Results tagged “history” from The Gameshelf

IF News & Dungeon Report

It's been a crazy couple of weeks in IF, and we're expecting several more months of crazy on the horizon.

  • Aaron Reed's book Creating Interactive Fiction with Inform 7 has gone to the printer. You can pre-order it through Amazon. This is an I7 tutorial which concentrates on -- well, as the title says, on creating interactive stories. It's not a programming reference manual, and it assumes no knowledge of programming. I haven't seen this yet but by all reports it is fantastic.

  • Jason Scott's movie GET LAMP has gone to the printer and come back. You can order on the web site. He says that they'll start shipping out next week.

  • The Gameshelf's own Jason McIntosh posted his own IF video... oh, wait. You already saw that.

  • We invited people to get together at MIT and play Zork (the original MIT mainframe version). A whole lot of people did! It was a bunch of fun and we will be continuing the IF-playing series.

The Silver Age

3680301979_4de6bcc232.jpgI wish to make an extended footnote on last Monday's post, regarding further similarities I see between the comics and video game markets. When I was in high school I went through a profound comics-geek phase where, beyond the typical obsessive book-hoarding, I undertook to learn everything there was to learn about that medium's history (a full decade before Wikipedia came 'round, my son). I've long since sold my longboxes full of Mylar-bagged pulp, but that knowledge remains, and I can't help but get very tangential when I have reason to compare comics to any other medium. Having thus further established my nerdboy bloviation credentials:

I see Valve Software today holding the same position in the overall media landscape that Marvel Comics occupied in the early-mid 1960s. In both cases, we have two experienced studios, neither the mainstream-recognized giants of their fields, who made an unusual decision: they chose to spend the creative capital gained from prior commercial success to quietly revolutionize their respective medium's dominant genres, rather than take the safer path of grinding out more derivative sameness.

System's Twilight turns fifteen

Fifteen years ago today, I released my first full-scale original game: System's Twilight.

And when I say "released", I mean "I uploaded it to the Info-Mac FTP archive at SUMEX-AIM." I set up a web page for the game, but I didn't publicize the URL much, because what was a URL? Everyone used FTP.

(I think Info-Mac had a web server too, by that point. But HTTP was merely an alternate way to access the files. It wasn't a web site.)

For fun, here's the announcement I posted to Usenet. (Thanks to Google Groups for preserving it; no thanks for making it really hard to find.)


  From: "Andrew C. Plotkin" 
  Newsgroups: comp.sys.mac.games
  Subject: NEW: System's Twilight 1.00
  Date: Sun,  9 Oct 1994 13:36:56 -0400
  Message-ID: 

  I just sent this out to the archives yesterday; it's on the faster
  mirrors already. It's in ./game/systems-twilight-100.hqx on Info-Mac. It
  should appeal to the Cliff Johnson / Heaven&Earth fans that have been
  talking recently...

  --------------------------

  System's Twilight: An Abstract Fairy Tale

  This game is a story and a puzzle. The story is made up of several
  parts, not all of which may be obvious. The puzzle is made up of
  many puzzles, some of which aren't obvious at all.

  That's all I'll tell you. The rest you get to figure out yourself. Have
  fun.

I haven't pasted in the whole thing, but check it out for historic amusement. Bang paths! Compatible with System 6.0.7 and System 7!

Love this lecture from Anna Anthropy on good platformer level design, using a thin but rich slice of "Super Mario Land" (Satoru Okada, Game Boy, 1989) as an anatomical model.

Dave Arneson, 1947-2009

A year ago I wrote about the death of Gary Gygax, and what his life meant for the birth of computer games.

All the same applies, and perhaps even more so, to Dave Arneson, who passed away this week. As I understand the story, it was Arneson who took a fantasy miniatures wargame and reinvented it as a structure for collaborative role-playing. That's where we all picked up the thread; long may it continue to unroll.

Matt is speedcubing again

My friend (and several-time Gameshelf TV star) Matthew Morse is getting back into speedcubing, the ancient art of solving a thoroughly scrambled Rubik's Cube wicked fast. He started out by buying a new cube, since his old one, while a source of nostalgic affection, is too worn for competitive play.

After I got a new Cube, I promptly set out to demonstrate that I still remembered the solution I had memorized. What I found was that for two related sequences, I had forgotten which sequence did what. Which sequence to use in response to which pattern is memorized by your head, and initially I had it backwards. Once I figured it out, executing them was no problem. Performing the sequences is memorized in the hands, and they hadn't forgotten at all.


