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Seastalker

Seastalker

When a starry-eyed youngster heads off to Hollywood to chase her dreams, one of two fates awaits her: she might become one of the small minority that makes it and becomes a star, or she might end up lumped in with the vast majority that struggle and wait tables (seemingly every waiter in Los Angeles is an aspiring actor) for years to no avail. It’s either “Hooray for Hollywood” or “Boulevard of Broken Dreams” writ large. That’s the conventional wisdom anyway. But there’s actually a third possibility: the life of the working character actor, who picks up work where she can find it in the form of whatever small roles are available that don’t need a star to fill them. Just as every kid who picks up a guitar dreams of playing to stadiums full of screaming fans (and don’t let any indie-rock snob tell you different), it’s probably safe to say that no actor sets out to be such an anonymous cog in the Hollywood system. Yet it’s not a bad way to earn a living in the craft you love if stardom eludes you. I’ve long been fascinated by these folks whose names usually appear in the credits only as the audience is filing out of the theater, these working professionals who earn a solid living under the radar of the Dream Factory by learning their lines, showing up on time, and doing whatever’s asked of them and doing it well. This other side of the acting life is the subject of The Dangerous Animals Club, written by one of these bit players, Stephen Tobolowsky. It makes for a great read.

Other forms of media have their own equivalents to Tobolowsky. The publishing industry, for example, has always had people like Jim Lawrence.

Jim Lawrence

Born in 1918, Lawrence began his writing career in 1941 when he was hired by the Jam Handy Organization as a scriptwriter for military training films. From then until the end of his life in 1994 he wrote for seemingly anyone who would pay him. Lawrence himself would be the last person to claim to be a great writer, but he always churned out copy that was, within the scope of the genres within which he worked, solidly crafted and eminently professional. When the project allowed, he even showed a considerable flair for imagination.

Lawrence wrote a staggering variety of stuff over his more than five decades as a working writer, but his specialty and greatest love was always fast-paced action-adventure stories for the young. In that genre, he wrote for old-time radio dramas like The Green Hornet; wrote Hardy Boys and Nancy Drew mysteries; wrote a James Bond comic strip for the newspapers; wrote a variety of Marvel comics. His oeuvre includes more than 60 novels alone, virtually none of which bore his own name anywhere in its pages. His most bizarre and disreputable assignment was a series of books about Peter Lance, an alien from the planet Tharb who has come to Earth to study this curious human phenomenon of sex — which he does enthusiastically and at considerable length, thanks to his superhuman stamina and a staggering variety of nubile young women eager to assist him in his research. But the place where Lawrence left his most obvious mark was a series of books about a young scientist/inventor/adventurer named Tom Swift, Jr.

The original Tom Swift was created by publishing pioneer Edward Stratemeyer, founder in the very early twentieth century of the so-called Stratemeyer Syndicate and its accompanying model of children’s book publication — a model that still persists to this day, and one whose echoes we can see in other media from superhero comics to Scooby Doo cartoons. His influence on publishing for adults and young adults was also profound; all those shelves full of Star Trek and Star Wars novels as well as Harlequin romances are, for better or for worse, thoroughly in the tradition of Edward Stratemeyer. His principal innovation was to deemphasize — indeed, to effectively do away with — the importance of the author in favor of the franchise. He published no standalone books, only series based around the recurring adventures of one or more juvenile heroes. All books in a series were allegedly written by the same author, whose name was carefully chosen by Stratemeyer to suit the tone of the series. In actuality, the books were written by teams of publishing B-listers like Jim Lawrence, who must at first usually work from plot outlines provided by Stratemeyer himself. Later, once they had proven themselves a bit, they were often trusted to create their own original stories, as long as they kept well within a detailed set of rules for what the books should and should not include. The best remembered series from Stratemeyer’s heyday today are The Hardy Boys and Nancy Drew, but many others sold in huge quantities during the first half of the twentieth century.

