Wednesday 19 October 2011

Project 1: Inspiration/Refences

Throughout the time of re-imaging 'Zork', There were some existing forms of media that inspired my to take certain directions with my ideas. I really wanted my game to not to have one specific genre, not as in game play style but as a general 'style'. I really took to the idea of giving the player multiple genres to explore instead of one. I cannot seem to think of a game that uses multiple dimensions to explore, they always seem to be one specific genre, whether it a western, Sci Fi, horror etc. However, with such media as Movies, this theme is adopted more frequently. It was those ideas that made me question why it wasn't already used within the gaming industry, as surely giving the player a variety of genres to play, it not only makes the game unpredictable, but unique and exciting! nothing will ever be the same.


 
Sucker Punch

Sucker Punch 2011 [Zack Snyder] is a film that gained an enormous amount of attention for it's innovation of presenting multiple genres into one. The film itself was about a young troubled girl, who was falsely accused of crime and being mentally unstable, resulting in her to be homed within a mental institution. However within this hospital, she found herself unable to escape from her accusations, suffering from sadness and depression. She is then abused to perform as a 'dancer' with other girls within the institution. She makes close bonds with the other girls and discovers a method of dancing where she finally feels 'free'. It is here where she mentally transports herself to a variety of worlds where she becomes strong and brave. Each imagination changes for her as she develops the strength with her depression. Having seen the movie myself, it is a very immersive to watch as it is constantly unpredictable, unique and extremely exciting. It was nice to experience different worlds within the movie, how they changed in atmosphere, how the characters and other elements changed, from simple props to even sound. Nothing stays the same, you always felt on the edge of your seat, taking on every new environment with extreme interest, nothing ever got boring! it was always dynamic.


"Your mind can set you free"  [Admired quote from the movie trailer]

Here is a selected trailer from Sucker Punch that shows the initial narrative of the story, alongside the imaginative worlds:



Here are also some images from the movie:






Splinter Cell Conviction

Splinter Cell Conviction uses heavy emphasis on tyopgrahy within the environment. Within the original Zokr game, text was used to narrate everything including combat, movement and interactions. In Splinter Cell Conviction, that game uses text to introduce tasks or goals to the player. I really like this idea from how a conetmporary game uses a simliar aesthetic to a game as old as Zork. Instead of just informing the player through dialogue or small text on the side of the screen. Splinter Cell includes text written objectives on a grand scale within the environment. This method is not only visually effective, but it also informs the player on their missions/targets, So the player is encouraged to the point of interest and it also is an easier more impressive way to represent a direction. Within the gameplay itself, although the game specifically tells you do something, there are multiple ways you can approach the task. For example, inflitrating a mission could be written onthe building itself within the distance, informing the player of their next destination. However, how they 'infiltrate' the building is entirely to the player's choice. You can stay stealthy, go through back windows, hidden passages or you can go in through the front door. Although that is slightly too obvious for the stealthy genre that Splinter Cell is, this game ALWAYS gives the player different routes to take towards a goal.

I really like to use a similar element within my re-imagination project. Using text not only keeps a nostalgic aesthetic from the original 'Zork', but it will be used in a contemporary way that will benefit game play within my game.

Here are some images representing how text is used within Splinter Cell Convition:



Tuesday 11 October 2011

Project 1: Idea Environments/aesthetics

The environments within Zork alter depending on what theme of book the character wishes to explore in to. Each world changes as he completes quests and objectives, which will result a progression to the next level/world. Each Hero Zork imagines himself as, the environmental world becomes relevant to that character and the theme. With this sort of idea, the player will never be bored of being in one particular place and will begin to become curious/excited about which world they'll explore next. It also gives the players a chance to explore worlds with different quests, items and treasures to collect. The action is always unpredictable and unique, making it never tedious or dull for the player.
 Here is the first visualization I had within one of Zork's imagined worlds. This particular theme is that of the 'Western' genre. Whilst painting this piece, I wanted to keep every element true to the nature of the theme. Such as wide open, dynamic skies, vast landscapes and very small details. I wanted to get that essence of the world being empty and large, like the spaces within the deserts in western films etc. I also liked the idea to paint a theme of using the sun as an asset to represent the warmth and mood of the environment. Using a sunset image, with warm tones seem appropriate to show the heath of the desert. Also from the particular sunset, I took the advantage of lighting to creating a lot of silhouette type aesthetics, such as birds, cacti and figures. This style is very similar to western paintings that used the silhouette type affect to portray the mood within an environment. Paying attention to those elements adds authenticity to the environments, making them believable for the player to engage in.