Now I'm working on developing my understanding of how the solution works. I've filled several pages of notes based on the simpler case of a 2x2x2 Cube and I expect to be able to move up to the standard 3x3x3 once I have some more details worked out.

I also bought a 4x4x4 Cube at the same time I got the new 3x3x3 Cube. It's still in the package. Truthfully, I'm a little scared of it.

Full post contains reminiscing about his original childhood time with the cube, as well as mention of Jessica Fridrich, a teenage cube prodigy who grew up to become an engineering professor at Binghamton University, and who keeps her canonical speedcubing notes prominently linked from her academic homepage.

Quick report: Ralph Baer's talk

This was the most crowded I'd ever seen a Post Mortem gathering, and the packed room was bursting with love for the speaker. When Baer showed a video of his 1967 self and a colleague demonstrating "the ping-pong game", the room went wild; here was footage of a gentleman in thick glasses holding a bulky, knob-encrusted controller showing off what would become the very first home video game console, and the person showing the video through his MacBook was the exact same guy, 40 years older but just as enthusiastic. (The audio on his laptop cut out, actually, so he just narrated the video in-person instead.) I have to say, it was something else, all right.

baer.jpgTelling the story of Odyssey's development took less time than scheduled, so he continued by opening up a Word document that contained illustrations of all his inventions over the decades, telling the tale of each. These were mainly commercial failures you've never heard of (Talking doormats! TV-interacting hand puppets!) but there were a couple of bigger names which clearly subsidized all the other experiments.

Undoubtedly, the biggest of the hits was Simon, a stand-alone electronic game that has been on sale continuously since its introduction in 1978, and whose most recent designs barely stray from the original. (Baer named the bright and many-colorful LEDs in new models, a technology unavailable 30 years ago, as one welcome change.) How many other battery-operated toys can claim that distinction?

During the brief Q&A, one fellow asked him whether the Odyssey was a digital or analog computer. Baer replied that he didn't feel it was computer at all; just a very clever arrangement of relays and switches that interfered meaningfully with the TV's normal operation. (Though I rather feel that to be a perfectly valid, deconstructionist definition of a computer system...)

His response to an enthusiastic "Sir! What advice do you have for us!" was basically: Eh, I dunno, you're all writing software, and I'm just an old TV hacker. But, he noted, there will always be a market for console peripherals.

His parting words for the evening, spoken with a grin, hinted that he was looking at the Wii schematics with some interest...

Crappy iPhone photo by me. You can learn more about Ralph Baer's life work at his page on the Smithsonian's website.

The August 5 gathering of Boston Post Mortem, a casual, beerful get-together of professional (and otherwise) video game developers, will feature a presentation by Ralph Baer, the man often credited as the inventor of the home game console. He'll have a "brown box" prototype of the first commercial game console, the Odyssey, on hand as well.

Brown Box multigame.jpgThe presentation will be at the Post Mortem's usual venue, the Skellig pub in Waltham, MA. Consult the link for full details. I plan to be there; say hi if you spot me.


(Image swiped from this page on Baer's own website.)

night_driver.pngRecently playing the really crappy, Toyota-branded freeware video game didn't make me go buy a Yaris, but when I saw that one was available in my local Zipcar fleet when I needed to go grocery shopping the other day, I immediately gravitated to it. Make of that what you will.


(Real-life Yaris Review: While I couldn't find the button that makes the gun pop out of the hood, I did find the controls much nicer than those in the XBox version, and suffered no frustrating camera issues.)

This got me thinking of the history of melding digital games with car advertisements. Since one of the oldest video game genres is driving games, the potential at marketing crossover certainly does seem rather obvious.

However, it's a relationship fraught with peril, because cars in video games tend to be treated rather... let's say light-heartedly. No car manufacturer would wish to suggest that their products explode colorfully into slow-motion clouds of flame and shattered glass at the merest brush with an on-road obstacle, for example. Nor would they likely approve the depiction of the vehicle's utility as a weapon against soft targets (such as pedestrians). While these restrictions put a serious damper on most any attempt at cross-marketing, the medium is not without examples of attempts to overcome it.

When I was in college, among the games you could find drifting around the campus Macintosh network was some luxury car manufacturer's attempt to produce an "at-home test drive" for one of its models, resulting in a game that was supposed to simulate the experience of being behind the wheel - by way of a classic Mac's 9-inch, one-color display. While an interesting novelty, it was clunky and boring as a game. Its oversensitive mouse input let the player interact with the game world mainly through drunken swerving. I don't remember if it had any game objectives, other than the challenge of staying in the right lane for more than a second. (I cannot recall the actual car involved, and Google is giving me no love; would love to know what this was.)