Among them were the original Tom Swift stories, which reached 40 books and sold over 30 million copies. Swift was the aspirational product of his era, a time when people like Thomas Edison, Alexander Graham Bell, and Henry Ford were amongst the most admired in the country. Thus Swift was a teenage genius inventor who solved crimes and stymied his jealous rivals repeatedly using his various gadgets and vehicles. For all their pulpiness, the books included a surprising amount of real science and engineering. Amongst the technologies predicted in their pages were television, fax machines, and handheld movie cameras. Just as many flip-open mobile phones bear a suspicious resemblance to the old communicators from Star Trek, Tom Swift also wound up inspiring some technologies instead of just predicting them. Most famously, tasers were inspired by a Tom Swift story; the name is actually a loose acronym for “Tom Swift’s Electric Rifle.”

The series petered to a close in 1941, by which time Swift had grown up and gotten married. The resulting drop-off in popularity prompted a couple of new rules for the Stratemeyer Syndicate’s other series: heroes should not age and should be kept free of romantic entanglements. The Tom Swift, Jr. stories, which began in 1954, were an attempt to right that mistake and turn back the clock by moving the focus to Tom Swift’s son, the spitting image of his father as a boy. The new series ran for 33 books between 1954 and 1971. The inventions got a bit more outlandish, reflecting the era’s obsession with rocketry and space exploration; the second series’s record of prediction is nowhere near as good as that of the first. The new series also never quite matched the first’s popularity or cultural ubiquity during its heyday. Still, it had its famous fans; Steve Wozniak in particular has mentioned the Tom Swift, Jr. books as inspiring him to become an inventor and engineer. Tom Swift Jr. was allegedly written by one Victor Appleton II, presumed son of the Victor Appleton who wrote the first series. However, most of them were actually written by Jim Lawrence.

Lawrence had long since moved on to other series when one day during his morning coffee he read the first significant article about Infocom to appear in the mainstream media: Edward Rothstein’s piece on Deadline and other “participatory novels” which appeared in the New York Times Book Review of May 8, 1983. Although he had never written for the series, he had followed the birth of the Choose Your Own Adventure line of children’s fiction with more than professional curiosity. But now what Infocom was apparently doing just sounded so much better. Lawrence, whose previous career proved if nothing else that he’d try just about anything once, was intrigued by the possibilities despite knowing nothing of computers or computer games. He called Infocom’s offices and arranged to drive up to Cambridge for a visit from his home in New Jersey.

The 65-year-old Lawrence looked in Stu Galley’s words “like Santa Claus,” and had the same enthusiastic twinkle in his eye when he talked about storytelling. This wise old veteran was certainly a different sort of presence in an office filled with ambitious go-getters in their twenties and early thirties, many of whom had grown up reading the various series to which he had contributed. Infocom, who counted it as a corporate goal to get “real” writers involved with their stories (thus the presence of Mike Berlyn, already working on his second game at the time), were thrilled to sign him to a contract.

Infocom was also, of course, eager to branch out into new genres, and here Lawrence’s particular expertise again seemed perfect. They concocted the idea of a new line of “junior” adventures aimed at a new generation of the same children’s readership that had once devoured the Tom Swift books — and who were currently being introduced to the idea of ludic narrative through the Choose Your Own Adventure books and the many other titles being churned out by the booming gamebook industry. If kids thought Choose Your Own Adventure was cool, wait until they saw an Infocom game! The new line could presumably also serve as a gentle introduction to Infocom for adults, an alternative to being thrown in at the deep end via the likes of Zork. Infocom made their first attempt ever to license an existing property, approaching the Stratemeyer Syndicate about licensing Tom Swift or his son for a series of interactive books for a new generation. The Syndicate was happy to do so — for far more money than Infocom was willing or able to pay.

Thus the decision was made to make the game that would become known as Seastalker a Tom Swift adventure in everything but name. In place of Tom, it asks you the player for your first and last name at the beginning. The full name which then appears on the screen becomes (for example) Seastalker: Jimmy Maher and the Ultramarine Bioceptor, a deliberate echo of the old Tom Swift books, which were invariably named Tom Swift and His (Flying Lab, Jetmarine, Rocket Ship, etc.) — only with you inserted, Choose Your Own Adventure-style, as the hero. The game closely echoes Tom Swift in many other ways beyond the bare fact of your being a genius boy inventor. Tom Swift’s hometown of Shopton, for example, becomes Frobton (one of very few overt references to Zorkian lore), and sidekick Bud is replaced with a doppelganger named Tip.

