Posted by ranuzz 10/28/2024
Ask HN: What's your favorite text-based adventure game?
With generative AI it feels like they can easily make a come back !!
That said, my favorite human-authored text adventure game (I prefer that name to "interactive fiction" because I'm primarily looking for entertainment, not literary value) is Lost Pig:
Playable online with a Javascript-based interpreter at:
https://iplayif.com/?story=http%3A//mirror.ifarchive.org/if-...
It's a comedy, and just as with graphical adventure games, I think the whole adventure game concept works best with comedy. Even human-authored world models are inevitably flawed, and the resulting absurdity best matches the tone of comedy. I also recommend another comedy, Brain Guzzlers From Beyond!:
https://ifdb.org/viewgame?id=f55km4uutt2cqwwz
Both these are relatively modern games, written after the commercial collapse of the genre. They were the winners of the 2007 and 2015 Annual Interactive Fiction Competitions respectively. More information about this:
https://www.tryspellbound.com/app/scenario/65821/create
(You can click on the dice at the bottom to turn on D&D mode)
I've taken the approach of starting with the #1 problem with Gen AI for this application: that it writes bland prose with not much going on by default.
From there you can layer on systems that address things like object permanence, but even with a basic engine capable of generating fun to read pages of text I think you already get a pretty fun experience
The mechanics still need to be coded; however, like the OP, I believe there's an enormous opportunity to enrich the game content with LLMs. Like procedurally generated maps in roguelikes, LLMs can be used to create an order of magnitude more unique interactions in the game than what you could provide by crafting each dialogue tree by hand. While not as good or memorable (on average) as a hand-written character, it should be more than enough for Villager A, who normally would be completely mute.
https://ifdb.org/search?searchfor=author%3AChandler+Groover
Someone else mentioned Emily Short and there are also fantastically written games like Sunless Seas/Skies.
It's not exactly a text-based adventure game (more text-based trading), but recently I spent some time messing around with integrating an LLM with a text-based world model. It's not 100% reliable, but I've had some pretty satisfying interactions with it: https://github.com/heyitsguay/trader
Basically, you're a trader traveling around a world buying and selling goods, but the economy is tuned such that you can only really get ahead by conning the NPCs >:D
Here's my favorite, Conterfeit Monkey:
https://ifdb.org/viewgame?id=aearuuxv83plclpl
It takes unique advantage of the text-based format by allowing the player to add and remove letters from words to transform any noun into any other noun if it can be done with a single letter change.
If anybody wants a quick intro to the game that works on mobile, here’s a demo I made that works in the browser and lets you tap links instead of learn parser syntax:
I'll go ahead and second Planetfall though, which I saw someone else mention. For anyone else curious, I would put it on the "easier than Zork" side and is a rare text adventure I completed without any look-ups. I really really liked it. Save often. RTFM (in particular you'll want to look up the list of allowed verbs any time you get stuck). Those are the two helpful hints I would give to anyone thinking to themselves that they might want to try a classic text adventure.
Actually maybe more helpful would be to play something like Space Quest which has the same sensibility as text adventures (in that they often feel cruel to the user intentionally...) but is somewhat more accessible. Space Quest in particular shares a lot of DNA with planetfall all the way down to starring space janitors.
https://www.ifwiki.org/Cruelty_scale
Space Quest is rated the maximum "Cruel" under this system, as it's easy to render the game unwinnable with no feedback that you're in this state. Almost all modern adventure games are less cruel.
I’m looking at you KQ5 - “Failing to rescue this rat will result in yet another DMW. This is probably the single most infamous puzzle in King's Quest 5”
I could see how that would be true. By on the other hand in objective terms it’s pretty obscure pop culture knowledge so could also see it providing zero benefit
I wrote a CP/M emulator specifically so that I could play a trivial adventure game I wrote in Z80 assembly on Linux/Mac systems - so I should say that I prefer the infocom games.
However my favourite text-adventure is The Hobbit, the first such game I played on the ZX Spectrum back in the early eighties. Read about it in this two part piece:
https://www.filfre.net/2012/11/the-hobbit/ https://www.filfre.net/2012/11/the-hobbit-redux/
Interviews with the author suggest I'm not the only one who got in touch, years later, to send her fan-mail. But I'm glad I did it regardless and very pleased she took the time to reply:
https://www.theregister.com/2012/11/18/hobbit_author_veronik...
Other than that I was quite fond of the Infocom and Magnetic Scrolls games. Most of them were great. The games that I absolutely adored were all the text based Sierra games. All of them. I was quite upset when they removed the text parser.
I was always terrible at text adventure games because my brain does not run on the style of logic that they do. I mean that without any particular judgment. I observe that it at least sometimes makes sense to other people. But I have sometimes read the solutions to things like Zork and many of them still make no sense to me... not, like, I can't understand the written text, but, like, even knowing the solution I still would never have thought to try that.
So the only Infocom game I ever completed on my own without a guide is Nord and Bert Couldn't Make Head or Tail of It: https://www.myabandonware.com/game/nord-and-bert-couldn-t-ma... https://en.wikipedia.org/wiki/Nord_and_Bert_Couldn%27t_Make_...
Completely different sort of game. And also one that may be the Infocom text game hardest to make into any other sort of medium. It could only work in text, and absolutely nothing else. (Though there are a couple of other contenders, I know.)
Although if you're on the younger side, you may not have heard of some of the idioms that the game uses, which may raise the difficulty quite a bit. The 37 years since the game's release has seen language shifts. I played it a lot closer to its release time.
Its opening text reads as follows:
Finally, here you are. At the delcot of tondam, where doshes deave. But the doshery lutt is crenned with glauds.
Glauds! How rorm it would be to pell back to the bewl and distunk them, distunk the whole delcot, let the drokes discren them.
But you are the gostak. The gostak distims the doshes. And no glaud will vorl them from you.
And what you have to do over the course of the game is not merely solve the puzzles but work out what all the words mean. (The grammar is just that of English, as are a lot of the little function-words. More than that would have been impossible.)
Also, the Beast puzzle in ’The Edifice’ [2] by Lucian Paul Smith comes to mind.
[0]: https://www.eblong.com/zarf/zplet/lighan.html
Zork history is pretty amazing too: https://www.mentalfloss.com/article/29885/eaten-grue-brief-h...
If you've ever seen source code with comment warnings such as "It is pitch black" or "You are likely to be eaten by a grue" or "You're in a maze of twisty little passages", then you've encountered some of Zork's famous lines.
https://en.wikipedia.org/wiki/A_Mind_Forever_Voyaging https://store.steampowered.com/app/726870/Anchorhead/
If you want to live these games vicariously I can also recommend the Eaten by a Grue podcast over at https://monsterfeet.com/grue/