• hedge@beehaw.org
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    7 days ago

    I have fond memories of playing these, but dear god was Hitchhiker’s Guide to the Galaxy frustrating! There was another Infocom game, Trinity I think it was, where you needed to get some water or something like that, but you couldn’t put it in an empty boot, you had to have the bucket for it to work. Kind of like playing “guess the mind of the programmer.” Fun times, even so. And then there was Leather Goddesses of Phobos . . . 😊.

    • ID411@lemmy.dbzer0.com
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      7 days ago

      Yeah - I think people do have slightly rose tinted spectacles.

      They were engrossing, but sometimes obtuse - and parsing instructions was really frustrating.

  • AutoTL;DR@lemmings.worldB
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    7 days ago

    🤖 I’m a bot that provides automatic summaries for articles:

    Click here to see the summary

    From the bare-bones text adventures of the 1980s to the heartfelt hypertext works of Twine creators, interactive fiction is an art form that continues to inspire a loyal audience.

    The text game was made by Will Crowther in 1976, based on his experiences spelunking in Kentucky’s aptly named Mammoth Cave.

    Descriptions of the different spaces would appear on the terminal, then players would type in two-word commands—a verb followed by a noun—to solve puzzles and navigate the sprawling in-game caverns.

    Perhaps that extraordinary factor is what sparked the curiosity of people like Plotkin and Nelson to play Adventure and the other text games that followed.

    “I think it’s always been a focus on the written word as an engine for what we consider a game,” said software developer and tech entrepreneur Liza Daly.

    Home computers were just beginning to gain traction as Stanford University student Don Woods released his own version of Adventure in 1977, based on Crowther’s original Fortran work.


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