WEBVTT - TechStuff Tidbits: What was the first text-based adventure game?

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<v Speaker 1>Welcome to tech Stuff, a production from iHeartRadio. Hey there,

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<v Speaker 1>and welcome to tech Stuff. I'm your host, Jonathan Strickland.

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<v Speaker 1>I'm an executive producer with iHeartRadio. And how the tech

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<v Speaker 1>are you? It's time for a tech Stuff Tidbits episode.

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<v Speaker 1>And if you follow news and announcements about video games,

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<v Speaker 1>you've had a really busy week. This week, the Summer

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<v Speaker 1>Game Fest kicked off a ton of streams that contained

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<v Speaker 1>trailers for dozens of upcoming titles, ranging from quirky independent

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<v Speaker 1>games to new entries and established franchises. And that kind

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<v Speaker 1>of inspired me. I started thinking about some of the

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<v Speaker 1>computer games I really loved when I was a little kid. Now, y'all,

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<v Speaker 1>I was born in the nineteen seventies. That means I

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<v Speaker 1>grew up around the same time as the personal computer, right,

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<v Speaker 1>because that became a thing in the seventies, And some

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<v Speaker 1>of the games I played on our old Apple to

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<v Speaker 1>e didn't have any sound or any graphics. All the

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<v Speaker 1>imagery in the game existed only in text descriptions and

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<v Speaker 1>my imagination. So I am today talking about text based

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<v Speaker 1>computer games. Now, if you've ever enjoyed a Choose your

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<v Speaker 1>Own Adventure style book and I don't even know if

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<v Speaker 1>those are still a thing now. I may still be

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<v Speaker 1>dating myself, but if you've ever read one of those,

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<v Speaker 1>you have a sense of what a text based computer

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<v Speaker 1>game is like. The player of the game reads a

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<v Speaker 1>description of an environment, which may or may not include

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<v Speaker 1>hints of dangerous things that surround the player. The player

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<v Speaker 1>then types in a command. That command could be to

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<v Speaker 1>walk in a specific direction, which will take you to

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<v Speaker 1>a new location, assuming you can actually go that way.

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<v Speaker 1>Or it might involve picking up something in the room

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<v Speaker 1>or taking a closer look at some or it might

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<v Speaker 1>involve trying to talk or battle someone or something in

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<v Speaker 1>the area, or maybe to hide from something. The tricky

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<v Speaker 1>thing is the player will always come up with more

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<v Speaker 1>options than the programmer considered or anticipated when they made

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<v Speaker 1>the game, and that makes text based adventures sort of

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<v Speaker 1>a puzzle that's on a meta level. The puzzle ends

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<v Speaker 1>up being what did the programmer have in mind at

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<v Speaker 1>this point in the game, Because you can get stuck

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<v Speaker 1>in these games. You could start to use what you

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<v Speaker 1>think is every single potential option, but it's just that

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<v Speaker 1>you haven't fallen on the one that the programmer had

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<v Speaker 1>in mind. Thinking outside the box won't necessarily help you.

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<v Speaker 1>The game can't accommodate creative answers that programmers didn't think about.

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<v Speaker 1>So with the old text based adventures, the programmer would

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<v Speaker 1>have to lay out what is possible through code, and

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<v Speaker 1>the code was pretty primitive, and the player would type

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<v Speaker 1>in a command and the game would have to determine

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<v Speaker 1>if the command made sense or not. If the command

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<v Speaker 1>did make sense, well, then the player would get a result.

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<v Speaker 1>That result might not be a positive one. It might

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<v Speaker 1>end up being a you can't do that, because even

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<v Speaker 1>though the command makes sense, something else has to happen first.

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<v Speaker 1>For example, if a door is locked, if the command

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<v Speaker 1>didn't make sense at all, if the programmer had not

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<v Speaker 1>thought to include that in the limited vocabulary of the game, well,

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<v Speaker 1>the game would then have to tell the player that

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<v Speaker 1>what they tried didn't work. And there were a lot

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<v Speaker 1>of different ways that various text based games would inform

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<v Speaker 1>players that what they were trying was a non starter.

