the logistical details at which text adventures excel.

Early games had been so primitive in both their technology and their writing that there was little room for such questions, but now, with Infocom advancing the state of the art so rapidly, they loomed large, both within Infocom (where lengthy, spirited discussions on the matter went on constantly) and, as we’ve just seen, among their fans. The lesson that Berlyn claims they took from the reaction to Infidel might sound dispiriting:

People really don’t want to know who they are [in a game]. This was an interesting learning process for everyone at Infocom. We weren’t really writing interactive fiction — I don’t care what you call it, I don’t care what you market it as. It’s not fiction. They’re adventure games. You want to give the player the opportunity to put themselves in an environment as if they were really there.

Here we see again that delicate balancing act between art and commerce which always marked Infocom. When they found they had gone a step too far with their literary ambitions, as with Infidel and its antihero protagonist (it sold by far the fewest copies of any of their first ten games), they generally took a step back to more traditional models.

It’s tempting to make poor Scorpia our scapegoat in this, to use her as the personification of all the hidebound traditional players who refused to pull their heads out of the Zork mentality and make the leap to approaching Infocom’s games as the new form of interactive literature they were being advertised as in the likes of The New York Times Book Review. Before we do, however, we should remember that Scorpia and people like her were paying $30 or $40 for the privilege of playing each new Infocom game. If they expected a certain sort of experience for their money, so be it; we shouldn’t begrudge people their choice in entertainment. It’s also true that Infidel could have done a better job of selling the idea. Its premise boils down to: “Greedy, charmless, incompetent asshole gets in way over his head through clumsy deceptions and generally treating the people around him like shit, and finally gets himself killed.” One might be tempted to call Infidel an interactive tragedy, but its nameless protagonist doesn’t have the slinky charm of Richard III, much less the tortured psyche of Hamlet. We’re left with just a petty little person doing petty little things, and hoisted from his own petty little petard in consequence. Such is not the stuff of great drama, even if it’s perhaps an accurate depiction of most real-life assholes and the fates that await them. If we set aside our admiration for Berlyn’s chutzpah to look at the story outside of its historical context, it doesn’t really have much to say to us about the proverbial human condition, other than “if you must be a jerk, at least be a competent jerk.” Indeed, there’s a certain nasty edge to Infidel that doesn’t seem to stem entirely from its theme. This was, we should remember, a game that Mike Berlyn didn’t really want to write, and we can feel some of his annoyance and impatience in the game itself. There’s little of the joy of creation about it. It’s just not a very lovable game. Scorpia’s distaste and unwillingness to grant Infidel the benefit of any doubt might be disappointing, but it’s understandable. One could easily see it as a sneering “up yours!” to Infocom’s loyal customers.

Infidel‘s sales followed an unusual pattern. Released in November of 1983 as Infocom’s tenth game and fifth and final of that year, it exploded out of the gate, selling more than 16,000 copies in the final weeks of the year. After that, however, sales dropped off quickly; it sold barely 20,000 copies in all of 1984. It was the only one of the first ten games to fail to sell more than 70,000 copies in its lifetime. In fact, it never even came close to 50,000. While not a commercial disaster, its relative under-performance is interesting. One wonders to what extent angry early buyers like Scorpia dissuaded others from buying it. Of course, the mercurial Berlyn’s declaring his dissatisfaction with his own game in an online conference likely didn’t help matters either. Marketing, who suffered long and hard at the hands of the Imps, must have been apoplectic after reading that transcript.

So, Infocom ended 1983 as they had begun it, with a thorny but fascinating Mike Berlyn game. With by far the most impressive catalog in adventure gaming and sales to match, they were riding high indeed. The next year would bring five more worthy games and the highest total sales of the company’s history, but also the first serious challengers to their position as the king of literate, sophisticated adventure gaming and the beginning in earnest of the Cornerstone project that sowed the seeds of their ultimate destruction. We’ll get to those stories down the road, but first we have some other ground to cover.

(I must once again thank Jason Scott for sharing with me additional materials from his Get Lamp project for this article.)

 

Tags: , ,

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 passĂ© 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 clichĂ©s 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.

 

Tags: , , , ,

Planetfall

Steve Meretzky

Fair warning: this post spoils Planetfall thoroughly and aggressively. If you want to play it unspoiled, do so now. (Yes, it’s worth playing.) Then come back here.

