Search Results for: text adventures

A very chatty IFComp

The Interactive Fiction Competition started taking a different tack last year, encouraging its judges (a group consisting of anyone on the internet who wish to download, play, and then rate at least a few of the entered games) to freely discuss their play experiences wherever they liked. Prior to that, the competition put the kibosh on any public discussion about the games at all, right up until the year's winners were announced. I don't follow the IF community closely enough to know the reason for the change; my educated guess is that it was easier to hush early critiques when almost all discussion happened in two Usenet newsgroups, but we are well into the Age of Blog now, and hoping to keep a lid on super-distributed discussion is laughably futile.

I noticed the rules change only this year, because I have since then subscribed to the Planet Interactive Fiction news feed, and found myself deluged with comp-spurred reviews and rants throughout the first two weeks of October, as the most eager judges tore into the games as soon as they could. Unsurprisingly, Emily Short's words on the topic stand out especially, capped with this round-up post on her blog.

Auntie Pixelante also linked to Emily's reviews today, adding her thoughts that the comp's a dead horse now, since a lot of its entries are objectively sub-par. This strikes me as kind of a strange thing to say; I've been following the comp since 1999 (when I myself was an entrant), and it seems half the entrants on any given year have been failed experiments, lame jokes, or just plain old untested, broken messes.

But the other half of the entries is made of entirely playable little games, and the cream of these are good little text games, year after year. After winning the competition, these games often go on to receive a lot of discussion and links outside of the IFComp's little bubble. (One can find discussion of last year's winner, Lost Pig, on some high-profile game-discussion blogs well into this year.) For a completely unmoderated-entry worldwide competition, even an obscure one, that sounds like a pretty good hit rate to me!

Even as the indie-arty games that Auntie writes about gain increasing social and even financial recognition (why yes, I did just upload a double-sawbuck into Nintendo's wallet so I could download World of Goo for Wii), pure text games, with their necessarily homely interfaces, continue to live in a niche among niches. The IFComp maintains its role as a beacon that pulses once a year without fail, and if it gathers a lot of odd chaff, it also attracts enough bright stuff to confirm that the medium remains vital.

The 2008 comp's judging period stands at its halfway mark now, with about three weeks to go. I don't know if I'll write about any games, but I believe I shall now get around to downloading the glob and participate in the judging. You are welcome to join me!

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Infocom sales figures

Simon Carless at GameSetWatch tips us off to a crazy piece of geek trivia: an internal sales report of Infocom text adventures.

  

Click for links to complete image scans. The watershed between the two documents is Activision's 1986 acquisition of Infocom.

These scans were posted by Jason Scott as part of the research he's done for his upcoming Get Lamp documentary.

I don't have a lot to add to the observations in the GSW column. Zork 1 was the biggest hit, and stayed strong throughout the company's existence. Hitchhiker's Guide was their second biggest game; then Zork 2, Deadline, and Zork 3. (But the Zork sequels never did half as well as the original -- a pattern echoed, for example, by the Myst series a decade later.)

I am surprised by the relative weakness of Sorcerer and Spellbreaker -- the latter was hit by nasty stock returns in 1986. (Was there some marketing or distribution screwup there? A lot of the numbers in the '86 column look too small, even assuming the report was written partway through the year.) Contrariwise, Cutthroats was a bigger hit than I ever realized. Probably my biases towards fantasy and against "mundane" fiction are showing. Of Infocom's later games, Wishbringer, Leather Goddesses, and Beyond Zork were the strongest -- but Zork 1 and HHGG just kept on selling.

And then there's Cornerstone, whose story I need not tell.

Are these the numbers I should be trying to beat when I launch my commercial IF career into triumph? Heck, I don't know. Probably not. Even comparing the sales numbers from 1981, 1985, and 1989 is somewhat apples to pomelos, given the enormous expansion of the computer game market over that era. Today's market makes 1989 look like a grape -- and then it's split and split again (consoles, casual gaming, MMO gaming...) and merged with a dozen other industries (movies, cell phones, advertising...) If I imagine a successful IF career today, I see something that runs between casual gamers and reading/blogging devotees. (Yes, folks, people read on the Internet.) Hasn't happened yet, no. I'll let you know.

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