For all of his flair for storytelling, there was no way that the thoroughly un-technical Lawrence was going to be able to learn to program in ZIL. Infocom thus decided to assign him Stu Galley as a partner. Lawrence would craft the story and write most of the text, while Galley would program it and find ways to make it work as an interactive experience. It seemed a perfect assignment for Galley, one of the best pure programmers in a company full of brilliant technical minds but one who tended to have a bit of trouble coming up with original story ideas. (His first game The Witness, you may remember, had been created from an outline provided him by Marc Blank and Dave Lebling.) This use of development pairs was somewhat uncharted territory for Infocom as Seastalker was begun, but a model they would find themselves using for no fewer than three of the five games they would release in 1984.

Work on Seastalker commenced with a lengthy meeting between Lawrence and Galley at Infocom’s offices, during which they hashed out the basic plot: a genetically engineered sea monster is attacking your friends at the Aquadome undersea research station. Only you and sidekick Tip can save them, using the Scimitar, the experimental two-man research submarine you’ve just designed and built. Lawrence then went back home to New Jersey, and development progressed largely through paper mail and telephone calls, with just a few more in-person meetings to mark milestones. Working this way inevitably slowed the process — at more than nine months, Seastalker would have the longest active gestation of any Infocom game to date — but Galley generally found the project to be, like his gently unflappable collaborator, a delight.

There was a time when we got to the last act of the story, where you, the brilliant young inventor, know what the threat is, know what you have to work with (your own inventions and whatever else is available), know the other characters. How do we devise a game strategy that’s interesting but not too difficult to get you to the end? Jim and I worked on this a whole day in Cambridge. I told him, “I feel like we have a big job in front of us because we’ve set up all this elaborate storyline without really knowing how it’s going to end.” Jim said, “Don’t worry, Stu, I’ve gotten heroes out of much tougher situations than this.”

Unlike many established traditional authors who tried to make the leap to interactivity, Lawrence didn’t struggle hugely with his loss of control over every aspect of plotting and timing. Galley theorizes that he may have been aided by his experience writing for comic strips and comic books, for which he had to start putting stories down on paper long before he could foresee what their endings might be or even which writers for hire might end up writing them.

As one might expect given its pedigree, Seastalker absolutely nails the tone of its inspiration. Its gee-whiz world is full of adventure and excitement, one where no problem cannot be solved with a bit of science and a dollop of all-American bravery and ingenuity. It’s never afraid of going over the top; the package includes a letter from the President congratulating you on your latest invention. As fiction, Seastalker makes for a nice, nostalgic place to return to for some of us dealing with the vagaries of adult life. Yet as a system it’s also amongst the most complex things Infocom had yet attempted. Playing Seastalker really does feel, for the first time in an Infocom game and arguably in an adventure game, like taking the leading role in an adventure novel. Events tumble down around you one after another as the plot comes thick and fast, leaving you constantly scrambling to keep up, to save these people who make it clear they’re depending on you. Seastalker is all about its plot that just keeps pushing you along like a bulldozer. There’s little here that feels like a traditional adventure-game puzzle, little time for such cerebral exercises. Even that staple of adventure gaming, mapping, goes out the window thanks to the blueprints of the Scimitar and the maps of both undersea complexes you’ll be visiting included in the package, a first for Infocom. While Deadline and The Witness have a dynamism of their own, their characters go about their business oddly oblivious to you; your job is essentially to observe their behavior, to come to an understanding of their patterns, and then to force yourself into the plot to redirect it at crucial junctures. No forcing is required in Seastalker; you truly are the hero, the cog around which everything and everybody revolves.

The Commodore 64 version of Seastalker showing the split-screen sonar view

The Commodore 64 version of Seastalker showing the split-screen sonar view

One of the most impressive parts of Seastalker is its implementation of the Scimitar. You have to guide it around Frobton Bay yourself, using your sonar display and a depth map included in the package. Later, the climax of the story is an underwater battle involving the Scimitar, the sea monster, and the jealous rival behind all the chaos that is a genuine tactical struggle rather than an exercise in set-piece puzzle solving. For these sequences Infocom devised the first significant extension to the Z-Machine since its inception more than four years before: the ability to split the screen on certain computers, which Seastalker uses to display a non-scrolling upper window that shows your sonar screen as a simple textual rendering. (The member of the Micro Group responsible for moving this enhancement into the interpreters was the newly hired Brian Moriarty, a name we’ll soon be hearing a lot more of.)