A hapless lone spacefarer — that’s you — comes upon an aged but now decaying alien artifact. You must ferret out its secrets, discover what it is and how it was meant to work, and finally repair its systems. When you succeed completely in this last the original inhabitants, who were only sleeping as they hoped and waited for someone like you to come along, are revived. You are rewarded for your efforts with fame and fortune on your home planet and beyond, along with the satisfaction of having completed another Infocom game.

Sounds like an Infocom game we’ve already looked at, doesn’t it? Stripped down to basics, it’s rather amazing how similar the plot of Infocom’s eighth release, Planetfall, is to that of their fifth, Starcross. Based upon my summary, one might ask whether Infocom was already running out of ideas. Yet few who have played both games have ever asked that question because when you’re actually playing them the two games could hardly feel more different. Planetfall, you see, marks the arrival of Steve Meretzky, who if (arguably) not Infocom’s best author was certainly the one with the most immediately distinctive voice and design sensibility. He would have a huge influence not only on Infocom’s subsequent works but on adventure gaming in general, an influence that persists to this day. For better (sometimes) or for worse (probably more often), we can still see his brand of madcap whimsy in new games both amateur and professional, both graphical and textual that come out every year. By now his influence is so pronounced that many designers, separated from Planetfall by two or three design generations, don’t even realize whom they’re copying.

I’ve already introduced Meretzky in a couple of articles on this blog. A self-avowed computer hater who was nevertheless chummy with the folks who created Zork at MIT and later founded Infocom, he got the adventuring religion when living as Mike Dornbrook’s roommate. He began to see the possibility of escaping the horrifying prospect of a career in construction management when he began testing Infocom’s games for money with Deadline in November of 1981. He then left construction behind forever in June of 1982, when he became the first salaried member of their new testing department. Meretzky was in Marc Blank’s words “so into it and had so many ideas” that it seemed only natural to let him try his hand at writing a game of his own. In the fall of 1982, at the same time as Stu Galley was starting on The Witness, Meretzky was therefore given carte blanche to write whatever kind of game he’d like. The project he began was a product of his two biggest cultural loves at the time: written science fiction, which he read virtually to the exclusion of anything else, and anarchic comedy on the wavelength of Monty Python, Woody Allen, and Gary Larson.

Planetfall casts you as a lowly Ensign Seventh Class in the Stellar Patrol aboard the SPS Feinstein. The bane of your shipboard existence, the “trotting krip” on whom most of your diary (included in the package) focuses, is Ensign Cadet First Class Blather, who is afflicted with the megalomania of middle managers everywhere. The game begins on just another day aboard the Feinstein, with you wielding your “Patrol-issue self-contained multi-purpose scrub brush” on deck-cleaning duty and trying to stay out of Blather’s way. But then the Feinstein is attacked by forces unknown. You must escape in a life pod, which deposits you next to a research complex of some sort poking above the waves of an otherwise completely water-covered planet. It’s here that your adventure begins in earnest.

The comedies that inspired Meretzky to make Planetfall gain meaning and resonance by saying something about the world in which we live. Monty Python satirizes the hidebound British class system and the prudery of middle-class life; Woody Allen dissects the vagaries of love, sex, and relationships. In The Hitchhiker’s Guide to the Galaxy Douglas Adams, an author with whom Meretzky would soon be indelibly linked, reveals the manifold absurdities of human social mores, of religion, of how we perceive our place in the universe through his science-fiction comedy of the absurd. Indeed, it’s often been noted that the best science fiction is relevant not so much as a guidepost to the future as for the light it sheds on the way we live and think today. Taking a story out of the here and now allows an author to examine big questions with a clear eye that would be obscured by the vicissitudes of culture and prejudice and emotion if set in our own world.

Planetfall, however, doesn’t really try to follow in that tradition. Instead it appropriates some of the broad tropes from Monty Python or Douglas Adams without finding the kernel of social truth at their heart that makes them relevant. The closest it comes is some gentle satire of bureaucracy (the game is packaged in a faux-file folder stamped “Authorized For Issuance”, “Authorized For Authorization”, “Authorized For Rubber Stamping”) and the over-the-top gung-ho-ness of military-recruitment advertisements (“Today’s Stellar Patrol: Boldly Going Where Angels Fear To Tread”, “The Patrol Is Looking For A Few Good Organisms”). On the tree of satire, this is not exactly the highest-hanging of fruits.

