> In Adventure, each room has a numeric ID, with an associated description in a table. Another table defines its short description. Another table lists which rooms lie relative to other rooms using their numeric IDs. This means that in order to add a room, one has to modify all of these tables, taking care not to cause any issues with those changes.
Our tooling is better now, but this basically describes the ECS model. There is nothing new under the sun...
text-to-speech synthesis + voice recognition can revive text based adventures as lightweight audio only games.
the best immersion engine is human imagination. a world in which literary fiction becomes interactive content, and authors begin to write for their work to be performed - to be read out loud and be repeatable with hidden narrative structures - creates an interesting alternative to the current direction the video game industry is going (total artificial immersion).
imagine setting a game in a real city and having players play through a day, mixing real physical locations and objects with virtual audio characters and allowing for the relatively low-tech solution of only engaging the one sense artificially but all other senses in reality to create a type of spacial-temporal ambiguity, the inversion of immersion.
would also be great for guided tours, recommending people places to visit, as a teaching aid and a typical shift away from reading as the primary mechanism our civilization is geared around which is a specialized skill that requires years of training and teaches bad habits around attention, severely limiting memory retention and creating unrealistic freedom when it comes to conveying information, when in the world things only happen once one way, in the artificial world of permanent words time stops to flow and the authors intent can be masked and layered behind tricks and tactics difficult to discern, it is much harder to lie and distort things in person.
I grew up in the era of the TRS-80 and Apple II. I was also an oddity among my friends who had computers, because I preferred the text based games from Infocom over the graphical games. I played a lot of Zork, and Wishbringer, as well as Hitchikers Guide to the Galaxy, which was probably my favorite.
I'm still an oddity among my friends for playing Nethack, Dwarf Fortress, and various MUDs over the current graphical offerings. Something about those games and the level of detail afforded to being purely in text, without the graphical overhead, makes them endlessly entertaining and full of depth to me.
Not to say there aren't some great games out there today that manage both, like Rimworld for example.
Zork and related games were so good at making your imagination create scenery that I caught myself looking for screenshots of a game that was actually a text adventure.
I didn't stop at that sentence, but I can understand the latter sentiment. Zork was a revolutionary game, Fortnite is a cartoon shooter. Other than both games being popular there is simply no comparison between the two in my mind.
Article author here. I get why people trip over that comparison. Unfortunately it wasn't added by myself, nor part of the original draft. The comparison is (somewhat) obviously intended to make it clear that it was a super-popular game.
That said, I'm glad that people like the rest of the article :)
Also not the OP, but the OP is probably talking about its popularity and novelty.
Also, Zork wasn't easy to put down and pick up later.
I was also multi-player in a different way. Instead of being competitive multi-player, it was cooperative multi-player, as in you had friends over and you'd solve it together.