Accolade's Test Drive, which simulates a variety of real-life high-priced sports cars, was a rather more successful offering. Intriguingly, the game encourages you to abuse the law, giving you a radar detector and making an explicit goal of driving as fast as you can without getting pulled over. Then again, the suggestion that their cars go very fast and let you avoid police detection with practice might not necessarily be a negative message, for a sports car company!

By my lights, the most successful melding of real-life car brands and playable games has been the Gran Turismo series of console racing games, which stress ultra-realism of automotive physics - with the exception of inertia, which vehicles can discard at will. This allows them to collide at full speed into walls and each another while suffering no damage other than the inconvenience of lost time. Other than that, though, the manufacturers are apparently happy to lend their name to a simulation of driving in circles, well away from traffic and serious consequences.

Have you spotted any other clever (or not-so-clever) insertions of real cars into game worlds?

Interesting Milton Bradley bio

Over at the Play This Thing blog, Greg Costikyan has started to write short and interesting biographies of eminent game designers. He begins with the tale of Mr. Milton Bradley, examining his origins both in life and as a game designer and publisher. Did you know that he is credited with inventing the concept of a "travel edition" game when he produced portable game sets for soldiers during the US Civil War, or that he helped popularize the notion of kindergarten education in the United States?

Not so much with the posting lately; a new (game-related!) project that I can't talk much about yet has sprouted in my middle of my life like a delicious and fecund springtime mushroom. You see what it's done to my sense of metaphor? You don't want to see my writing right now, anyway.

But for now, it's time to close some tabs!


The Waxy.org fellow got his hands on an ancient hard drive from the offices of Infocom, the long-defunct (but Cambridge-based!) publishers of the most well-known text adventure games in the 1980s. He shares some details from "the best parts", including design notes and swirling, dramatic internal emails regarding a never-released sequel to The Hitchhiker's Guide to the Galaxy.


Because this received so many links from more timely game-news blogs (cough), a lot of the Infocom alums mentioned in the story showed up in the attached comment thread to flesh out the details personally, and one of them's apparently been move to pen his own view of the saga for Wired magazine. (See? There is an advantage in waiting a week to link to it. Mm-hmm.)


Lost Cities is out for XBox 360 now (as a US$10 download), and here's a video (using some whackjob MS-proprietary format, sorry) about the team adapting the tabletop party game Wits & Wagers for the platform. Word on the street that the numba-one game on Microsoft's "Live Arcade" downloadable-game service is not any sort of action-fighty game, but Uno, which has put away around 1.5 million copies through it.


So, yes, Microsoft has thrown down and put forward this console as embracing the world of tabletop games that are more obscure to American audiences than Risk. The examples I've gotten to see so far have been fairly decent and faithful adaptations, so I cautiously salute this.


Archaeologists in Iran have indentified some grid-shaped rock carvings on Khark Island as being the play surface of a millenia-old board game. No word on what kind of game it was, though the article seems to imply that it could be some relative of Backgammon. No additional commentary from the original designers this time, sadly. Anyway, an interesting antidote to the last time Iran showed up in this blog.
Andrew at Grand Text Auto describes another interesting never-was game from the 1980s, an Atari VCS game where you had to program an on-screen robot to complete tasks, such as navigating a maze. Yes, it looks like a totally bomb-ass cool version of Secret Collect. I would have loved this. Apparently the original designer is releasing some homemade cartridges with the game software on it; see article for details.
Via Play This Thing, we see that several of Joe Dever's Lone Wolf pick-a-path adventure game books from the 1980s have become free downloads. I played and enjoyed these as a kid, and as Greg notes in that post, they're an important evolutionary step in the development of single-player role-playing experiences, even though nobody(?) is publishing books like them nowadays.

At a local gathering of friends the other day, the classic puzzle book Maze, by Christopher Manson, came up in conversation. Many, myself included, recalled encountering it not too long after its original 1985 publication date. At the time, we all found it a fascinating artifact, though a completely inscrutable puzzle.

The book is still for sale, as it turns out, and there's also an online, hypertext version of the book you can wander through freely. (I note that the website appears to reside among the archives of an early electronic-publishing venture, and has remained unmodified since the mid-1990s. Sadly, the scanned illustrations are formatted to fit the relatively dinky computer displays of that era, resulting in much of the fine detail getting lost. I suppose I should encourage you to go buy the book, if you find them sufficiently intriguing.)