Mostly replacing satire in Planetfall is a sort of good-natured goofiness. You can’t fault it for effort. The feelies in particular throw so many gags at you that a few of them are bound to stick. This bit is the one that always makes me laugh:

Planetfall questionnaire

In the game itself there’s one consistent source of clever humor, which we’ll get to in a moment. But other gags, like the distorted spelling of the aliens who built the complex, start to wear thin after a while. (“Xis stuneeng vuu uf xee Kalamontee Valee kuvurz oovur fortee skwaar miilz uf xat faamus tuurist spot. Xee larj bildeeng at xee bend in xee Gulmaan Rivur iz xee formur pravincul kapitul bildeeng.”) Meretzky was known in Infocom’s offices for his cutting humor, which he deployed against Ronald Reagan and his conservative revolution, against the occasional concerned parent who wrote in to accuse Infocom of preaching Satanism via Zork, against the hordes of besuited businesspeople that Al Vezza began hiring as the Cornerstone project ramped up. It’s a shame the humor of Planetfall and his later games remained so relatively tepid in comparison.

Still, Planetfall has many other strengths to recommend it. It manages to be a beautifully crafted traditional adventure while also expanding the form in notable ways. It’s archetypical in its basic structure: a constricted opening act aboard the Feinstein and the life pod get you into the action, followed by a long middle section (at least 85 percent of the game) allowing for free, non-linear exploration and puzzle solving, which funnels at last into an absolutely cracking set-piece finale. You spend the first part of the long middle collecting information, gradually coming to learn that the aliens who used to live here are not dead but merely in suspended animation, having placed themselves there to avoid a deadly plague that was sweeping the planet and that will kill you as well eventually. It gradually becomes clear that you need to repair the planet’s malfunctioning systems and restart the central computer, which was on the verge of discovering a cure for the disease before it crashed. Repairing the systems is, once again, rather shockingly reminiscent of Starcross, requiring you to decipher simple alien machinery and status displays built around colored lights and the like. (Apparently red is the universal color for bad, green the universal color for good.)

In other respects, however, Planetfall departs radically from Starcross. For all that that game’s environment was infinitely more logical and designed than the world of Zork, it had an unreality of its own, an elegant adventure-game symmetry about it that was nothing like the real world. Each object had a purpose. You spent most of your time collecting and using a set of colored rods which each slotted into a single place. When you got to the finale, every object had been tidily utilized, every room explored and its puzzles solved.

Planetfall, by contrast, gleefully throws elegance and tidiness out the window. You begin the game with two red herrings already in your inventory, and the situation doesn’t improve from there. Planetfall has a dark area you can never explore because there is no light source in the game; an enticing helicopter for which there is no key; a pile of useless spare parts to go alongside the couple you actually need; a bunch of useless (in game terms) bathrooms. This sort of thing was unprecedented in 1983. Adventure games simply weren’t done this way, if for no other reason than designers couldn’t afford to waste the space. Predictably, it drove — and still drives — some players crazy. Now you can’t determine what might be useful for solving a given puzzle from what objects you haven’t used yet, can’t ever get a clear sense of just what still remains to be done and what is just a distraction. Yet it also goes a long way toward making Planetfall‘s world feel believable. Really, and Chekhov’s aphorism of the gun aside, why should every object in a world fall neatly into place by the end? (Perhaps the revelation at the end of Starcross that the whole experience was just an elaborate alien intelligence test, which I criticized in my review, suddenly makes more sense in this light.) Even the most often criticized aspects of the game, its rather sprawling map filled with so many empty or useless rooms and the necessity to eat and sleep, play into the new sense of verisimilitude.

This points to an interesting aspect of Planetfall: for all of the comedic trappings, the scenario and the complex that you explore are quite meticulously worked out. Most things in this world work as they should, sometimes to your detriment; try carrying the magnet at the same time as your magnetic card keys and see what happens. As you get deeper into the story and the tragedy that has happened here starts to become clear, the game deepens, the experience becomes richer. There’s almost a sense of horror that kicks in as you begin coughing and feeling weaker and weaker, and realize you are in a race against time — or, more accurately, against the plague. Here Meretzky departs sharply from Douglas Adams, who never worried about the details of his stories beyond what was needed as a scaffold to support his humor. Planetfall rivals Deadline and The Witness as a lived fictional experience, with the added advantage that it’s not as necessary to constantly restart to see it through.

All of that would be more than enough for one game to add to the established adventure-game template. But of course there’s more. We haven’t even mentioned Floyd.