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<v Speaker 1>You might get something like I don't understand what you're

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<v Speaker 1>trying to do, or that won't work, or I don't

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<v Speaker 1>think that helped, or I don't know what blank means,

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<v Speaker 1>blank being whatever command you typed in that the game

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<v Speaker 1>just can't handle. Those were pretty typical responses. Not all

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<v Speaker 1>of them were used in every single game, but almost

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<v Speaker 1>pretty much every text based game had some variation of that. Now,

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<v Speaker 1>it might help if we think of a hypothetical example.

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<v Speaker 1>So let's say you've created a text based game in

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<v Speaker 1>which the player starts in a room, and this room's

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<v Speaker 1>just got It's a regular square room. There's a locked

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<v Speaker 1>door to the north, there's a hallway to the west,

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<v Speaker 1>there's a window to the south, and the east wall

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<v Speaker 1>is blank. And maybe you've created some flavored text for

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<v Speaker 1>the room, saying that the floor is stone and the

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<v Speaker 1>walls are wood, and they are covered in healing wall paper,

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<v Speaker 1>and a dim chandelier hangs from the ceiling. You know,

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<v Speaker 1>you give it some more text than just there's a

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<v Speaker 1>door to the north and a hallway to the west

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<v Speaker 1>and a window to the south. You want to create

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<v Speaker 1>a mood, and that mood will depend upon the style

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<v Speaker 1>of game you're making, right, So, if you're making a

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<v Speaker 1>horror game, you wanted to be super creepy and atmospheric.

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<v Speaker 1>If it's an adventure game, maybe it's mysterious that kind

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<v Speaker 1>of thing. So you don't necessarily go bonkers with this description.

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<v Speaker 1>You don't want to write a full novel, but you

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<v Speaker 1>want it to be interesting enough so that the player

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<v Speaker 1>gets a sense of where they are and the style

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<v Speaker 1>of game they're playing. So you try then to anticipate

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<v Speaker 1>the sort of actions that your players are going to

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<v Speaker 1>try when they start in this position. You want to

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<v Speaker 1>anticipate enough of them so that you know for the

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<v Speaker 1>vast majority of commands that are typed in, because that's

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<v Speaker 1>how you interact with a tech based game. You have

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<v Speaker 1>a prompt where you type in your commands. You want

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<v Speaker 1>those commands to get some sort of response and not

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<v Speaker 1>just go straight to the default. I don't know what

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<v Speaker 1>you're doing if you can help it, because you want

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<v Speaker 1>to hook those players in and have them have a

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<v Speaker 1>good experience. So you probably have thought about what the

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<v Speaker 1>game should say if the player tries to open the

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<v Speaker 1>lock door, so maybe it responds with the locked door

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<v Speaker 1>won't budge, or maybe despite your valiant efforts, the door

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<v Speaker 1>remains locked. Maybe you also anticipate that some players will

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<v Speaker 1>try to look out that window on the south wall,

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<v Speaker 1>so you write something like the view outside the window

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<v Speaker 1>is of an unremarkable lawn, A bit overgrown or something

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<v Speaker 1>to that effect. Players can then choose to go to

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<v Speaker 1>the west, which is walking into the hallway that will

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<v Speaker 1>take them into a new setting, or maybe they want

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<v Speaker 1>to search the room. Maybe you write it so that

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<v Speaker 1>that action searching the room uncovers a key that fits

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<v Speaker 1>the door to the north, though I would argue that

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<v Speaker 1>would be a bit too easy, that you probably should

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<v Speaker 1>put the key somewhere else so that there's a little

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<v Speaker 1>more gameplay there. But more likely you just decide that

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<v Speaker 1>the flavor text is really just flavor. So let's say