Seastalker‘s feelies are, as you might have gathered given the wealth of maps and blueprints I’ve already described, unusually many and varied even for Infocom. There’s a clever set of “InfoCards” with hints printed in a special ink that can only be seen with the aid of an included InfoCard reader — just the sort of little gadget young Tom Swifts are likely to love. But Seastalker‘s packaging is most interesting today in that it serves as a sort of test run for much of what would follow just a month or two later, when Infocom converted their entire existing line of games into a new standardized packaging format, the classic and beloved “grey box.” We have a sample transcript showing how to interact with the game, an invaluable bit of teaching by example that would be included in every grey box to come. And the front of the box calls the game “Junior Interactive Fiction from Infocom.”

Infocom, despite a generally finely honed promotional instinct, had struggled for years to find a good label for what their games really were, wallowing around in unsatisfying pseudo-compounds like “InterLogic” and plebeian descriptives like “prose games.” Some of the Imps had at last begun to casually refer to their games as “interactive fiction” in interviews during the latter half of 1983, notably in a feature article in the September/October 1983 Softline which dwelt at length on Floyd’s death scene from Planetfall. Seastalker, however, marks its first deployment as part of Infocom’s official rhetoric — appropriately enough, given that Seastalker is more worthy of the label than anything that came before. Infocom wasn’t the first to use the term “interactive fiction” in a computerized context; that honor belongs to Robert Lafore, who created a set of simple branching stories to which he gave that label back in 1979. Yet it was perfect for Infocom’s games, the last piece of the rhetorical puzzle they had been assembling with the able assistance of their mates at G/R Copy for a few years now. With the arrival of the grey boxes, all of Infocom’s games would officially be interactive fiction, the name the whole field of literary games in the Infocom tradition continues to go by to this day.

Released in June of 1984, Seastalker initially sold very well: more than 30,000 units in its first six months. But sales tailed off rather quickly after that; its lifetime figure is in the vicinity of 40,000. It may very well have been a victim of Infocom marketing’s conflation of a game for kids with an introductory game for adults. Certainly Seastalker is very short. Any adult at all experienced with adventure games can easily finish it in an evening, any adult totally inexperienced at least within two. One suspects that the arrival in 1985 of Wishbringer, a much better introductory game for adults, ate into Seastalker‘s sales in a big way.

But then Seastalker wasn’t really designed for adults. Children, who read more slowly and have the patience to relive something over and over (and over…) will likely get considerably more out of it, especially since there are a fair number of alternate paths to follow and even the possibility to finish without the full score; if you screw the pooch, one of your heretofore helpless friends will often stop hand-wringing long enough to jump in at the last minute and save the day for you. Still, it’s debatable how many parents would have been willing to spend $30 or $40 on the game when they could pick up a Choose Your Own Adventure book for $2.

All of which leaves Seastalker feeling like a bit of a missed opportunity in spite of its perfectly reasonable commercial performance. Stu Galley recalls that Infocom demonstrated Seastalker for a group of schoolteachers at the 1984 Summer CES show to the rapturous response that this sort of thing was “just what they needed” to get their kids reading more. One wishes that Infocom could have found some way to reduce the price and/or work aggressively with schools to get the game into more children’s hands. As it was, they dropped the idea of “Interactive Fiction Junior” and of trying to compete with the Choose Your Own Adventure juggernaut within a year, relabeling Seastalker rather incongruously as an introductory-level game for adults like the aforementioned Wishbringer. Even Lawrence and Galley’s second collaboration, Moonmist, was largely marketed as just another adult mystery game despite being at heart a Nancy Drew story in the same way that Seastalker was a Tom Swift.

If you have a child in that sweet spot of about eight to ten years in your life, you can begin to remedy that missed opportunity by giving her Seastalker and seeing what she makes of it. Like so much of Infocom’s work, it’s aged very little. For the rest of us, it’s a great piece of innocently cheesy fun that’s also quite technically and even formally impressive in its way. Infocom never made another game quite like it, which is alone more than reason enough to play it.