All of the Infocom games prior to Planetfall had contained non-player characters of one sort or another, but none of those characters had been particularly fleshed-out. Even the mysteries had suffered from the need to include several suspects, which, given the harsh space limitations imposed by the Z-Machine, sharply limited their depth. Planetfall, however, takes place, apart from the brief opening sequence, within a deserted environment. Meretzky realized that he could alleviate the resulting sense of sterility by giving the player a sidekick. Further, this character, being essentially the only one in the game, could have a bit more depth, allow a bit more room for empathy on the part of the player than had been the norm.

Floyd is a “multiple purpose robot” whom you find deactivated in a corner fairly early in your explorations. If you search him before switching him on, you’ll likely wonder why he’s carrying a crayon in one of his compartments. Boy, do you have no idea what you’re in for. Turn him on and he springs to life a few turns later:

Suddenly, the robot comes to life and its head starts swivelling about. It notices you and bounds over. "Hi! I'm B-19-7, but to everyperson I'm called Floyd. Are you a doctor-person or a planner-person? That's a nice lower elevator access card you are having there. Let's play Hider-and-Seeker you with me."

From now on Floyd steals the show. He gets all the best lines. Whenever Floyd is involved, Planetfall becomes as funny as it wants to be. And it becomes something more as well. You fall in love with the little guy.

>play with floyd
You play with Floyd for several centichrons until you drop to the floor, exhausted. Floyd pokes at you gleefully. "C'mon! Let's play some more!"


 

Floyd notices a mouse scurrying by and tries to hide behind you.


 

>sleep
You'll probably be asleep before you know it.
You slowly sink into a deep and restful sleep.

...Strangely, you wake to find yourself back home on Gallium. Even more strangely, you are only eight years old again. You are playing with your pet sponge-cat, Swanzo, on the edge of the pond in your backyard. Mom is hanging orange towels on the clothesline. Suddenly the school bully jumps out from behind a bush, grabs you, and pushes your head under the water. You try to scream, but cannot. You feel your life draining away...

***** SEPTEM 7, 11344 *****

You wake up feeling refreshed and ready to face the challenges of this mysterious world.
Floyd bounces impatiently at the foot of the bed. "About time you woke up, you lazy bones! Let's explore around some more!"


 

Floyd produces a crayon from one of his compartments and scrawls his name on the wall.


 

>get all
multiple purpose robot: You manage to lift Floyd a few inches off the ground, but he is too heavy and you drop him suddenly. Floyd gives a surprised squeal and moves a respectable distance away.


 

Floyd rubs his head affectionately against your shoulder.


 

>s
Machine Shop
This room is probably some sort of machine shop filled with a variety of unusual machines. Doorways lead north, east, and west.

Standing against the rear wall is a large dispensing machine with a spout. The dispenser is lined with brightly-colored buttons. The first four buttons, labelled "KUULINTS 1 - 4", are colored red, blue, green, and yellow. The next three buttons, labelled "KATALISTS 1 - 3", are colored gray, brown, and black. The last two buttons are both white. One of these is square and says "BAAS". The other white button is round and says "ASID".
Floyd follows you.

>save
Ok.
Floyd's eyes light up. "Oh boy! Are we gonna try something dangerous now?"
Floyd pushes one of the dispenser buttons. Fluid pours from the spout and splashes across the floor. Floyd jumps up and down, giggling.


 

>type 1
The screen clears and some text appears:

"Xe Zoork triloojee, an adventshur klasik, taaks plaas in aa deeliitful but daanjuris undurgrownd seteeng."

"Foor moor deetaald infoormaashun on xis tapik, konsult xe liibrereein foor xe aproopreeit spuulz. Tiip zeeroo tuu goo tuu aa hiiyur levul."
Floyd, peering over your shoulder, says "Oh, I love that game! Solved every problem, except couldn't figure out how to get into white house."


 

>n
Repair Room
You are in a dimly-lit room, filled with strange machines and wide storage cabinets, all locked. To the south, a narrow stairway leads upward. On the north wall of the room is a very small doorway.
Lying face down at the bottom of the stairs is a motionless robot. It appears to be damaged beyond repair.

>n
It is a robot-sized doorway -- a bit too small for you.

>floyd, n
Floyd squeezes through the opening and is gone for quite a while. You hear thudding noises and squeals of enjoyment. After a while the noise stops, and Floyd emerges, looking downcast. "Floyd found a rubber ball inside. Lots of fun for a while, but must have been old, because it fell apart. Nothing else interesting inside. Just a shiny fromitz board."

>floyd, get board
Floyd shrugs. "If you say so." He vanishes for a few minutes, and returns holding the fromitz board. It seems to be in good shape. He tosses it toward you, and you just manage to catch it before it smashes.