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<v Speaker 1>that your character searches the room and the response is

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<v Speaker 1>you find nothing useful, or something to that effect. The

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<v Speaker 1>point is the responses that the player sees all come

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<v Speaker 1>from the programmer. I know that should be obvious, but

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<v Speaker 1>it's something that we have to keep in mind. Like

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<v Speaker 1>every time we play a game, unless it's a weird glitch,

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<v Speaker 1>the response we get when we do something was put

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<v Speaker 1>there on purpose, right, Someone had to think about that

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<v Speaker 1>and build it into the game. So with text based adventures,

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<v Speaker 1>everything you encounter has to have been put there intentionally

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<v Speaker 1>or else there's a problem with the code. It could

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<v Speaker 1>be that there was an error somewhere that breaks something.

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<v Speaker 1>So if the programmer anticipates a specific action, they can

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<v Speaker 1>write up a response that's appropriate or funny or whatever.

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<v Speaker 1>But for everything else, the game is just going to

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<v Speaker 1>present a standard default response like I don't know how

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<v Speaker 1>to do that, or whatever it may be. Anyone who

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<v Speaker 1>has ever run a role playing game as a game master,

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<v Speaker 1>you know what that is. It's physically impossible to anticipate

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<v Speaker 1>everything players will do when you have a human who's

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<v Speaker 1>acting as game master. Humans have the potential to run

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<v Speaker 1>with wild player ideas, even if they had not planned

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<v Speaker 1>for such a thing in the past. I used to

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<v Speaker 1>as a teenager write adventures for my group of friends

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<v Speaker 1>to play in games of Dungeons and Dragons. I'm sure

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<v Speaker 1>this comes as a shock to none of you. I

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<v Speaker 1>didn't write professionally. These were just for my friends to play,

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<v Speaker 1>and I would come up with these ideas and I

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<v Speaker 1>would spend hours and hours and hours. I would remember,

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<v Speaker 1>I'd get up early on a Saturday morning and just

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<v Speaker 1>spend hours crafting adventures and dungeons, and I would have

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<v Speaker 1>this whole kind of sequence playing out in my head

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<v Speaker 1>of how this was going to go. But invariably at

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<v Speaker 1>some point, a player or a couple of players would

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<v Speaker 1>come up with something that should certainly work. I just

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<v Speaker 1>hadn't thought about it, and then I had to figure

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<v Speaker 1>out what to do. And some of my favorite gaming

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<v Speaker 1>sessions involved going completely off script because whatever the players

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<v Speaker 1>had suggested was viable and we should do it, even

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<v Speaker 1>though I had not anticipated it when I was crafting

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<v Speaker 1>the adventure. Now some game masters are far less comfortable

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<v Speaker 1>winging it. Nothing wrong with that. It's an intimidating thing

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<v Speaker 1>to try and keep track of everything if you're making

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<v Speaker 1>stuff up on the fly, and so these game masters

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<v Speaker 1>will sometimes hit a couple of tough choices, and neither

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<v Speaker 1>of them are great. One of them would be to

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<v Speaker 1>attempt to force the players toward a specific path, which

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<v Speaker 1>makes them feel that they have no agency and that's

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<v Speaker 1>not much fun. Or it involves outright denying them their ideas,

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<v Speaker 1>and that often can also create a less satisfying playing experience. Well. Unfortunately,

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<v Speaker 1>text based games fall more into that restrictive style of play.

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<v Speaker 1>For the most part, they might be very well designed,

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<v Speaker 1>but they are still quite constrained. So game designers have

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<v Speaker 1>to come up with lots of clever puzzles and interesting

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<v Speaker 1>text to keep players engaged and eager to see the

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<v Speaker 1>adventure through to the end. And again, sometimes the puzzle

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<v Speaker 1>is trying to make yourself think like the programmer was

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<v Speaker 1>thinking when they made the game in the first place.

