Crowther’s Adventure: Tough Memes to Squash

Will Crowther, an RPG-er, created the first text-based adventure game for computers Colossal Cave Adventure in 1975.6 When Don Woods developed it into Adventure in 1976-1977 he added the Tolkienian elements of trolls and elves. —Helen Young, Journal of Tolkien Research Well, yes, but Crowther had already started with the Tolkenian elements of underground dwarves, magic, and a call-and-response interface that invokes the spirit of riddles in the dark. The…

25

The Course of True Fun Never Did Run Smooth: A Midsummer Night’s Dwarf Fortress Reflection

I am in rehearsals to play Oberon in a community theatre production of A Midsummer Night’s Dream. He is a fairy king who manipulates the lives of humans who wander into his realm. I am also playing Dwarf Fortress, an insanely complex game in which the player indirectly manages a community of dwarves. I’ve been surprised by the connections I’ve observed.

1

Narrow Parsers

Creating n00b-friendly interactive fiction by deliberately reducing the number of available verbs? Intersting… Though I rather liked the results when I experimented with diegetic (in-game) hints delivered by an NPC who gets more and more specific to help the player accomplish some orientation tasks. Parser IF is fundamentally driven by player action, by game verbs, in a way that’s not necessarily the case of choice-based IF. When you’re designing a protagonist, a…

Releasing a Tiny Game and Trying to Get Paid

[G]ames is a bit more financially brutal than either theatre or poetry, which is funny, because poetry is already financially brutal. It is harder to get people to pay for games than for any other artform I work in. I could make more money for less work elsewhere. That said, in both theatre and poetry most of my money comes not from sales but from commissions and public funding: trying…