Meretzky may have devoted more text and code to Floyd than had been given to any previous Infocom NPC, but that doesn’t mean it adds up to all that much. Floyd has become a case study in creating more affect with less. In printed form, all of the code and text devoted to Floyd would fill less than ten typewritten pages. There’s very little that you the player can really do to communicate with him or affect his behavior. The gears ought to show through horribly, but somehow they don’t. Floyd’s childlike personality and diction makes it seem a little less weird that he rarely seems to fully understand you when you talk to him. And the relative dearth of text devoted to Floyd can actually work in his favor. We never learn clearly what Floyd actually looks like, although we learn that he has feet (because he can kick us when we fall asleep) and, most strangely, that he can somehow smile. I have a theory that we mentally replace Floyd the robot with whatever strikes us as most appealing — a beloved pet, say, or even a child. Here the medium of text, which lets us all create our own Floyds in our imagination, is key. It makes what eventually happens to him all the more devastating.

There comes another point, like the last one shown above, where you the player are utterly stymied. Once again Floyd comes to the rescue… only this time he pays the ultimate price for his helpfulness.

>look through window
You can see a large laboratory, dimly illuminated. A blue glow comes from a crack in the northern wall of the lab. Shadowy, ominous shapes move about within the room. On the floor, just inside the door, you can see a magnetic-striped card.
Floyd stands on his tiptoes and peers in the window. "Looks dangerous in there," says Floyd. "I don't think you should go inside." He peers in again. "We'll need card there to fix computer. Hmmm... I know! Floyd will get card. Robots are tough. Nothing can hurt robots. You open the door, then Floyd will rush in. Then you close door. When Floyd knocks, open door again. Okay? Go!" Floyd's voice trembles slightly as he waits for you to open the door.

>open door
The door opens and Floyd, pausing only for the briefest moment, plunges into the Bio Lab. Immediately, he is set upon by hideous, mutated monsters! More are heading straight toward the open door! Floyd shrieks and yells to you to close the door.

>close door
The door closes.
From within the lab you hear ferocious growlings, the sounds of a skirmish, and then a high-pitched metallic scream!

>wait
Time passes...
You hear, slightly muffled by the door, three fast knocks, followed by the distinctive sound of tearing metal.

>open door
The door opens.
Floyd stumbles out of the Bio Lab, clutching the mini-booth card. The mutations rush toward the open doorway!

>close door
The door closes.
And not a moment too soon! You hear a pounding from the door as the monsters within vent their frustration at losing their prey.

Floyd staggers to the ground, dropping the mini card. He is badly torn apart, with loose wires and broken circuits everywhere. Oil flows from his lubrication system. He obviously has only moments to live.

You drop to your knees and cradle Floyd's head in your lap. Floyd looks up at his friend with half-open eyes. "Floyd did it ... got card. Floyd a good friend, huh?" Quietly, you sing Floyd's favorite song, the Ballad of the Starcrossed Miner:

O, they ruled the solar system
Near ten thousand years before
In their single starcrossed scout ships
Mining ast'roids, spinning lore.

Then one true courageous miner
Spied a spaceship from the stars
Boarded he that alien liner
Out beyond the orb of Mars.

Yes, that ship was filled with danger
Mighty monsters barred his way
Yet he solved the alien myst'ries
Mining quite a lode that day.

O, they ruled the solar system
Near ten thousand years before
'Til one brave advent'rous spirit
Brought that mighty ship to shore.

As you finish the last verse, Floyd smiles with contentment, and then his eyes close as his head rolls to one side. You sit in silence for a moment, in memory of a brave friend who gave his life so that you might live.

Apart only from the famous white house at the beginning of Zork, this is by far the most remembered scene from any Infocom game. It’s also amongst the most crassly manipulative. Meretzky admits that Floyd’s death was very much a calculated move. Having put so many “eggs in the basket” of Floyd, he asked what the best way would be to “cash in” on that connection. Thus poor Floyd had to die. Planetfall was in final testing when Electronic Arts debuted with the famous “Can a Computer Make You Cry?” advertisement. That made the death scene feel even more appropriate: “There was a little touch of budding rivalry there, and I just wanted to head them off at the pass.”

Perhaps death scenes are like sausages; it’s best not to see how they’re made. Or maybe it doesn’t matter. Floyd’s death still gets me every time, and it seems I’m hardly alone. Significantly, while Floyd’s death is generally described as taking place very near the end of the game, this isn’t always necessarily the case. It’s possible for him to sacrifice himself while there is still quite a bit left to be done before the end-game. Such a scenario might be the most heartbreaking of all, as you’re forced to spend quite a lot of time wandering the complex alone. Without Floyd, it feels sadder and more deserted than ever.