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<v Speaker 1>It's not so much how can I get this door open?

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<v Speaker 1>It's how would so and so have designed this so

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<v Speaker 1>that I have to figure out a way to open

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<v Speaker 1>this door? And it still becomes like a puzzle game,

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<v Speaker 1>but it also becomes something like a psychological assessment of

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<v Speaker 1>the person that wrote the game. It's a pretty interesting

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<v Speaker 1>style of play. But all of this had to get

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<v Speaker 1>started somewhere, right, So what was the first text based adventure? Well,

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<v Speaker 1>we're going to find out, but first let's take a

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<v Speaker 1>quick break, all right, So who created the first text

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<v Speaker 1>based adventure and what was it? Well, the game was

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<v Speaker 1>called Colossal Cave Adventure and it was created by Will

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<v Speaker 1>Crowther in the mid nineteen seventies. And this wasn't just

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<v Speaker 1>some hobbyist dipping his toe in programming. In the early

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<v Speaker 1>nineteen seventies, Crowther worked for Bolt, Baroneck and Newman, also

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<v Speaker 1>known as BBN. Now you might not be familiar with

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<v Speaker 1>that company name, but BBN played a crucial role in

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<v Speaker 1>the development of technologies that underpin the Internet, and indeed,

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<v Speaker 1>Crowther himself was part of a small team working on arpaet,

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<v Speaker 1>which was sort of a predecessor to the Internet. It's

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<v Speaker 1>where a lot of the protocols and actual technologies that

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<v Speaker 1>allow the Internet to work were first developed. So here

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<v Speaker 1>you have this pioneer of network computing plugging away at

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<v Speaker 1>a major Department of Defense project, trying to design the

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<v Speaker 1>tech that would allow computers to send data across vast networks.

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<v Speaker 1>And in his spare time, he would game, and he

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<v Speaker 1>would go spelunking, that is, he would go cave exploring.

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<v Speaker 1>As for games, he was a tabletop D and D

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<v Speaker 1>player Dungeons and Dragons, So that game first published in

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<v Speaker 1>nineteen seventy four, and Crowther became a fan pretty early on. Now,

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<v Speaker 1>Crowther was married with kids, but his marriage was falling

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<v Speaker 1>apart and he and his wife initiated a divorce. So

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<v Speaker 1>in an effort to create something that would let him

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<v Speaker 1>connect with his kids and make something fun for them

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<v Speaker 1>and allow him to find ways to spend time with them,

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<v Speaker 1>Crowther brought together his knowledge of programming, his love of

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<v Speaker 1>exploration and caving and some elements of dungeons and dragons

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<v Speaker 1>to put together the Colossal Cave adventure game. So he

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<v Speaker 1>chose a text based approach to make the game less

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<v Speaker 1>intimidating to people who weren't familiar with computers. Remember this

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<v Speaker 1>is before the personal computer age. Computers were pretty scarce

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<v Speaker 1>for you know, most people never even encountered one. If

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<v Speaker 1>they did, it was because they either worked in a

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<v Speaker 1>research facility or they worked at a big company that

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<v Speaker 1>happened to have like a mainframe computer as part of

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<v Speaker 1>its assets. But most people never even touched one. So

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<v Speaker 1>how do you make a computer game approachable? That's why

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<v Speaker 1>Crowther said, Let's make it a text based game. Players

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<v Speaker 1>could type in commands in natural language and the program

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<v Speaker 1>would check for words that matched viable options and then

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<v Speaker 1>send a result to the player and update the story

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<v Speaker 1>in the process. So Crowther's method was to allow for

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<v Speaker 1>two word commands, so you could type something like go

0:13:49.880 --> 0:13:54.480
<v Speaker 1>north or look huddle. It was primitive, but it was

0:13:54.600 --> 0:13:58.240
<v Speaker 1>easy to understand. You quickly got the rules. You knew

0:13:58.280 --> 0:14:01.920
<v Speaker 1>you couldn't say look under the rock. You couldn't do that.

