Inception Tim Anderson,
Marc Blank,
Bruce Daniels, and
Dave Lebling began developing
Zork in May 1977. The four were members of the Dynamic Modelling Group, a computer science research division at the
Massachusetts Institute of Technology (MIT) Laboratory for Computer ScienceAnderson, Blank, and Daniels as students and Lebling as a research staff member. Their work was inspired by
Colossal Cave Adventure, a text-based game that is the first well-known example of interactive fiction and the first well-known
adventure game.
Adventure was immensely popular among the small population of computer users of the time and a big hit at MIT in early 1977. By the end of May, players had managed to completely solve it. The four programmers began to design a game that would be a "better" text adventure game, with inputs more complex than
Adventures two-word commands and puzzles less obtuse. They believed that their division's
MDL programming language would be better suited for processing complex text inputs than the
Fortran code used in
Adventure. The group was familiar with creating video games: Blank and Anderson had worked on a multiplayer trivia game called
Trivia (1976), and Lebling was heavily involved with
Maze (1973), a multiplayer
first-person shooter and the first 3D first-person game ever made. Lebling first created a
natural language input system, or parser, that could process typed two-word instructions. Anderson and Blank built a small prototype text game to use it.
Zork prototype was built for the
Digital Equipment Corporation (DEC)
PDP-10 mainframe computer, the only system that supported their programming language. While Lebling took a two-week vacation, Anderson, Blank, and Daniels designed an adventure game concept, which Anderson and Blank then developed as an early version of
Zork. This prototype contained simple versions of many concepts seen in the final game, including puzzles and locations. According to Anderson, "it took time for people to learn how to write good problems", and Lebling's first, uncomplex parser was only "almost as smart as
Adventures". The game was unnamed, but the group had a habit of naming their programs "zork" until they were completed, a term in the MIT community for an in-development program. The group, referring to themselves as the "implementers", continued working on the game after Lebling returned, adding features and iterating on the parser through June 1977. Grues were added to replace pits that would kill players in the dark; while play-testing, Lebling noticed that his character fell into a pit while in the attic of the house. Lebling contends that
Adventure was one of
Zorks only influences, as there were few other games to emulate at the time. Although the game's combat is based on
Dungeons & Dragons, Lebling said the other developers had never played it. He also thought of the parser and associated text responses as taking on the role of the Dungeon Master from a
Dungeons & Dragons game, trying to lead the player through a story solely by describing it; this had also been the idea behind the parser in
Adventure.
Creation The developers did not announce their game while it was in development, but a lack of security on the MIT systems meant that anyone who could access the PDP-10 computer over the
ARPANET could see what programs were being run. As a result, a small community of people, many of whom had been involved in playing and contributing to
Trivia, would "snoop" on the system for new programs. They found the new "Zork" adventure game and spread word of it under that name. This communitydozens or possibly hundreds of players, according to Leblinginteracted with the developers as they created the game, playtesting additions and submitting
bug reports. The implementers added a command transcript feature to keep track of what commands players tried to use unsuccessfully. By the end of June, the game was approximately half the size of the final
Zork, and had a substantial community of players for the time. The group added locations such as a volcano and coal mine, and soon shifted their efforts to improving the
game's engine and adding the ability to
save the player's progress in the game. Following user requests, they also added the ability for the game to run on PDP-10 computers running different operating systems
TENEX and
TOPS-20which were much more popular than the
Incompatible Timesharing System operating system the MIT computer used. These users then set up a mailing list to distribute updates to the game. The developers returned to creating new content in the fall of 1977, adding the "Alice in Wonderland" section and a system for fighting enemies. Around this time, community member Ted Hess at DEC decoded the
protections the group had made for the
source code, and another DEC employee, Bob Supnik, created a
port of the game to Fortran. This port, released in March 1978, opened the game to a wider set of players without access to a PDP-10 mainframe. At the time, the team had decided to give the game an actual name besides "zork", and chose
Dungeon. This name was used for the Fortran version, which was spread through
the DEC users group as one of its most popular pieces of software.
TSR Hobbies claimed the title violated their trademark for
Dungeons & Dragons, and the developers reverted to their original title. Over the course of 1978, the team added the bank and Royal Zork Puzzle Museum sections, along with some puzzles and ideas suggested by players. The last puzzle was added in February 1979, though the team continued to release bug fix updates until the final update in January 1981. Anderson attributes this to the team running out of ideas and time, and having run out of space in the one
megabyte of
memory allocated for the game. Very little of the game was planned ahead of time, nor were aspects of the game specific to one developer; instead, whenever one of the developers had an idea they liked, that developer would add it to the game, developing the concept and writing the text to go with it. According to Lebling, Blank ended up focusing mostly on the parser, Anderson on the game code, Blank and Daniels on new puzzles, and Lebling on descriptions of locations. Anderson says that Blank wrote "40 or 50" iterations of the parser, and describes Daniels as designing puzzles that were then largely implemented by the others. He credits Blank with vehicles and saving, and Lebling with the robot, grues, and the fighting system. To immerse the player in the game, the developers decided not to describe the player character, removing any accidental descriptions or
gendered pronouns. The text responses to the player's commands were frequently opinionated and sarcastic, a design choice that mirrored the group's speaking patterns. The team felt it would both make the system feel less like a computer and also train the player to write commands in a way that the parser could understand rather than ways it would misinterpret.
