1960s and 70s Natural language processing Though neither program was developed as a narrative work, the software programs
ELIZA (1964–1966) and
SHRDLU (1968–1970) can formally be considered early examples of interactive fiction, as both programs used
natural language processing to take input from their user and respond in a virtual and conversational manner. ELIZA simulated a psychotherapist that appeared to provide human-like responses to the user's input, while SHRDLU employed an artificial intelligence that could move virtual objects around an environment and respond to questions asked about the environment's shape. The development of effective natural language processing would become an essential part of interactive fiction development.
Wander Peter Langston's
Wander (1974), an
early mainframe game, was rereleased on
GitHub in 2015.
Adventure Around 1975,
Will Crowther, a programmer and an amateur caver, wrote
Adventure (originally called
ADVENT, and later
Colossal Cave Adventure). Having just gone through a divorce, he was looking for a way to connect with his two young children. Over the course of a few weekends, he wrote a text based cave exploration game that featured a sort of guide/narrator who spoke in full sentences and who understood simple two word commands that came close to natural English. Adventure was programmed in
Fortran for the
PDP-10. Crowther's original version was an accurate
simulation of part of the real life
Mammoth Cave, but also included fantasy elements (such as axe-wielding dwarves and a magic bridge). Stanford University graduate student
Don Woods discovered
Adventure while working at the
Stanford Artificial Intelligence Laboratory, and in 1977 obtained and expanded Crowther's source code (with Crowther's permission). Woods's changes were reminiscent of the writings of
J. R. R. Tolkien, and included a troll, elves, and a volcano, which some claim is based on
Mount Doom, but Woods says was not. In early 1977,
Adventure spread across
ARPAnet, and has survived on the
internet to this day. The game has since been ported to many other
operating systems, and was included with the floppy-disk distribution of Microsoft's
MS-DOS 1.0 OS.
Adventure is a cornerstone of the online IF community; there currently exist dozens of different independently programmed versions, with additional elements, such as new rooms or puzzles, and various scoring systems. The popularity of
Adventure led to the wide success of interactive fiction during the late 1970s, when home computers had little, if any, graphics capability. Many elements of the original game have survived into the present, such as the command '
xyzzy', which is now included as an
Easter Egg in modern games, such as
Microsoft Minesweeper.
Adventure was also directly responsible for the founding of Sierra Online (later
Sierra Entertainment);
Ken and
Roberta Williams played the game and decided to design one of their own, which created the
Zork series and many other titles, among them
Trinity, ''
The Hitchhiker's Guide to the Galaxy and A Mind Forever Voyaging''. In June 1977,
Marc Blank, Bruce K. Daniels,
Tim Anderson, and
Dave Lebling began writing the mainframe version of
Zork (also known as
Dungeon), at the
MIT Laboratory for Computer Science. The game was programmed in a computer language called
MDL, a variant of
LISP. The term Implementer was the self-given name of the creators of the text adventure series Zork. It is for this reason that game designers and programmers can be referred to as an
implementer, often shortened to "Imp", rather than a writer. In early 1979, the game was completed. Ten members of the
MIT Dynamics Modelling Group went on to join
Infocom when it was incorporated later that year. In order to make its games as portable as possible, Infocom developed the
Z-machine, a custom
virtual machine that could be implemented on a large number of platforms, and took standardized "story files" as input. In a non-technical sense, Infocom was responsible for developing the interactive style that would be emulated by many later interpreters. The Infocom
parser was widely regarded as the best of its era. It accepted complex, complete sentence commands like "put the blue book on the writing desk" at a time when most of its competitors parsers were restricted to simple two word verb-noun combinations such as "put book". The parser was actively upgraded with new features like undo and error correction, and later games would 'understand' multiple sentence input: 'pick up the gem and put it in my bag. take the newspaper clipping out of my bag then burn it with the book of matches'. Several companies offered optional commercial
feelies (physical props associated with a game). The tradition of 'feelies' (and the term itself) is believed to have originated with
Deadline (1982), the third Infocom title after
Zork I and
II. When writing this game, it was not possible to include all of the information in the limited (80KB) disk space, so Infocom created the first feelies for this game; extra items that gave more information than could be included within the digital game itself. These included police interviews, the coroner's findings, letters, crime scene evidence and photos of the murder scene. These materials were very difficult for others to copy or otherwise reproduce, and many included information that was essential to completing the game. Seeing the potential benefits of both aiding game-play immersion and providing a measure of creative copy-protection, in addition to acting as a deterrent to software piracy, Infocom and later other companies began creating feelies for numerous titles. In 1987, Infocom released a special version of the first three
Zork titles together with plot-specific coins and other trinkets. This concept would be expanded as time went on, such that later game feelies would contain passwords, coded instructions, page numbers, or other information that would be required to successfully complete the game.