Here is another example of environment change within Zork's imaginative worlds. This particular piece represents the theme of 'Sci Fi'. I wanted to create a world that was entirely alien, unique and exciting. With Sci fi, I experimented with different colours, structures and lighting to create a 'space' type theme. To do this I produced an ocean type planet, where land is scarce and the only thing that can be seen, is old industrial constructs. Using this type of space adds a feeling of alienation on the planet, replicating the theme and adding an original flare that is unseen in present day. To also add to the effect of 'space', I focused on elements within the sky. I added multiple other planets, moons and galaxies along with various star correlations. However, the most powerful asset within this piece is that of the red type ocean. I wanted to change the colour to further enhance the originality of the planet and how it feels truly 'space' aged, or alien. Yet again, it's about paying attention to those aesthetics that sets the mood and theme appropriately for the environment, making it authentic and believable for the player. Also it will portray a lot within the Hero Zork becomes within this world.

Project 1: Idea Characters

 

As Zork imagines himself within these new worlds he transforms himself into any hero that he wants to be. Any Hero he makes a connection with, relating to the theme of the world he is in. His personality is always reflected within these different characters, no matter how much his identity changes.With Zork's mannerisms in reality, he wants to be come an iconic and celebrated figure, that has strength, courage, ambition and luck. Everything in which he lacks within the 'real' world, it is a chance for Zork to be one with his imagination and become anything he has ever dreamed to be. Although aesthetically his character does change a lot within these different worlds. However, I have designed each one to replicate similar features that he originally has. Such as hair colour, his glasses and his beard. Using this method helps make each new character recognizable for the player, so that they will never feel alienated or confused as to who they are, within relevance to the story. The personality of Zork and those additional features, will be evident in each new character change. With these changes, the player begins to understand why Zork chooses to become certain characters, why he imagines himself in these ways. It is with that, the player can not only recognize his behavior, but also develop a personal connection to his feelings.




Here is an example of Zork as a Hero from the genre of Japanese Manga. You can identify with that theme due to the character's anatomy, proportions, facial expressions and hair. This particular style is that of the 'Chibi' form, in which a character becomes a miniature version of themselves. You can see  similar features that original Zork has, such as the tone of hair, beard and glasses. Although his figure has changed almost entirely, you can relate back to the original through those assets.




Here is another example of Zork as a Hero from the genre 'War/Military'. As with all characters Zork becomes, his iconic features are still represented here. Although his figure has changed dramatically, you can still feel the presence of him within. For the particular genre, you can see how the Hero has become relevant to that environment. The character's appeal is muscular, bold and strong, showing the nature of the Hero. Also the use of camouflaged clothing, facial scar additions and accessories show the character's background theme, making it relevant to the world in which Zork would be in.




Here is the final Hero concept for Zork at this time. This particular figure represents the theme of 'Western' as recognizable through the clothing and other assets. The colour palette, types of patterns and clothing also replicate that of similar items worn within that era. Yet again, the elements of the traditional Zork are still present. Keeping elements of the Original Zork within each new Hero, will give a base for players to connect to, no matter what world they encounter.

Project 1: Idea Controls

Project 1: Idea Mechanics/Gameplay

I went through a lot of deliberation as to what genre my project should be and I often found myself going back and forth between 2D - 3D. However, it became more apparent from the type of idea I had come up with, that my game should be an 'Action Adventure' type RPG game. Not to get confused by the two, as I do not want a cross of genres, it is ideally an Action adventure, but it hosts RPG like assets, with that of inventories and collection of items etc.

I wanted to keep similar assets from the original Zork, into my re-imagined version. The reason for this is because I think, although my project is to reinvent, I still think it is important to keep some of the traditional and successful assets, as you can see where the idea has developed/evolved for it's modern audience. What I had in mind, was to keep the use of having an imaginative world that used text/typography as elements that help you as the player in the story, However, not as a text type control. Using typography with graphics and NOT game play seemed like a nice touch to keep my game at it's roots, but present a fresh new look. From researching Zork and the more information I gathered about it from the game aspect and NOT the book, I came to the conclusion that Zork was easiest to re-imagine, as there wasn't much depth to it. However, from reading 'Zork Chronicles' I gained a greater perspective of the concept and managed to channel that information into unique ideas for myself.



