How far should we *hack* the original Infocom games?

Have I been summoned? I was one of the “bug fixes only” people, but honestly I’m not particularly enthusiastic about that.

Hello, I will be this thread’s crank for the evening. :stuck_out_tongue_winking_eye:

It is a commonplace to say that games are an art form, that games are art, but hardly anyone says what they think that means. How, generally speaking, do art lovers treat art? How do film buffs treat film? How do lit people treat lit? How do these people expect the objects of their affection to be treated?

Existentially, when I say that a game is art, I am also saying that I will behave as if it is art. Like Amanda says, I probably will not sanitize the text of The Adventures of Huckleberry Finn if I think it is art. A person who restores a precious painting will attempt to remove the ravages of age, but they will not set out to correct the artist’s “mistakes.” I see Zarf invoking the term “holy texts,” but really–trying to follow this art thing through to the end–we ought rather call them canonical. Zork is a canonical work–both in terms of IF as well as in terms of gaming history generally.

John Donne is hard to read, but John Donne scholars don’t rewrite his poems to make them more conveniently read. They do other things, like add annotations and critical essays. Staying just within the games field, we see remakes and remasters. Remakes are treated as separate works, so there is no real problem there. Remasters are usually technological updates (resolution, support for new control schemes, surround sound, etc.). There isn’t a good one-to-one relationship between remasters and IF unless we arrive at a new paradigm for parser presentation, so looking to other media for ideas makes sense.

I even think the bugs are probably ok. There are errors in the various versions of Shakespeare. When they are corrected, there is an annotation that identifies the correction. Or the errors are printed as-is with an annotation identifying the error. Likewise, Infocom bugs are well-documented by Nathan Simpson and Graeme Cree and to me are just another part of experiencing the various versions of the games–which we are lucky enough to have access to! I love spotting both a living and a dead Ms. Dunbar running around. That’s the game (Deadline versions 18-21) as it shipped at a certain point in time.

I could get behind someone doing an “annotated and revised” Zork. That’s what happens with canonical texts.

Now: I’m not the Infocom police, everybody can and should do whatever they like. If I want to sit down and rewrite all of Shakespeare’s sonnets in my notebook, that’s my business. But I do hope such projects avoid terms like “improved”.

Like Jim, I’d rather see new games with Infocom sources of inspiration, and I also think that Milliways is fair game.

I do feel differently about special releases for screen reader compatibility. Some games (Seastalker is a major offender) are simply unplayable as-is. I am generally in favor of increasing/maximizing accessibility.

Thanks for your patience! I’m off to yell at clouds again.

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A similar thing happened a year or so ago, the Call of Duty website Pawn Takes Pawn had challenges on specific to Zork I and they needed to actually play it to pass! Fun days!

Adam

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Are you able to give specifics? I’ve heard people report issues with Seastalker but when we try to list them their memories fail them :sweat_smile: If we had a list we could try and sort the issues out.

Adam.

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But Beowulf scholars sure do.

(Rewrite Beowulf, I mean.) And similarly Chaucer scholars, etc.

Now, you can try to argue about whether 1980s parser IF is more like Old English, Middle English, or Elizabethan Modern English. But the analogy is going to be pretty loose whichever way you cut it. :)

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This seems to be nonsensical in the extreme. One, if you “code new storylines” you’re just writing fanfic.

Two, the number of people with “modern sensibilities” who simultaneously have the patience and desire to play an antique game that constantly tries to kill you and has no graphics and requires extensive typing to play is probably close to zero.

If you want to improve playability (i.e. add “x” for examine) or rejigger the fonts for better visibility or whatever, go for it. Otherwise, you’re just working on earning your 1984 Orwell badge.

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I don’t think anyone has mentioned this thread, where a newcomer asked for a version of Zork without inventory limit, and some kind soul hacked together a new version for them.

In a way, the purist in me gets upset by this in almost the same way people get upset by the revised Huckleberry Finn. A large part of the challenge of the original game was the inventory management, and if you don’t like that, perhaps you should just play a different game.

At the same time, I have no problem with the way modern interpreters “remaster” the Infocom games by giving them high-resolution text, scrollback, resizable windows and so on, which also completely changes the experience of playing them.

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The thread you link to is where it all started. :slightly_smiling_face:

Based on the Twitter poll it does seem to suggest that enhancements are the way to go! 54% of the vote.

Adam

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I keep thinking that it would be a fun project to make screen reader-friendly versions of the Infocom games that are not, by replacing the ASCII art or similar with completely new but equivalent puzzles, but I really have no idea what the screen reader-friendly equivalent of, say, the Royal Puzzle in Zork III would look like.

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You’ve just hit the nail on the head and why mods/hacks/enhancements (pick your preferred term) are worth the effort in my opinion! You’ve described a perfect scenario where a replacement puzzle, something more accessible but remaining true in spirit to the original, would absolutely be beneficial. :smiley::+1:

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Guilty!