Infocom In 1979, Anderson, Blank, Lebling, and five other members of the Dynamic Modelling Group
incorporated Infocom as a software company for members to join after leaving MIT. No specific projects were initially agreed upon and Infocom had no paid employees, but discussions were focused on developing software for
smaller mainframe computers. Blank and Joel Berez came up with a plan to make
Zork work on personal
microcomputers, which were then beginning to become popular and which would greatly expand the audience for the game. Although microcomputers had very limited memory space compared to mainframe computers, they felt the project might be viable using
floppy disks and a custom programming language if the game was cut into two pieces. The pair worked on the project through the summer and fall of 1979 without pay, as the new company had the funds for only the computers. They ported the game to a new Zork Implementation Language (ZIL), which would then be run on a standardized "
Z-machine" software-based computer. For each type of microcomputer they wanted to release
Zork or other ZIL-based games on, they could write an interpreter program that could run the Z-Machine instead of rewriting each game. Lebling divided
Zork in half to create standalone episodes, modifying the game's layout to improve its flow and disconnecting locations now in separate episodes. By the end of 1979 Berez had been elected the company's president. The core game was complete, but it had been run only on
DECSYSTEM-20 and
PDP-11 mainframe computers. Infocom purchased a
TRS-80 personal computer early in 1980, which could run the game after Blank and Scott Cutler created an interpreter program. Infocom began preparing to release the first section under the title
Zork: The Great Underground EmpirePartI. Mike Dornbrook, who had never played the game, tested it as an audience surrogate. He felt that the game would be wildly successful and develop a cult following, and urged Infocom to produce tie-in products like maps, hints, and shirts. The rest of the company was not convinced enough to start producing any such add-ons, but they did add an object in the game that gave an address for players to mail in for maps and hints in case it proved popular. The game now complete, the company began looking for a professional publisher with store and distributor connections. They felt this was preferable to
self-publishing. Berez approached
Microsoft, who declined based on the game competing with
Microsoft Adventure (1979), their version of
Adventure. Microsoft CEO
Bill Gates was a fan of
Zork, but by the time he heard of the proposal, Infocom was in negotiations with another publisher,
Personal Software, one of the first professional software publishing companies. Personal Software agreed to publish the game in June 1980, sending the company an
advance payment.
Zork: The Great Underground Empire, also known as
ZorkI or just
Zork, was published for the TRS-80 in December 1980. Since Personal Software declined to publish the 1979 PDP-11 version of the game, Infocom sold some copies earlier in the year after announcing it to PDP-11 user groups. Lebling later recalled that about twenty floppy disk copies were sold directly with Anderson's typewritten manual. By the end of 1980, an
Apple II version of
ZorkI was completed and sold through Personal Software. Infocom began receiving requests for hints and maps as predicted, and Berez began handling map and poster orders while Dornbrook wrote customized hints for players; in September 1981 he founded the Zork Users Group as a separate company to handle all
mail order sales and hint requests. Infocom eventually produced hint booklets with progressive answers to questions written in
invisible ink, branded as
InvisiClues. Meanwhile, Lebling worked on converting the second half of
Zork into
ZorkII, but in the process thought up several new puzzles for the game. Although as late as December 1980 he told
Byte that it would be a two-part game, it soon became clear that the second half would not fit into the allotted space. As a result, the game was split again into
ZorkII: The Wizard of Frobozz and
ZorkIII: The Dungeon Master. According to Lebling, splitting the game into episodes led to different atmospheres:
ZorkI was focused on exploration and
Adventure-style gameplay,
II had more of a focus on plot and added
magic spells to the base game, and
III was less straightforward, with time-sensitive aspects. Marc Blank constructed
ZorkIII and added gameplay changes such as the modified point system to move the game away from straightforward dungeon exploration.
Zork II was offered to Personal Software in April 1981 and the contract was signed in June, but Infocom grew wary of continuing this relationship. The Infocom team felt that Personal Software was not advertising
ZorkI very strongly, and did not seem excited about Infocom's plans for
ZorkIII and other planned text adventure games such as
Deadline and
Starcross. Personal Software soon stopped publishing entertainment software altogether and rebranded as VisiCorp in 1982 to align with its
VisiCalc spreadsheet software. Rather than find another publisher, Infocom decided to self-publish its games and began renting office space and contracting with production facilities. It bought out Personal Software's stock of AppleII
ZorkI copies and began publishing
ZorkI and
II directly by the end of 1981.
ZorkIII followed in the fall of 1982. Infocom developed interpreters for the
Commodore 64,
Atari 8-bit computers,
CP/M systems, and
IBM PC compatibles, and released the episodes of
Zork for them as well in 1982. ==Reception==