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

 
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Posted by on September 3, 2013 in Digital Antiquaria, Interactive Fiction

 

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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.)

 

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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.)

 
 

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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.

 
 

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Suspended

Mike Berlyn

Mike Berlyn

As earlier posts have hopefully made clear, conventions played a pivotal role for many years in the PC industry. In the early years that meant places like the West Coast Computer Faire and the AppleFests, where hackers and hobbyists would gather to talk about their machines and trade tips along with manufacturers, publishers, and developers; indeed, in this early period the groups could be all but indistinguishable. But 1982 is generally remembered by old-timers as the last year when the likes of Applefest could attract the movers and shakers. Afterward, as the moneyed interests entered en masse and the community of computer users (or even Apple users) grew too large to retain that clubby feeling, such gatherings faded in importance in comparison with the glitzier Consumer Electronics Show and its rivals, where you needed a press badge just to get in. Whatever form the shows took, they were as important for what took place behind the scenes, in back rooms, bars, and hotels, as what was shown on their floors. In gathering people from all over the industry together in one location, they provided essential opportunities for negotiations, deal making, maybe even a bit of intrigue.

Thus it was at the Boston Applefest in May of 1982 that Marc Blank of Infocom had a long talk with Mike Berlyn of Sentient Software, to whom he had been introduced by a mutual acquaintance. As it turned out, each was looking for something the other could offer him. It didn’t take long to make a deal.

Berlyn was by a wide margin the more frustrated of the pair. As you may recall, he had embraced the idea of adventure games as a new form of literary expression very early, and put it into practice as well as his resources allowed in two games he released through Sentient, Oo-Topos and Cyborg. Yet despite an absolutely rapturous review of the latter in the influential Softalk, the two games made nary a dent commercially. Berlyn, a demanding personality who throughout his career would change business relationships almost as often as he churned out games, felt muzzled by partners he felt weren’t as committed as he was and the accompanying lack of promotion and investment. Still, he also realized that in a real sense his best just wasn’t good enough. Both games were written in BASIC, with the two-word parser, simplistic world model, and all the other limitations that implied. Berlyn was a clever self-taught Apple II hacker, but lacked the experience or technical vision to create something more advanced — like, say, Infocom’s state-of-the-art ZIL system.

Blank, meanwhile, had ZIL but wasn’t sure he could take full advantage of it. Since starting to work on the landmark Deadline the previous year, he had started to see Infocom’s games in much the same light as Berlyn — as dynamic, playable stories. Blank, who was rather insecure about his own writerly chops (albeit largely unnecessarily), now viewed Deadline almost as a tech demo, a chance to get tools worked out and to demonstrate some shadow of what might be possible in the hands of a real writer. Berlyn, it must be admitted, was not exactly Norman Mailer or even Arthur C. Clarke. He had just three straight-to-the-dimestore-paperback-rack science fiction novels to his credit, none of which had sold all that well. Still, that was enough to qualify him for the title of “published author,” and was also three more novels than anyone else currently writing adventure games had published. Signing Berlyn would mark a big step toward Blank’s crystallizing vision of Infocom as publishers of interactive fiction rather than mere text adventures, even if it would still be a couple of years before the company would stumble upon that term to describe what they were really about.

The first plan had Berlyn working on a game for Infocom under contract from his home in Colorado. However, what with the complexities of the ZIL system and the state of telecommunications in 1982, that quickly proved impractical. So, within weeks of the Applefest meeting, Berlyn and his wife packed up and moved to Boston, where he became one of the first full-time employees to be hired by Infocom, as well as the first Implementor to be drawn from outside the immediate orbit of MIT’s Laboratory for Computer Science. What Infocom got for a first project was perhaps not quite what they had expected. Berlyn, Infocom’s supposed literary star, always combined a headstrong creativity with a certain flair for the perverse. He now started in earnest on Suspended, arguably the least literary parser-driven game Infocom would ever release, more a strategy game implemented in text than an interactive fiction.