Format and Online capabilites:

My re-imagination of Zork will be a 3D Action Adventure game that will run on formats such as the Xbox 360 and Playstation 3. The reason I chose these formats was of the use of the controls on both consoles. My game will include usage from most of the assets on the controllers, and therefore using this type of game on any other machine would cause complications and it would be harder to play. Another reason was based around it's genre, exploration style, combat and use of online play. I really liked the idea of making my game that can play on either Xbox Live or the Playstation network, within our current era, online game play is one of the most crucial and important gaming assets. The majority of current releases within our generation use a lot of primary focus on multi player ideally from an online perspective. With my game itself I want to use the form of online play to expand the single play into a more vast world. Using co op with a friend to help do quests, find certain items or achieve treasures that might be too complex to do on your own. Or play with a friend to help overcome stronger foes, trade and cover more ground when exploring within each of the worlds. Although there is much potential for the singular player to still achieve, I thought it would be ideal to encourage cooperative play to expand the universe of Zork. Having two players means you are two times more stronger, faster and likely to discover things that either play could've have missed before.







Assets and Game play:

As explained in the previous post, Zork uses his eccentric imagination to warp himself into worlds related to the genre of books he is labeling. With that requires one of the most important assets within the game, his label gun. With the power of Zork's mind, he transforms his trusty label maker within every world he explores. It is the primary focus of interaction within the game as it acts as your inventory, to look through your collected items. Not just that, but it also works as a magical device that transforms fired 'labels' into selected items from your inventory. For example, the label gun has a 'magazine' that hosts all the labels/items in your inventory. You scan through each label in the magazine for the item you wish to select, every item you have collected will be written on a label within the mag. To select an item, chose the label with the name of the item you have collected, fire that label from the gun onto a 'surface' within the game suitable to be able to be obtained. Once the gun fires, the label will stick to the selected surface and transform into the item you selected from your magazine/inventory.

This type of mechanic is only used for access to the inventory system and select items you have collected. Other objects such as weapons are already equipped once collected/found. Keeping this method makes the game play less confusing and easier to understand. It also is a perfect way to keep the use of 'typography' within the game as previously mentioned. I want to keep some elements of the text based adventure in my new concept.


Using Typography:

Aside from the use of the label gun, I also wanted to include typography within the environment of my game. With the first 'Zork' game, the entire production was made through the use of text, from movement to combat etc. Everything was narrated on screen as you explored and even to this day, it really interests me to continue to use text even with a contemporary game. In my particular remake, I want to use text to decide paths in environment. For example, if you the character has four routes to take, one in the mountains, the forest, a castle and the other a desert, I wanted to highlight the directions to take above those routes. A bit like a road sign, but floating in the distance above the chosen path/environment. Over the desert it could say 'East' in a large font floating above the route or 'North' above the castle, etc. Althought this is a minimalistic use of aesthetics, I really like the idea of keeping text a useful tool within the original, just like the 1970's Zork. This theme will direct the player into new areas and give them choices to make on where they explore. To complete this idea, I will include an actual 'Compass' in the working HUD. This will be able to remind the player the direction they are taking when trying to find certain areas for quests etc, so the environment is will always be easy to explore. It also adds the 'adventure' type atmosphere of the game, which what my remake primarily entails.

Bibliography:

. Google images

Thursday 6 October 2011

Project 1: My idea

The Idea

Throughout researching Zork I have learned a great deal of the Universe, from game play, mechanics, story and concepts. In doing such heavy research, I have made a solid basis on which I can re-imagine the Zork world and recreate it for a modern audience. From looking at existing examples, references, reading books and playing the game itself, I have developed an Idea which I think will be a unique and compelling adaption to the series. 

The Idea:
You play as a character named Zork. He is an eccentric, nerdy, booking loving gamer dork who works part time as a librarian assistant. In the library he works, there is a Rare book known as the 'Games Master' which when obtained will help that lucky person 100% every game in the entire world, some believe it is 'magical'. With Zork's thirst in wanting to obtain this special book, he begins visualizing himself in scenarios where he can do this. One night on a close down shift, Zork starts labeling books in different genres around the library, consistantly thinking about getting his hands on the book. As he labels the first book on the shelf, he starts visualizing how he could become victorious on a quest to get to this artifact. In that mind frame, Zork begins imagining himself within the books he labels, as a hero on a quest out to find treasure that will lead him to the 'Games Master'. With the power of his eccentric mind, Zork adapts scenarios in his head depending on the genre of the book he is labeling. Transforming himself, into any character or Hero he sees suitable for that book. In one moment he could be a Cowboy the next a 1950's Gangster, in this mind, worlds and characters are built around his dire quest, to win over the 'Games Master'.