I should correct myself and call the book semi-scrutable, at least. It represents a labyrinth of connected chambers, you see, where each page features a haunting and evocative illustration of one room, trimmed with a short bit of text where the book's mysterious narrator leads a group of squabbling explorers through. The first part of the book's puzzle, then, is simply to find a path that takes you from the entrance to the maze's center and back in 16 steps. The harder part involves teasing the text of a riddle out of all the depicted stuff that lay along this route. And this is where most mortals get stopped, finding themselves with a pile of stuff and no clues.

After I returned home that evening, it occurred to me that I probably hadn't thought much about Maze since the ascent of Wikipedia, and surely it spelled out the solution. Why, yes. And what a solution! It's amusing I can look at this more than 20 years after the book's original publication and tell you why this would get razzed by any of the hardcore puzzle people I know today.

Granted, it was supposed to be very hard, because there was a cash-money prize for the first correct response. But the Wikipedia article implies that they overdid it, since the publishers extended the deadline at least once, and it's unclear if any claim was ever made. And no wonder, really; the solution demands you selectively perform wordplay on picture and text elements along the path, but gives you no clues as to which elements are important, and what should be done with them.

For example (and I'm about to get a little spoilery here) on this page, it happens that you're supposed to get a word by taking two picture elements and anagramming them together. But for all you know, maybe you combine the A with BELL and perform a sound-alike wordplay to get ABLE. Or perhaps the word is simply BELL, after all. Or a dozen other things suggested by the image. They all seem equally right - which is to say, none especially so.

Carry this feeling over the path's 16 pages, and I assert you've got an utterly unsolvable combinatorial explosion. I would be quite interested to learn of integral clues I'm overlooking, though, or to hear about someone who solved the book without any hints! Until then, I must conclude that for all the book's beauty - and it is quite a lovely thing to flip through - as a puzzle, it would get booed off the stage at the MIT mystery hunt.

More important than its puzzle, however, is the book's legacy. Without a doubt, the book left a lasting inspiration to many, stoking a hunger to try solving more baroque and beautiful puzzles, even if that means having to create them first. You can see echoes of Maze in art-heavy digital adventures such as Myst. In fact, the stimulus for this group recollection among friends was a new puzzle designed with Maze in mind, by Gameshelf pal Andrew Plotkin. I have it on good authority that it was cracked by dedicated solvers within a day.

We have all just heard that E. Gary Gygax, the man who launched a thousand basement RPG sessions, has died.

Others will speak of his impact on the tabletop gaming world. But Johan Larson asked an interesting question:

I wonder how computer games would be different if GG hadn't created D&D. Conanesque fantasy [e.g., "kill him and take his stuff"] would surely be a smaller niche, but would there be any larger effects?

My immediate response is "Heck, yes."

(Note: the following is quite off-the-cuff. I haven't studied the history of computer gaming, outside of text adventures. I lived through that era, but I didn't see everything that went on. Nonetheless, this is my theory.)

Computer gaming would have been wildly different if D&D had never existed. As Johan implies, the earliest CRPGs (Ultima, Wizardry, Hack/Rogue) were explicitly inspired by the idea of getting D&D onto a computer. The earliest adventure wasn't derived from D&D, but D&D was a huge part of its evolution from Crowther's toy to the Colossal Cave that swept the computer world:

Kraley joined Crowther in a months-long Dungeons and Dragons campaign (led by Eric Roberts and including future Infocom co-founder Dave Lebling among the core of about eight participants). "[O]ne day, a few of us wandered into [Crowther's] office so he could show off his program. It was very crude in many respects -- Will was always parsimonious of memory -- but surprisingly sophisticated. We all had a blast playing it, offering suggestions, finding bugs, and so forth."

(from Somewhere Nearby is Colossal Cave, Dennis Jerz)

It's not a matter of a smaller niche. Withouth D&D, there would have been no such niche, not in those earliest years.

So what other influences were there? The arcade shooters (etc) were all there, independent of D&D. Maybe sim-type games would have taken off earlier, led by Hammurabi and Oregon Trail. There were Star-Trek-themed space-exploration games... Hunt the Wumpus? Maybe, maybe not, and Gregory Yob isn't around to ask. But Pong, Pac-Man, all those, they wouldn't be affected.

So there would have been games. But I can imagine years going by in which computer games did not have the notion of you on the screen acting. The player would control a starship, or an empire, or a yellow chompy dot, but not an avatar of himself.

It would have come along eventually, I suppose. And, okay, this is an extreme extrapolation.