The premise of Suspended reflects a longstanding obsession of Berlyn with disembodied consciousness; this had already been at the heart of his novel The Integrated Man and his earlier adventure Cyborg. In Suspended, you take the role of, yes, another disembodied consciousness, whose body has been placed in “cryogenic suspension” while her mind takes a 500-year shift as the emergency backup to an automated system which makes life possible on a planet of the future, controlling the weather, food production, and the transportation network. Normally your mind sleeps alongside your body, but you’re to be woken in the case of an emergency which the automated systems are not equipped to handle. As you’ve probably guessed, just such an emergency occurs as the game begins.

With no body of your own, you have six robots to whom you can issue orders and through whose senses you can experience the game’s available geography, which is restricted to a planetary control complex located far underground. Each robot is somewhat, um, specialized in its capabilities. Iris is the only one who can see. Auda can hear. Sensa can detect “vibrational activity, photon emission sources, and ionic discharges.” Poet seems to have no clear purpose, other than to spout bits of poetry that must be deciphered like a code to figure out what is really going on with him. (“All life’s a stage, so just consider me a player,” he says when asked to go somewhere; “It hops and skips and leaves a bit, and can’t decide if it should quit,” when asked to describe his surroundings inside a power station.) The most obviously practical robots are Whiz, who can interface with various computer systems, and Waldo, a general-purpose repair robot.

Over the course of the game a series of escalating crises strike the planet, to which you must respond by making use of all of your robots. There are fairly conventional object-based puzzles to solve, but even once you figure out how to do everything you still face a daunting challenge in scheduling and logistics to juggle all of your robots efficiently and minimize the casualties on the surface. If you succeed in saving the planet at all — no easy task in itself; it will likely take dozens of plays just to get that far — you next can concentrate on doing it without leaving half the population dead. (It’s rather deflating when you “win” for the first time, only to be told that the survivors want to burn you in effigy.) Winning “a home in the country and an unlimited bank account” will likely take at least a few dozen more attempts.

Played today, Suspended feels oddly like a genre of cooperative board games that have become fairly common in recent years. In games like Pandemic, Red November, and Flash Point, players struggle together to maintain a system against a series of shocks, whether they come in the form of waves of global disease, leaks and explosions aboard a very unseaworthy submarine, or a hungry house fire. Further cementing the board-game connection in my mind are the uniquely practical feelies that came with Suspended: a map of the complex in the form of a game board, with a set of counters representing each of the robots. As you get deeper into the game and begin playing to win you’ll soon have multiple robots moving simultaneously about the complex doing various things. Thus the board quickly becomes an essential tool for keeping track of the whole situation, along with some careful notes.

In one sense, Suspended feels visionary, or at least wholly unique in the Infocom canon. The standard text-adventure paradigm of play has been thrown overboard almost entirely. Gone, for example, is the need to map, along with the connection to a single in-game protagonist and any semblance of conventional storytelling. Further emphasizing the strategy-game feeling, Suspended is explicitly designed to be replayable. It has an “advanced” difficulty level you can attempt if you finally manage a good score on the standard, or you can choose the custom starting option, where you can choose the starting location of each robot and control when the various disasters are triggered. The manual suggests that you and friends could use this to “challenge each other” with new scenarios.

Unfortunately, the flexibility Suspended has can rather make us expect more from it than it can deliver. It would be nice if, like those board games I mentioned, Suspended could truly become a different experience every time it’s played by parceling out fortune and misfortune from a randomized deck of virtual cards. But alas, the same events will always occur even in custom mode; the only question is when, and even that is predetermined by the person entering the new parameters. Suspended upends the traditional Infocom approach enough that you wish it could have gone even further, dispensing with fixed puzzles and events entirely in favor of something completely dynamic and replayable. Maybe there’s a project in there somewhere for some modern author…

Visionary as it can feel, Suspended can also paradoxically feel like a bit of a throwback even in the context of its day. When we think of games in text today, we generally leap immediately to Adventure, Infocom, and all of their peers and antecedents. However, it’s important to remember that through the 1970s lots and lots of other sorts of games were implemented in text, simply because that was the only possibility. This included card games, strategy games, simulations, even action games. By the time of Suspended, the two text-only members of the trinity of 1977 (the TRS-80 and the Commodore PET) were fading away, and games other than adventures were expected to have graphics. One is almost tempted to look at Suspended as a text game that really wants to be in pictures, to imagine how cool it might be if the map board was included in the game itself as a graphical playing field. But then you realize that the very premise of having only one robot who can actually, you know, see is dependent on the proverbial magic of text, and a new appreciation for Berlyn’s creativity asserts itself. At any rate, it’s perhaps worth remembering again in light of Suspended‘s unusual mode of play that Infocom were not at this stage calling themselves makers of interactive fiction or even adventure games. They were just making games in text which were (they claimed) smarter and more sophisticated than those of anybody working in graphics.