The significance of Floyd and the impact of his death was remarked early and often. Just weeks after Planetfall debuted, Softline magazine shockingly spoiled the game by printing Floyd’s death scene on the front cover(!). Inside was a feature article (“Call Me Ishmael: Micros Get the Literary Itch”) that struggled to come to terms with What Floyd Meant for the evolution of adventure gaming.

The rising level of sophistication in the adventure game — that most sophisticated of entertainments ever to pass through a central processing unit — has fain threatened to take it out of the computer junkies’ realm of private delight and toss it into the center ring of popular culture, along with books, plays, and movies. Can it absorb the culture shock and continue to develop and transcend standards that are already high, or will it be homogenized, simplified, and forced to satisfy the lowest social denominator?

Notably, Marc Blank and Mike Berlyn make a prominent contribution to the article, and here refer for the first time to my knowledge to Infocom’s games as “interactive fiction.”

Floyd was introduced to academia by Janet Murray in 1997’s Hamlet on the Holodeck. Since then he has been a football kicked around in a thousand debates. Some, like Murray, point to him as an example of the emotional potential of ludic narrative, while lamenting that there have been so few similar moments in games since Planetfall. Others, like the ever-outspoken Chris Crawford, point out that Floyd’s death is a pre-scripted, unalterable, non-interactive event, and use it as an example of the fundamental limitations of set-piece storytelling in games. It is, of course, ultimately both.

Less discussed than Floyd’s death — and for good reason — is his return at the end of the game.

A team of robot technicians step into the anteroom. They part their ranks, and a familiar figure comes bounding toward you! "Hi!" shouts Floyd, with uncontrolled enthusiasm. "Floyd feeling better now!" Smiling from ear to ear, he says, "Look what Floyd found!" He hands you a helicopter key, a reactor elevator card, and a paddle-ball set. "Maybe we can use them in the sequel...

Floyd’s death may have been manipulative, but this is the worst sort of sentimental pandering. It retroactively devalues everything you felt when Floyd made his sacrifice, turning a tragedy into a practical joke — “Ha! Got ya!” I unabashedly hate everything about it. It was added at the behest of marketing, who were in turn responding to distressed playtesters and were concerned about releasing such a “downer” game. As indicated by the extract above, the potential for a sequel starring Floyd was also no doubt in their minds; it had already become clear during testing that players responded to the little fellow as they had to no one in any of Infocom’s previous games. Marketing at Infocom was usually remarkably willing to stay out of the way of artistic decisions. It’s too bad they made an exception here, and too bad Meretzky didn’t stick to his guns and tell them no. As it is, Planetfall goes down as one of a number of Infocom games that fail to stick the landing.

Released in August of 1983, Planetfall was another solid commercial performer for Infocom. It sold some 21,000 copies in the last months of 1983, followed by almost 44,000 the following year, numbers very close to those of The Witness. That’s just a bit surprising in light of Planetfall‘s name recognition today; it stands as one of the best remembered and best loved of the Infocom games, almost entirely due to Floyd, while The Witness goes relatively unremarked except amongst the hardcore. Nevertheless, Trip Hawkins got his answer far sooner than he ever expected to, while today Planetfall‘s legacy as the first computer game to make us cry stands secure.

(I must thank Jason Scott for sharing with me additional materials from his Get Lamp project for this article. There’s also a very good extended interview with Steve Meretzky in Game Design: Theory and Practice.)

 
 

Tags: , ,

The Witness

Stu Galley

Stu Galley, a man who would come to unabashedly love the games Infocom created, who would author the almost naively idealistic “Implementor’s Creed” to describe the job he and his fellow Imps did, took quite a long time to discover his passion. When he first saw the Zork game that some of the other hackers in MIT’s Dynamic Modeling Group had created, he thought it clever but little else. He had no interest in fantasy fiction or Dungeons and Dragons, and no particular interest in exploring beyond Zork‘s first few rooms. Some of his disinterest may have been generational. Already in his mid-thirties when Zork was begun, he was five to ten years older than the people who made it. That’s not a huge gap, but it was enough to place him at a somewhat different stage of life, one where such idle amusements might not have quite so much appeal in light of his wife and young son.