Nonethless... I'd bet quite a lot that the computer game industry as we know it would have launched later and slower. Up until the mid-90s, it was adventures and RPGs that were big games; they drove the game industry in the direction of big budgets and big development groups. The arcade games weren't doing that. So, if RPGs had been delayed, the whole industry would have been delayed.

(Once Doom hit, it became the game-industry driver -- in the US, anyway. I suppose Japan remained firmly entrenched with CRPGs, the Final Fantasy crowd.)

And it goes without saying that a bunch of MIT wackos would never have formed a wacko startup called Infocom. So, there's my life unrecognizable. But I wouldn't be the only one.

It was thirteen years ago today

(...give or take a few months...)

So I heard this weekend that a design company called MOO is running an Internet Easter egg hunt, as a promotion for their company. Which is cool. Obviously, it's not a new idea; Easter egg hunts have been floating around the Web for as long as there's been a Web.

(I know, I'm blithely equating the Web with the Internet, even though I was an old Net hand during the Web's birth. But I'm not aware of any egg hunts that ran over Usenet or Gopher or anything like that. Anyhow, "Internet" means the Web to most people -- when it doesn't mean spam -- and "Internet Easter Egg Hunt" turns up more hits than "Web Easter Egg Hunt". Sociology in action!)

Since I am an egotist, I'm going to talk about the Easter Egg Hunt that I worked on. Which has the distinction of being, as far as I know, the first one: it ran in Fall of 1994. Think back...

(...twingly harp music...)

You're a student. (Of our 50 eggs, only five were on .COM sites!) You've heard of Web search engines -- Webcrawler and Lycos are just starting -- but they're not up to the task of finding Easter Egg links scattered everywhere. But you are; you can hunt through the most popular web pages and read them all. For the purposes of a silly contest.

Probably you found most of them by looking at Netscape's catalog of links to the entire Web.

(Yeah, take a look at those URLs. Bianca's Smut Shack! Phil Greenspun! Doctor Fun! People with top-level home directories on their university's servers! Really, the reason I'm blogging this is to bring up all that old stuff.)

If you want to see an actual preserved Easter Egg, look here. Not its original location, mind you. Notice that the author of that page invents the wiki, down in a footnote... I wonder if he ever realized it.

But this is a gaming blog, and the ghosts of Jmacs past, present, and hypothetical are yelling at me to relate all of this to gaming.

Well, it is gaming. It prefigures the Alternate Reality Game, doesn't it? Clues are scattered in real life, or whatever part of the Internet you can imagine is real life. If we'd attached a story fragment to each of our Easter Eggs, we would have beaten out the bee folks by several years.

Although, not exactly. Modern puzzles-for-the-community have been transformed by two things: the hive mind, and the search engine. Which is to say: everybody is pounding on your puzzle together, and they're using Google to pound with. Neither was true in 1994.

We worried about the search engines, mind you. Our contest rules asked people to please not write scripts to web-crawl for Easter Eggs. For the sake of the web servers! Imagine the traffic load! Which brought in the most wonderful bit of email:

That's ridiculous for you to tell people not to write "robot searchers" for the easter egg contest or it might bring the Web to its knees. Your warning is going to serve as a challenge. Obviously technodweebs are going to do just that. You should never have held this ill-timed easter egg hunt, or at least have anticipated how people would look for eggs. If Internet dies, we'll know who to blame.

Well, the Internet didn't die, and nobody wrote such a script as far as we know. But apparently we were the smartest people on the Internet, and the idea of search engines would never have occurred to anybody if we hadn't mentioned it. Good to know!

But enough about the past.

If Google is your hammer, does everything look like a nail? Perhaps not. If you don't know what words you're looking for, Google is helpless. Come up with a set of items which are recognizable only by their phrasing. Paraphrases or misspellings of famous quotes? Bits of poetry in a common meter? Or images, of course; it'll be a few years before Google cracks content out of those. A bunch of photographs of related subjects, or image-rendered text.

(The image search seems to be how MOO's hunt is structured. Although, remember that common link URLs or Javascript snippets are also vulnerable. Avoid them, or anonymize them.)

Or you turn the idea inside out: the eggs are easy to find, but it's hard to figure out how the relate. There's the ARG model. And in fact modern puzzles often treat web-searching as a pacing mechanism. You know the players are going to find your eggs (trivia, whatever) but it'll take them a while to work it out. So you have puzzles on your site, and each one has a solution that points at some phrase, and then the players all Google off to find it. That's fun, and it's egg-hunt-shaped, even if it's not the original model.

What else can folks come up with?

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