Off-topic: my Beowulf/OE professor hated Heaney’s translation of Beowulf, and I’m pretty sure that one student would mention it just to wind him up.

It’s the ASCII graphics mentioned by @Angstsmurf. Screen readers can’t do anything with them. Off the top of my head, I can think of The Royal Puzzle (Zork III), submarine navigation (Seastalker), hieroglyphics (Infidel), The Unseen Terror (Enchanter), and the hedge maze map (Hollywood Hijinx). The various graphical puzzles in Zork Zero deserve mention as well. There may be others.

I would consider tackling such problems acts of translation, personally. In a translation, no matter how faithful it is, something is always changed or lost. It’s accepted, even if people disagree how much can or should change. I mentioned Heaney’s Beowulf above. I don’t think many would use the word “faithful” to describe it, but it is certainly readable by a wide audience.

There’s a spectrum of faithfulness, then. Tackling something like the Royal Puzzle could be as simple as sparing a player the hassle of typing in commands verbatim from a walkthrough, or as complicated as devising a text alternative! I’m not sure what approach would be best, though I’m sure a lot depends on the specific case.

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@AmandaB " They" also rewrote Enid Blyton’s Famous Five books and I hate it. There’s a song from my favorite band New Model Army from 1985 that addresses this theme and our tendency to bring everything to our level. New Model Army - Drag it Down - YouTube

So you can imagine I’m not a big fan of altering original Infocom sources. These games are a product of their time and should remain as such, with a few exceptions though. A good example is Mini-Zork II, which was left on the Infocom drive in a state that made it impossible to complete the game. I wrote about this in ZZAP!64 issue 7. So for me a clear differentiator is drawn between the game’s code and the story and/or content.

@zarf brings up an important question here. What is the target audience for such a work?

@Adam_S If you hack an Infocom game for educational purposes, either for you or fellow authors, or if you simply alter it for your own delight, i think that’s fine. But I doubt there will be much of a target audience for this. Still, if it makes YOU happy, do it. I do believe though any alterations other than fixing bugs will place your work in the realm of fan fiction, where it is absolutely necessary to flag your work as such.

Being a Sales and Marketing person in my day job, for me it is all about the target audience. I can’t switch that on and off as over the years it just became the way my brain works. So when I decided to get back into writing text adventure games in 2017, I wanted to make sure that I properly transport my visions and stories into enjoyable games but at the same time I wanted to reach a broad audience. The best product is pointless if nobody knows about it. This mindset alone would personally prevent me from going back to an Infocom game and improving some of the riddles. There wouldn’t be much of an audience for this other than fellow authors and maybe a few of the die-hard Infocom enthusiasts out there. The majority accepts these games as what they are, as you should accept a book like Famous Five on a Treasure Island as what it is.

My personal decision for my own work was building upon the Infocom heritage and then making it a contemporary homage. Back in the day, you played weeks or months to solve a game but these days people want to casually experience a story rather than dying 20 times until they know how something works. So it is a thin line between challenge and frustration. A few hours on Saturday evening is fine, but three weeks until you get past a door riddle just doesn’t work anymore these days.

The broadest audience for my games lies within the retro scene, which is more vibrant than ever these days. Hibernated 1 DC has been downloaded more than 12.000 times and Rabenstein just very recently hit the 10.000 mark. Even Amy Briggs played H1DC with expressing it was her first IF piece this millenium.

In the retro scene it is all about reliving childhood memories. But our brain actually stores idealized memories. We all had that moment where we started playing a game back from the day, only to realize it’s not as good as you remember it. I got so many messages from people who played Hibernated, then, hungry for more, started playing an Infocom game only to get disappointed. This might actually lead to the conclusion that it would be a good thing to bring down Infocom games to today’s standards and expectations, but no.

Infocom games are a product of their time and should remain as such. The world has moved on, so should we.

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my perspective is influenced by my country (one with ten times the history of the United states…) but I think that altering the story/narration on an Infocom story file is equivalent to put graffiti on an ancient Monument. But cosmetic improvement can be done, no one here criticised the night illumination of the Flavian Amphiteatre aka The Coliseum, whose, incidentally, is external to the Coliseum. but I’m not sure that an internal illumination of the Coliseum will be well received.
Out of methaphor, I think that when Frotz (and other major 'terp) gives externally QoL enhancement, I think that perhaps isn’t needed a major QoL fixing.

But, If we treat Infocom classics as, well, classics, I think that a “critical edition” (e.g. adding notes, comments, analysis and like) is fair, if not welcome, game. but AFAIK no one has ported inform’s notes and menu support contrib libraries to ZIL… (I’m pretty sure that .z8 format allow adding substantial notes and a sizeable menu even to Trinity…)

Best regards from Italy,
dott. Piergiorgio.