When asked to become a founder of Infocom, he signed on because he had a lot of respect for the talents of the others. He thought they just might come up with something — who knew what? — really great, and he didn’t want to be kicking himself over the lost opportunity in five years. During this early period Galley, like most of the founders, did this or that for the company as time and inclination allowed, but kept it very much ancillary to his main working life. His official role at Infocom was to serve as treasurer. He also pitched in to help with odd jobs here and there: an experienced technical writer, he wrote the original manual for the commercial Zork, and helped Mike Dornbrook to set up and administer the mailing list that would morph into The Zork Users Group. But he mostly remained on the periphery, not quite ready to commit too much energy to the venture. Then came an epiphany.

Very early in 1982 Galley agreed to another of those odd jobs: to do some testing on Marc Blank’s new mystery, Deadline. Galley was blown away by the game for much the same reason it would soon cause a sensation in the world of adventure gaming in general. He still recalls vividly today how, when exploring the Robner house for the first time, he heard a phone ring in the other room but missed the call. Restarting, he made sure to be near a phone when the time came, and heard Mrs. Robner having a clipped conversation with her lover. That “blew his mind.” Here was a realistic, dynamic world to inhabit, one which struck him as far more interesting than the vast, empty dungeon of Zork with its static, arbitrary puzzles. “I could relive this story over and over and eventually, by looking at it from different angles and connecting the dots, find out what was really going on.” Galley was hooked at last.

In light of Deadline‘s commercial success, another mystery was obviously warranted. With some input from Dave Lebling, Blank began sketching out plans for a sequel almost immediately. He already had a clever gimmick in mind: the player would be invited to his home by the victim, where she would actually witness the murder in the opening scenes of the game. Nevertheless, it still wouldn’t be clear who was actually responsible. Unfortunately, Blank was absolutely swamped with other work: putting together Zork III, helping Mike Berlyn get up to speed on ZIL and ensuring he had the tools he needed for the game that would become Suspended, doing an ever-escalating series of interviews and PR junkets, sorting out business issues with the board. The game, to be called Invitation to Murder, remained only an outline of a few typewritten pages into the fall. That’s when it occurred to Blank, who was forever looking for ways to cajole his fellow founders into taking a more active role, to offer the outline to Galley, who still had stars in his eyes over his Deadline experience. Galley quickly agreed, and in October of 1982, while still only moonlighting at Infocom, started to work.

Working from a stripped-down skeleton of the original Deadline code, Galley gradually built a playable game over the next few months. Along the way, the project had one of the effects for which Blank had hoped: Galley was so inspired by the new work that he quit MIT and came to Infocom full-time before the year was out. In late January Infocom sat down with their ever-supportive advertising agency of G/R Copy to discuss the upcoming game. Just as they had with Deadline, G/R quickly replaced the original title with something much more punchy and direct: simply The Witness. Both Mike Berlyn and G/R also suggested that the time period and the tone be changed. They suggested that, rather than the ostensible present of Deadline, Galley move the game to the golden age of mystery, the 1930s. In retrospect this was a natural change. As I noted when writing about Deadline, that game felt like a product of the golden age anyway; The Witness would merely make it official. If anything the more important suggestion was to change the style to differentiate the new game from Deadline. If Deadline was a cozy mystery in the tradition of Agatha Christie, The Witness could be Raymond Chandler or Dashiell Hammett, a hardboiled tale of noirish intrigue.

Galley didn’t have much experience with this branch of the mystery canon, but, as he later put it, as soon as he started to read The Big Sleep he was convinced. Instead of the stately, blue-blooded Connecticut of Deadline, The Witness would take place in 1938 Los Angeles, at the peak of pre-war Hollywood’s loose glamor and danger. Galley lost himself in period research. In addition to the classic crime fiction of the period, he drew from a Sears catalog and other advertisements from the era, a 1937 encyclopedia, and The Dictionary of American Slang (to get the characters’ language right). He went so far as to track down a radio schedule for February 18, 1938, the evening of the crime, and make sure that the radio inside the house played the correct program from minute to minute.

In the tradition of Deadline, the packaging of The Witness would be a major part of the experience. Accordingly, Infocom began working with G/R on it months before the game’s projected release. Already back when outlining the game Blank had proposed including a newspaper with articles giving background information on the victim and the suspects, another direct lift from the old Dennis Wheatley crime dossiers (a fold-out newspaper had been the showstopping centerpiece of Who Killed Robert Prentice?). With the newfound historical context, G/R now ran with the idea to create one of the most impressive feelies Infocom would ever release. They found a newspaper in the Los Angeles area, The Register of Santa Ana, who agreed to share several editions from the period on microfiche. They then had the whole thing typeset once again, with a couple of new, game-specific articles slyly inserted. As Galley later noted, some of the real stories from the newspaper (“Fear Lost Boy Victim of Cougar”; “Works Many Years with Broken Neck”; “Pajama ‘Parade’ Results as Toy Catches on Fire”) were more bizarre than anything they could have come up with on their own. Printed on perfectly yellowed cheap newsprint, the final result is a triumph.