0:14:01.960 --> 0:14:04.920
<v Speaker 1>You could say look rock and maybe get more information,

0:14:05.400 --> 0:14:08.080
<v Speaker 1>but you had to keep it to those two word commands,

0:14:08.080 --> 0:14:12.000
<v Speaker 1>and reportedly his kids really found the game interesting and

0:14:12.080 --> 0:14:16.880
<v Speaker 1>fun to play. Crowther would actually release his game over arpinnet,

0:14:17.000 --> 0:14:19.840
<v Speaker 1>which I think makes it the first shareware text based

0:14:19.880 --> 0:14:24.320
<v Speaker 1>adventure game. It wasn't long before computer scientists at places

0:14:24.360 --> 0:14:27.000
<v Speaker 1>like Stanford got in touch with Crowther and asked permission

0:14:27.040 --> 0:14:30.880
<v Speaker 1>to further develop and enhance the game, and Crowther agreed.

0:14:31.040 --> 0:14:33.760
<v Speaker 1>They thought that was great fun, and so over time

0:14:34.040 --> 0:14:36.080
<v Speaker 1>versions of the game popped up that could be played

0:14:36.120 --> 0:14:39.960
<v Speaker 1>on different types of computers. Because remember, at this time,

0:14:40.000 --> 0:14:43.560
<v Speaker 1>people are using all sorts of different proprietary computers, each

0:14:44.000 --> 0:14:49.520
<v Speaker 1>working under its own computer language and computer like operating system.

0:14:49.760 --> 0:14:53.480
<v Speaker 1>So it would require recreating the game in many ways

0:14:53.720 --> 0:14:55.440
<v Speaker 1>in order for it to run on other machines, and

0:14:55.480 --> 0:14:59.040
<v Speaker 1>that's exactly what various folks were doing. Originally these were

0:14:59.040 --> 0:15:01.520
<v Speaker 1>big ol' honk and computer's house and research labs in

0:15:01.640 --> 0:15:05.240
<v Speaker 1>university computer centers, but as the personal computer age dawned,

0:15:05.280 --> 0:15:08.320
<v Speaker 1>we started to see versions for those machines as well,

0:15:08.680 --> 0:15:12.040
<v Speaker 1>and often the game's title would simply be shortened down

0:15:12.080 --> 0:15:16.680
<v Speaker 1>to adventure. A few years ago, a guy named Eric S.

0:15:16.840 --> 0:15:20.880
<v Speaker 1>Raymond uploaded the code for Colossal Cave Adventure with permission

0:15:21.280 --> 0:15:24.080
<v Speaker 1>to get lab and now developers from all over the

0:15:24.080 --> 0:15:27.640
<v Speaker 1>world can access the code and enhance it and look

0:15:27.680 --> 0:15:31.040
<v Speaker 1>for ways to clean it up. And this is very

0:15:31.080 --> 0:15:33.120
<v Speaker 1>similar to what the early programmers were doing in the

0:15:33.200 --> 0:15:37.040
<v Speaker 1>nineteen seventies. It's still happening today in many ways. It's

0:15:37.040 --> 0:15:40.080
<v Speaker 1>carrying on the trend that Crowther inspired. Now, there have

0:15:40.120 --> 0:15:43.520
<v Speaker 1>been tons of text based adventures over the years. I

0:15:43.560 --> 0:15:49.080
<v Speaker 1>remember playing the Zorich series extensively, which ultimately expanded beyond

0:15:49.160 --> 0:15:52.080
<v Speaker 1>text based adventures, but that's how they started. Then there

0:15:52.160 --> 0:15:54.920
<v Speaker 1>was the amazing text game of the Hitchhiger's Guide to

0:15:54.960 --> 0:15:59.560
<v Speaker 1>the Galaxy that includes some logic defying puzzles creating an

