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Author Archives: Jimmy Maher

On the Trail of the Oregon Trail, Part 1

I recently got a copy of 1001 Video Games You Must Play Before You Die. It’s not really a very good book, for reasons that are interesting on their own and that I hope to talk about in another post very soon. Right now, though, I want to talk about the very first entry in the book, on The Oregon Trail, because that entry sent me down a rabbit hole from which I have only just emerged, blinking and reconsidering the history of interactive narrative.

If you’re of a certain age and nationality (i.e., mine), you almost certainly know The Oregon Trail. From the early 1980s until well into the 1990s virtually every public school in America seemed to have at least a few Apple IIs off in a corner somewhere, and one of the titles available on them was guaranteed to be this little educational game which placed the player in the role of a would-be settler setting off from Missouri on the long journey to the Oregon Territory. Those versions communicated mostly in text, but they spiced up their presentation with lots of colorful graphics, and were appealing enough to become favorites among students then and to still be nostalgically remembered by millions today. In fact, I just learned that there is now a Facebook app of the game.

What’s not often realized is that even when it first arrived on the Apple II The Oregon Trail was already a very old game. That’s why it’s the first entry in the chronologically arranged 1001 Video Games. (Actually, the fact that they got this date right is kind of surprising, because there are a heck of a lot of others that they got wrong. But I promised not to kvetch about the book right now…) It was in fact first written in 1971 by three educators at Carleton College, a small liberal arts college in Northfield, Minnesota. Don Rawitsch, Bill Heinemann — no relation to the “Burger Bill” Heineman who worked on The Bard’s Tale series among other games — and Paul Dillenberger wrote the game in BASIC on an HP-2100 series minicomputer.

When I was writing my history of IF, I named two programs as the most important predecessors to the landmark Adventure (1976-77): Joseph Weizenbaum’s Eliza (1966), which first deployed the basic system of IF interaction (albeit in the context of an elaborate parlor trick rather than a game) and Gregory Yob’s Hunt the Wumpus, a simple game in which the player moves from room to room in a maze while attempting to avoid and eventually kill the eponymous Wumpus. The Oregon Trail makes me think that there should be a third entry on that list.

Let’s consider the state, such as it was, of interactive narrative in 1971. While there had been experiments with interactive storytelling before in the mystery genre, examples of the form were pretty thin on the ground. Edward Packard had already tried to get the first of what would become the Choose Your Own Adventure line of books published, but had been rejected by every publisher he had turned to, and would have to wait years more to see his idea in print. A group of scruffy wargamers in Wisconsin were toying around with the systems that would become Dungeons and Dragons, but, again, their work was years from publication. Wargames and other simulation games certainly had an experiential component, implicitly inviting their players to imagine the events they simulated unfolding in their imagination, but said events unfolded from the perspective of a god on high rather than that of an individual player in the storyworld. In the world of computers, there was some ongoing work into computer-generated narrative among artificial intelligence researchers, but these were not really interactive narrative, but rather self-contained stories that the computer generated beforehand based on a set of input data and played out for an audience.

Yet The Oregon Trail opens by telling us, “Your family of five will cover the 2040 mile Oregon Trail in 5-6 months – if you make it alive. You had saved $900 to spend for the trip, and you’ve just paid $200 for a wagon.” It’s dropping us into a storyworld, and inviting us to take a role there and decide what happens next. Was there a computer program before this that so obviously wanted to make a story with (as opposed to for) us? I don’t know of it if there was.

So, I set off on a quixotic quest to experience The Oregon Trail in as close to its original form as I could manage. More on that next time.

 
 

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The Madness Spreads…

The Madness Spreads...

 
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Posted by on March 11, 2011 in Interactive Fiction

 

Introducing a new blog…

While surveying the state of the Internet today, I decided that what the online world really needed was another blog. Luckily I have never been short of opinions to share. And so I proceeded to do some research into the best approach to my new endeavor. Several sites told me that if I hoped to acquire actual readers I should choose a narrow niche and hew to it rigidly. Others told me that with a bit of planning I could actually make a living off this blogging thing. One helpful fellow said I should review as much music as possible as quickly as possible, linking in each review to the Amazon.com product listing to make some money off every happy consumer I sent Amazon’s way. I needn´t waste a lot of time actually listening to the music I reviewed, he informed me; I need only use the snippets of songs on the Amazon site to get a “good impression” of an album, and so could I be on my way to riches with a minimum of critical effort. I thought about combining these two pieces of seemingly excellent advice, but quickly realized I would have a problem almost immediately: if I built a blog about, say, flugelhorn players who recorded during the 1970s, and reviewed as many flugelhorn albums from the era as possible as quickly as possible, I would soon be out of material. So I decided to throw out all this advice.

Instead, I’m going to use this blog to write about an eclectic mix of things that actually interest me. I may be commiting a sort of Internet-traffic suicide, but maybe one or two of us can have some fun while it lasts. So, you can expect updates on my various projects here along with lots of opinions on music, books, games, and who knows what else. And you can expect a bit of theory, and perhaps some cultural observations, and perhaps even a personal anecdote or two. Or maybe I won’t get to all of that. Who knows?

Defensive self-effacement aside, I have no idea where this blog will go. I tell myself that, as a writer by at least one of my trades, it’s good practice for me to write someplace like this frequently, to keep the old chops sharp, as it were. That’s true enough, and it’s also true that plenty of people before me have kept diaries and journals just for their own satisfaction. But I won’t lie; I’d like it if a few people actually started to read and comment as well. So, whether this is the start of a big thing or a failed experiment or a literary masterpiece whose importance will be understood (a la Samuel Pepys) only a century from now, it’s definitely the start of something. Wish me luck, and thanks for reading!