1980s United States Interactive fiction became a standard product for many software companies. By 1982
Softline wrote that "the demands of the market are weighted heavily toward hi-res graphics" in games like Sierra's
The Wizard and the Princess and its imitators. Such
graphic adventures became the dominant form of the genre on computers with graphics, like the Apple II. By 1982
Adventure International began releasing versions of its games with graphics. While SwordThrust published seven different titles, it was vastly overshadowed by the non-commercial Eamon system which allowed private authors to publish their own titles in the series. By March 1984, there were 48 titles published for the Eamon system (and over
270 titles in total as of March 2013). In Italy, interactive fiction games were mainly published and distributed through various magazines in included tapes. The largest number of games were published in the two magazines Viking and Explorer, with versions for the main 8-bit home computers (
ZX Spectrum,
Commodore 64, and
MSX). The software house producing those games was Brainstorm Enterprise, and the most prolific IF author was
Bonaventura Di Bello, who produced 70 games in the Italian language. The wave of interactive fiction in Italy lasted for a couple of years thanks to the various magazines promoting the genre, then faded and remains still today a topic of interest for a small group of fans and less known developers, celebrated on Web sites and in related newsgroups. In Spain, interactive fiction was considered a minority genre, and was not very successful. The first Spanish interactive fiction commercially released was
Yenght in 1983, by
Dinamic Software, for the ZX Spectrum. Later on, in 1987, the same company produced an interactive fiction about
Don Quijote. After several other attempts, the company
Aventuras AD, emerged from Dinamic, became the main interactive fiction publisher in Spain, including titles like a Spanish adaptation of
Colossal Cave Adventure, an adaptation of the Spanish comic
El Jabato, and mainly the
Ci-U-Than trilogy, composed by
La diosa de Cozumel (1990),
Los templos sagrados (1991) and
Chichen Itzá (1992). During this period, the Club de Aventuras AD (CAAD), the main Spanish speaking community around interactive fiction in the world, was founded, and after the end of Aventuras AD in 1992, the CAAD continued on its own, first with their own magazine, and then with the advent of Internet, with the launch of an active internet community that still produces interactive non commercial fiction nowadays.
During the 1990s Legend Entertainment was founded by
Bob Bates and
Mike Verdu in 1989. It started out from the ashes of Infocom. The text adventures produced by Legend Entertainment used (high-resolution) graphics as well as sound. Some of their titles include
Eric the Unready, the
Spellcasting series and
Gateway (based on
Frederik Pohl's novels). The last text adventure created by Legend Entertainment was
Gateway II (1992), while the last game ever created by Legend was
Unreal II: The Awakening (2003) – the well-known
first-person shooter action game using the Unreal Engine for both impressive graphics and realistic physics. In 2004, Legend Entertainment was acquired by
Atari, who published
Unreal II and released for both Microsoft Windows and Microsoft's Xbox. Many other companies such as Level 9 Computing, Magnetic Scrolls, Delta 4 and Zenobi had closed by 1992. In 1991 and 1992, Activision released
The Lost Treasures of Infocom in two volumes, a collection containing most of Infocom's games, followed in 1996 by
Classic Text Adventure Masterpieces of Infocom.
Modern era After the decline of the commercial interactive fiction market in the 1990s, an online community eventually formed around the medium. In 1987, the
Usenet newsgroup was created, and was soon followed by . By custom, the topic of is interactive fiction authorship and programming, while encompasses topics related to playing interactive fiction games, such as hint requests and game reviews. As of late 2011, discussions between writers have mostly moved from to the Interactive Fiction Community Forum. One of the most important early developments was the reverse-engineering of Infocom's Z-code format and
Z-machine virtual machine in 1987 by a group of enthusiasts called the
InfoTaskForce and the subsequent development of an
interpreter for Z-code story files. As a result, it became possible to play Infocom's work on modern computers. For years, amateurs with the IF community produced interactive fiction works of relatively limited scope using the
Adventure Game Toolkit and similar tools. The breakthrough that allowed the interactive fiction community to truly prosper, however, was the creation and distribution of two sophisticated development systems. In 1987, Michael J. Roberts released
TADS, a programming language designed to produce works of interactive fiction. In 1993,
Graham Nelson released
Inform, a programming language and set of libraries which compiled to a Z-Code story file. Each of these systems allowed anyone with sufficient time and dedication to create a game, and caused a growth boom in the online interactive fiction community. Despite the lack of commercial support, the availability of high quality tools allowed enthusiasts of the genre to develop new high quality games. Competitions such as the annual
Interactive Fiction Competition for short works, the
Spring Thing for longer works, and the
XYZZY Awards, further helped to improve the quality and complexity of the games. Modern games go much further than the original "Adventure" style, improving upon Infocom games, which relied extensively on puzzle solving, and to a lesser extent on communication with non player characters, to include experimentation with writing and story-telling techniques. While the majority of modern interactive fiction that is developed is distributed for free, there are some commercial endeavors. In 1998,
Michael Berlyn, a former implementor at Infocom, started a new game company, Cascade Mountain Publishing, whose goals were to publish interactive fiction. Despite the Interactive Fiction community providing social and financial backing, Cascade Mountain Publishing went out of business in 2000. Buster Hudson, developer of
The Wizard Sniffer (201
7), emphasized that parser-based puzzle can be used to control the pacing or develop a character. Other commercial endeavors include: Peter Nepstad's ''
1893: A World's Fair Mystery'', several games by Howard Sherman published as
Malinche Entertainment, The General Coffee Company's
Future Boy!, Cypher, a graphically enhanced cyberpunk game and various titles by
Textfyre.
Emily Short was commissioned to develop the game
City of Secrets but the project fell through and she ended up releasing it herself. ==Notable works==