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Some very wonderful conversation here (all of it in fact), thank you to everyone for providing your carefully crafted responses.

I think essentially I will continue to hack resources, add commands, apply counter balance to the more unfair situations, and in short I will be doing this primarily for myself but I will continue to share the edited files (clearly flagging that my edits are non-canon, homebrew efforts) so that should anyone wish to enjoy the benefits or just have a play around themselves then they can do so.

Thanks!

Adam

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My dad rewrote them while he was reading them to me. When I was older, he told me he’d found Timmy the dog to be a total pain because it was always snarling obviously at bad guys and foreigners. So he’d just remove Timmy from each story, on the fly, by having him get lost or fall off a cliff.

A friend asked me if this had anything to do with my dislike of dogs. I said I couldn’t rule it out. But also, a dog chomped on me when I was a kid.

-Wade

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I’ve said it before and I’ll say it again, leave Infocom games alone. It’s fine to fix some obscure bugs, but there’s already so many modified games out there, not to mention all the different releases on different platforms, that it’s impossible to know what’s what.

If you want to hack the code for your own amusement, go for your life, but don’t publish it anywhere to add to the already confusing array of Infocom games.

And as far as censorship goes, that’s just downright criminal. It’s just an example of George Orwell’s ‘Big Brother’.

You should also ask yourself whether this is a good way to spend your life. Life is too short to waste it hacking someone else’s code. I’m sure you’d get a lot more enjoyment writing something brand new.

If you want to write a new game set in an Infocom universe (or fanfic), that’s fine. At least the rest of the world can then share the enjoyment of a new game, rather than one or two people wading through the 57th variation of Zork I to try and work out how it differs from the 56th variation.

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It’s easy to know what’s what! That’s what the IFDB entry is for. Or my Infocom web page.

No fanfic-shaming, please.

Anyhow, any updated or modified version of a classic game is going to say that up front. Look at the GitHub - heasm66/modified_zork1 page – it says “Modified” on the label, and lists exactly how.

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As Garry and I both spend a lot of time wading through endless unofficial ports of (non-Infocom) adventures that aren’t as upfront about their source of inspiration, I can understand why he might not relish the prospect of hacks. :wink:

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My gut reaction - and my vote in the poll - was to leave them as they are, artefacts of their times. However at a push I would be in favour of things that solve accessibility issues. Primarily by that I mean issues for disabled players, especially blind players. I’m not a huge fan of changing the parser for these specific games.

I’ve also got my academic historian’s hat on here. Much of my academic historical research involves untangling the essence behind things that are often obfuscated and have been changed over time, and through different hands. I’m not a fan of seeing that done more. Which is probably also why I am reluctant to see it done here.

I’m also hugely respectful of the original game authors, and fear that in a revamped game it might not be clear which bits are which to the players. Yes there may be information in the source code, but is the resulting playing experience as clearly attributed as it could be?

Others have mentioned how historic texts are annotated and written about by scholars without changing them. That is something I am totally in favour of. I can see good cases for doing that sort of thing with the Infocom games, to add an extra layer of interpretation on top, that works alongside the existing game play.

But yup I’m an old fogey! I’m also concerned about the legality of hacks, and the longevity of the results.

Re ZIL I’d much rather see more user friendly original games show the power of the system. If people want others to code in ZIL now show us new proof of concept. Move it forward.

Just my thoughts …

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I would be in favour of that, as well. However, in the case of the Infocom puzzles that rely on ASCII text images, I’m not sure that you could fix these without changing the puzzles from how they were originally intended. Perhaps a version with changed or removed puzzles for visually impaired players?

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It would be interesting to have an old game with a separate window of text talking the player through the game as it is played. The game itself would be unchanged. It would have to be smart enough to be interesting and entertaining for every different player and would probably take you the rest of your life to implement.

A perfect mixture of:

  • Stately home tour guide. This house has been standing since early adventure days…
  • Nature documentary. Here we have a grue…
  • DVD audio commentary. In this scene…
  • Implementor’s comments. We got the idea for this puzzle from…
  • Office paper clip man. Looks like you want to…
  • Cruely diminisher. Now that you’ve broken the egg…
  • Bug explanations and suggestions. This didn’t work properly because…
  • Orwellian history rectification. This text would nowadays be written as…
  • Accessibility information. The original puzzle doesn’t work on a screen reader but…
  • Genius.com lyrics. This is a reference to an in-joke…
  • Bible concordance. Grues appear in the following places…
  • Chess computer. The best next move is… That was a bad move…
  • Original Invisiclues
  • Helpful friend
  • Adventure game tutorial
  • Playthrough
  • Internet links

You could also maybe knowingly switch between different versions of the game, which would openly talk you through the differences (cheats, rewritten text, updated puzzles etc).

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