Being such a departure from anything Infocom had done before (or, for that matter, would do later), Suspended pushed and stretched the ZIL system in unexpected new directions, turning development into quite a challenge. To make things harder, Berlyn, while he knew his way pretty well around an Apple II, had none of the grounding in programming and theory of the Infocom founders. Just getting him up to speed on ZIL took some time, and getting this extremely ambitious first project going took more. Yes, some of what was needed had been done already: Dave Lebling had first put together a system for passing orders to other characters for his own robot in Zork II, and Blank had made great strides toward a more dynamic model of adventuring in Deadline. Still, Blank had to work quite extensively with Berlyn to give him the tools he needed. A game of Suspended can have many, many balls in the air, with six robots all moving about following orders, disasters and events happening (or being averted) on the surface, and the player hopping about amidst all the chaos, taking in the scene through this robot’s senses, then issuing orders to that one. Further, the parser had to be substantially reworked to support it all; it’s now possible to issue orders to multiple robots at once, or even to tell two or more robots to work on something together, such as moving something neither one is strong enough to budge on its own. Taken just as a functioning virtual world, Suspended is damn impressive — amongst the most technically impressive worlds that Infocom would ever create.

It’s also damn difficult to penetrate. With its tersely sterile robotic diction, its ironclad adherence to the sensory limitations of each robot, and the time pressures of its cavalcade of disasters, there isn’t an ounce of compromise or compassion in the game. We can only take comfort in knowing that even in its cruelty it’s eminently fair, as uninterested in playing guess the verb or foisting illogical puzzles on us as it is in coddling us. There’s none of the sense here of a design that got away from its designer that plagues, say, the work of Scott Adams or the early work of Roberta Williams. Suspended is hard because it wants to be hard, and it’s hard in exactly the way it wants to be. Which isn’t to say that most players, myself included, are exactly disappointed that Infocom never ventured further down the trail it blazed. I suspect that Suspended is the Infocom game farthest away from the ideal of interactive fiction as it’s perceived and (in Infocom’s case) remembered today.

Suspended Suspended

 

 

 

 

 

 

 

 

Suspended was released in March of 1983 in a huge and elaborate box (better to house that big laminated game board) that featured a recessed three-dimensional face mask for a lid. Surprisingly in light of the game’s difficulty and unabashedly experimental mode of play, it was yet another solid hit, selling some 55,000 copies in 1983 alone and eventually flirting with sales of 100,000 over its commercial lifetime. It really did seem that, at least for now, people were willing to follow Infocom wherever they led them. And Suspended was only the first release of 1983, the happiest, most financially successful year in the company’s history. I’ll have much more to tell about that year and the games it produced in the next posts.

(I’m thrilled to be able to say that since my last post on Infocom Activision has rereleased many of their games, including Suspended, for iPhone and iPad. If you don’t have an iDevice, you can certainly find the story file elsewhere on the Internet, but as usual I won’t be hosting it here. Just in case it’s helpful to anyone, here’s a very rough module for the VASSAL board-gaming engine with the Suspended map and counters. Load the save to position the robots as they are at the start of the standard game. If someone more familiar with VASSAL wants to clean it up and upload it to the official module repository, by all means feel free.

I should also note here that Marc Blank’s attitude toward the eternal game vs. story question that always hangs about Infocom and interactive fiction in general seems to have changed over the years. In an interview for Jason Scott’s Get Lamp documentary, he states that he always viewed Infocom’s works as fundamentally games rather than fiction or literature. In contemporary interviews, however, he often expresses the belief that Infocom was creating works that were different from — or, if you like, transcended — games. I believe his current thinking may be somewhat colored by the pain and frustration of Infocom’s later years, and his inability to really move the genre forward in a way that felt right to him.)

 

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