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Posted by ranuzz 10/28/2024

Ask HN: What's your favorite text-based adventure game?

I loved playing zork and torn.com is kinda text based.

With generative AI it feels like they can easily make a come back !!

84 points | 74 comments
mrob 10/28/2024|
I'm not convinced that current generative AI is a good fit for this kind of game. IMO, the heart of the text adventure game is the world model, and LLMs are notably lacking here. It's hard to believe the game is simulating a real place when it doesn't even have object permanence.

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:

http://grunk.org/lostpig/

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.ifwiki.org/The_Annual_IF_Competition

selalipop 10/28/2024||
I'm applying generative AI to interactive fiction with Spellbound

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

klibertp 10/28/2024|||
> I'm not convinced that current generative AI is a good fit for this kind of game. IMO, the heart of the text adventure game is the world model, and LLMs are notably lacking here. It's hard to believe the game is simulating a real place when it doesn't even have object permanence.

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.

shiroiushi 10/29/2024|||
Perhaps the game could be developed collaboratively online, so interested contributors could add dialog for the villagers and other characters, instead of trying to just outsource to hallucinating LLMs.
ranuzz 10/28/2024|||
yep, that's what I was thinking. A lot of filler can be written using llm.
joshvm 10/28/2024|||
There’s a lot of IF like Eat Me or Midnight Swordfight which really lean on excellent writing, black comedy and wordplay. LLMs are still largely terrible at humour. Anything by Chandler Groover is recommended:

https://ifdb.org/search?searchfor=author%3AChandler+Groover

Someone else mentioned Emily Short and there are also fantastically written games like Sunless Seas/Skies.

heyitsguay 10/28/2024||
Agreed about the importance of a world model. People get enamored with increasing text volume with LLMs, but unless it ties back into distinct game state interactions, players quickly recognize it as fluff and it ends up not really adding to the game.

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

entropicdrifter 10/28/2024||
I'm shocked nobody's mentioned the Interactive Fiction Database, which is loaded up with tons of these available for free as abandonware or FOSS, depending on when it was created.

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.

memalign 10/29/2024|
That’s my favorite too.

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:

https://memalign.github.io/m/counterfeitmonkey/index.html

SeaGully 10/28/2024||
During the pandemic I decided to work through Zork, and ended up completing the first three Zork games with minimal "looking things up" (actually, much to my chagrin I had to look up something precisely once per game, and in each case it was a small puzzle right near the and of the game, almost perfect!).

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.

mrob 10/28/2024||
Andrew Plotkin developed a rating system for adventure game cruelty that's popular within the community:

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.

geophph 10/29/2024||
We always called this “getting Sierra’d”

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”

sevensor 10/28/2024|||
Planetfall was great, it’s the only infocom game I managed to complete. I think I might enjoy a mind forever voyaging more now than I did at the time, but I remember being terribly confused. Hitchhiker’s Guide is so manifestly unfair that it loops back around to being funny again, but I couldn’t even manage the babelfish, so I didn’t get much play out of it.
jghn 10/28/2024||
Out of curiosity, do you think you realized any benefit from some of the puzzles entering into common knowledge by now? And/or the Seinfeld Effect?

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

stevekemp 10/28/2024||
There are still people writing new games, games that are playable upon the same Infocom interpreter that was used to run Zork!

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...

harel 10/28/2024||
In the early 90s I (and a friend) wrote a text adventure game based on the Punk scene at the time. It was my first piece of software that I released. This was a period of time where I used to print and keep my emails. This was done on TADS, was called "The Broken String" and was/is on the IFArchive. I can't say THIS was my favourite game, but it does have a sentimental hold over me. The premise was that in order to "save the scene" you must form a new band, going through the city looking for band members.

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.

jerf 10/28/2024||
This isn't my "favorite" but if you're going to mention generative AI and text adventure games and you don't know about AI Dungeon, well, now you do: https://play.aidungeon.com/

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.

sexyman48 10/28/2024||
Except for Planetfall, I agree puzzle solutions were non-deducible especially for a teenager. Hitchhiker's and Zork, despite their immense popularity, were impossible without the cheatbooks which were a bustling business.
BizarroLand 10/29/2024||
Nord and Bert was the one game I couldn't complete, even with hints.
gjm11 10/28/2024||
The Gostak, by Carl Muckenhoupt.

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.)

nathell 10/28/2024||
If you like it, be sure to also check out Andrew Plotkin’s ‘Lighan ses Lion’ [0], an entry in WalkthroughComp run by Emily Short [1]. It’s not a game, just a transcript of a fictitious game, but well worth checking out for a chuckle... or as a brain teaser.

Also, the Beast puzzle in ’The Edifice’ [2] by Lucian Paul Smith comes to mind.

[0]: https://www.eblong.com/zarf/zplet/lighan.html

[1]: https://www.ifwiki.org/WalkthroughComp

[2]: https://ifdb.org/viewgame?id=4tb9soabrb4apqzd

ranuzz 10/28/2024||
amazing! it sure is creative. found the online version gonna give it a try.
jph 10/28/2024||
Zork was amazing, and was on the internet in the 1970's.

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.

ranuzz 10/28/2024||
oh awesome. I wasn't around when it was released but did play it on an emulator years after and was amazed at how magical it felt when the game understood what I was typing in plain English.
mgsouth 10/29/2024|||
Nope on the last one:) That's from Adventure.
nineteen999 10/30/2024||
Honestly it's still my favourite this day, if you can memorize the mazes and some of the puzzles and you get a good run with the RNG, its still fun from time to time to see how few moves you can complete it in.
s-macke 10/28/2024||
For me it is 9:05 by Adam Cadre [0]. Short, linear, easy but with a great twist.

[0] https://en.wikipedia.org/wiki/9:05

berkeleynerd 10/28/2024|
Either the classic "A Mind Forever Voyaging" or the Lovecraftian "Anchorhead"

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/

lowmagnet 10/29/2024|
I am Perry Sim. The combination in that story between calculating the future in simulation and the outcomes of the project were chilling.
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