0:15:59.560 --> 0:16:02.000
<v Speaker 1>improvable ability drive as a heck of a thing in

0:16:02.000 --> 0:16:05.360
<v Speaker 1>that game. But I did play it, and I ultimately

0:16:06.160 --> 0:16:09.160
<v Speaker 1>beat that game, but not without I think I ended

0:16:09.240 --> 0:16:13.720
<v Speaker 1>up having to consult tip lines or hints or something

0:16:13.800 --> 0:16:16.760
<v Speaker 1>multiple times. I just could not suss my way through

0:16:16.760 --> 0:16:22.560
<v Speaker 1>that game throughout the entire arc of the story. It

0:16:22.680 --> 0:16:26.440
<v Speaker 1>is great, though some games had very cheeky titles. I

0:16:26.440 --> 0:16:29.239
<v Speaker 1>will never forget the title The Leather Goddess of Phobos.

0:16:29.440 --> 0:16:32.000
<v Speaker 1>I never played it. I understand it was not quite

0:16:32.040 --> 0:16:34.920
<v Speaker 1>as salacious as the title would have you believe, but

0:16:35.600 --> 0:16:38.520
<v Speaker 1>I wouldn't know because I never I never got the

0:16:38.560 --> 0:16:41.720
<v Speaker 1>guts to play that one. I remember playing The Hobbit

0:16:41.800 --> 0:16:44.080
<v Speaker 1>and The Fellowship of the Ring, both in text. For them,

0:16:44.120 --> 0:16:46.920
<v Speaker 1>they had like very primitive graphics associated with it, but

0:16:46.920 --> 0:16:50.320
<v Speaker 1>they were like still images, kind of like a picture book.

0:16:50.680 --> 0:16:53.200
<v Speaker 1>There are dozens of great titles from the seventies and

0:16:53.280 --> 0:16:56.080
<v Speaker 1>eighties out there. A lot of them are available for

0:16:56.160 --> 0:16:59.360
<v Speaker 1>you to play via the internet. You can find links

0:16:59.360 --> 0:17:03.160
<v Speaker 1>to web based versions of these text adventures if you

0:17:03.240 --> 0:17:06.280
<v Speaker 1>want to play them. And they're also new text based

0:17:06.320 --> 0:17:10.520
<v Speaker 1>adventures coming out even in recent years. So one I've

0:17:10.520 --> 0:17:13.200
<v Speaker 1>heard of I have not yet played, is called Nighthouse.

0:17:13.240 --> 0:17:16.600
<v Speaker 1>It came out in twenty sixteen, and others have come

0:17:16.640 --> 0:17:19.520
<v Speaker 1>out since then, as well as visual novels. I think

0:17:19.600 --> 0:17:24.240
<v Speaker 1>visual novels, which is now a popular genre of computer game,

0:17:24.680 --> 0:17:27.320
<v Speaker 1>I think they owe a lot of their DNA to

0:17:27.400 --> 0:17:32.040
<v Speaker 1>the old text based adventures. So hats off to Will Crowther,

0:17:32.200 --> 0:17:36.959
<v Speaker 1>a creator of the text based adventure game and say

0:17:37.520 --> 0:17:41.359
<v Speaker 1>you you better turn on a light, it's getting dark.

0:17:42.160 --> 0:17:45.720
<v Speaker 1>You are likely to be eaten by a group. Hope

0:17:45.720 --> 0:17:49.600
<v Speaker 1>you're all well. I will talk to you again really soon.

0:17:55.480 --> 0:17:59.960
<v Speaker 1>Text Stuff is an iHeartRadio production. For more podcasts from iHeartRadio,

0:18:00.480 --> 0:18:04.200
<v Speaker 1>visit the iHeartRadio app, Apple Podcasts, or wherever you listen

0:18:04.240 --> 0:18:05.280
<v Speaker 1>to your favorite shows.