The Witness newspaper, front The Witness newspaper, back

G/R contacted Western Union for help recreating a telegram from the period. Galley and G/R, who clearly had a great deal of fun with this project, scoured old magazines and catalogs for advertisements to include in the faux-detective magazine that serves as the manual. G/R was even able to get some of their other clients, such as American Optical, to loan their old adverts to the effort.

"advertisement" from The Witness manual

For the obligatory physical prop, the equivalent to the pills included in the Deadline package, they added a matchbook with a cryptic phone number scrawled on the inside. Taken all together, The Witness outclasses even Deadline in its packaging. It’s almost enough to make the actual game it’s supporting feel just a bit underwhelming in comparison.

It’s not that there’s anything dramatically wrong with The Witness, just that after such a build-up the actual case at its heart is maybe not quite so intriguing as one might wish. The solution, when you uncover it, is thoroughly absurd, not at all unusual in this genre, but not ultimately all that interesting in spite of its absurdity. Perhaps the biggest problem is that there just aren’t enough suspects nor enough juicy secrets to be discovered about them. There are only three possible murderers, and one of those has been caught red-handed fleeing from the crime scene — which, as anyone who’s ever read a mystery novel should know, pretty much rules him out from the get-go. Combined with the smallest map of any Infocom game to date — some 30 rooms, most of them empty and unnecessary to even visit — that’s likely to leave one rather nonplussed at the end, asking, “Is that really it?” It’s certainly one of the shortest games Infocom would ever release.

But that was more of a problem in 1983, when people were spending $30 or $40 to buy The Witness, than it is today, when we can enjoy it on its own terms. And in that spirit there’s a lot to recommend it. Although its case is not so intriguing, I actually found The Witness to be a better, more satisfying experience than Deadline was when my wife and I recently played it, for the simple reason that it’s fair. It’s blessedly solvable with some careful thought and attention, without needing to do anything absurd like DIG for no apparent reason. When we apprehended the killer, sans any hints at all, it was a great feeling, a testament to Infocom’s evolving design craft and the increasing involvement by this point of the in-house and out-of-house testers, who were now shaking down the designs and providing vital reality checks to the Imps. If anything, some might consider The Witness too easy, but that’s always been a more forgivable sin than the alternative of hardness-through-unfairness in my book.

Galley, who had never written a word of fiction before starting on The Witness, does a pretty good job with it here. The opening lines leave no doubt about the genre we’re in for:

Somewhere near Los Angeles. A cold Friday evening in February 1938. In this climate, cold is anywhere below about fifty degrees. Storm clouds are swimming across the sky, their bottoms glowing faintly from the city lights in the distance. A search light pans slowly under the clouds, heralding another film premiere. The air seems expectant, waiting for the rain to begin, like a cat waiting for the ineffable moment to ambush.

The constrained geography and relative paucity of interactable objects have the positive side effect of giving more space for exposition. The opening stages of the game in particular, before you witness the murder that really kicks off the case in earnest, are surprisingly florid, in a way that no previous Infocom game had been. It’s little surprise that so many tended to latch onto The Witness even more than Deadline as a harbinger of a new type of literature.

Still, The Witness‘s historical reputation has always suffered in comparison to that of Deadline, likely the inevitable result of being the follow-up to such a great, audacious leap. For another likely reason for its less than stellar ranking in the Infocom canon today we can look again to those wonderful feelies, which were both such an important part of the experience and, in the case of the newspaper, almost uniquely hard to recreate in a PDF document or the like. To the extent that these factors may blind people to The Witness‘s real merits — it’s not a masterpiece, but it is a solid piece of craftsmanship — that’s a shame.

Deadline also somewhat overshadowed The Witness on the sales charts. Release in June of 1983, The Witness sold a little over 25,000 copies before the end of the year, then some 35,000 the next, oddly failing to keep pace even when quite new with the older Deadline. Still, those numbers were more than enough to make it profitable for Infocom. And for anyone looking to get started with the Infocom mysteries today just for fun (as opposed to historical research), it’s definitely the one I’d recommend you play.

 
 

Tags: , ,