Goal:

Character must collect a hidden treasure within each book. Once all treasures are collected, they can obtain access to the room in which the 'Games Master' is held. However, each quest will differ depending on genre, with difficulties. Complete quests for others, fight enemies blocking your way, collect items and explore the universe of that genre and in doing so will reward you as the player, to get closer to the final goal...The 'Games master'

Objectives:

Defend yourself agaisnt powerful enemies that block your path to success. Collect items that can be used to heal, create or trade with other characters in the story. Survive in the world of that specific genre, adapt to your ever changing surroundings and explore, it is the ONLY way to obtain the hidden treasure within that book/genre. Once obtained ALL treasures in ALL different books, you will be able to progress to the final treasure.
 

Project 1: Zork Chronicles - Book Research



Due to the lack of a back story within the actual Zork game, I decided to purchase the novel 'The Zork Chronicles' by George Alec Effinger. The reason for this is I wanted to grasp the visual world of Zork through a more detailed narrative of the story. Within the game itself, Zork is quite simple with it's description of characters, environments and emotions within the story progression. I gathered, reading a book based around the events of the Zork Universe, it would open doors for me in terms of understanding what it actually entails. Within doing this I will have more ideas on where I can 're-imagine' concepts. I strongly believe having a firm knowledge of Zork will improve my reinvented idea :)

What interested me the most with this book as that the story read through as you were experiencing the actual game play of the first Zork. However, it was from a different character's perspective and not your own, in fact although you read the book as you explored in the game, the events differed as if there had been significant time changes/developments between the book and the game itself. For example, characters would find the 'White House' and interact with the 'Mail box' and took part in all the explorations from the game, but it differed with aesthetics and other details. From playing the game myself it was quite interesting to see how the whole story felt different through reading it in more depth than playing it.

The story itself is about a character named 'Glorian' who goes on a mission with a prince 'Mirakles' to help him rescue his mother from the depths of evil. Glorian is a famous character who is skilled within shape shifting, his efforts however often go unnoticed within the Zork Universe. He is often assigned to do certain missions based on his shape shifting abilities. Within his quest with Mirakles, he often changes into other beings to benefit him and his comrades against certain complications. In the story you meet many new characters and foes that are very well described to a better degree than the game, you begin to react to the character's personalities through their dialogue, skills and attributes. I often found myself quite compelled by the way the story was being told from the glorious parts, to the devastating, it was a very well written book. 

The most important element with the Zork book for me was that it was far better than the narrative in the game. Although that is quite a harsh statement, as evidently the game itself was quite primitive and a lot older, it had time to mature over the years and was able to captivate writers to re-imagine the story, to bring it more depth and coherence. For once the narrative and environments felt solidly connected, I felt like I was there understanding the true world of Zork, what it actually was and what sort of beings/realms existed. Without purchasing this book, I would not have been able to get such a great understanding and honestly feel I have a better knowledge of the game, and in that will give me a serious benefit over my re-imagination project.


Bibliography:

. The Zork Chronicles George Alec Effinger [accessed 6th October 2011]

Tuesday 4 October 2011

Project 1: Evolution of Zork

Since Zork was released in 1977, it expanded into a huge franchise that was recognizable across the globe. Through it's popularity it evolved and grew with technology. From this success, Zork began producing more titles that started to include graphics, animation, colour and eventually appeared in 3D!

The focus on 3D: 

Although Zork stilled played as a text adventure and now had the inclusion of 3D graphics, it still managed to create a stunning atmosphere. From these selected images below, you can see how each screen replicates different surroundings within the game. This gives the story more 'meat' and depth, which allows us as the player to finally see what the game tried to explain from the beginning. Places that are supposed to have an 'emotion' can now be portrayed within the imagery without heavy use of text. It is instantly easier to react to your surroundings as you progress through the game, as you can see what is happening around you. However, I still personally preferred the idea of having no graphics, so it was purely up to the gamer to imagine the fantasy world. There is more room for a player's imagination to run free, to experiment and enjoy a world they can create themselves.






I found a video that shows some game play footage of 'Return to Zork' it is interesting to see how sound, animation and graphics are used to tell the story. I also noticed how the text adventure, became more based as a point click type game. Lack of focus as text to write a command but more based on clicking at areas to move around the world. Although text is still used to explain parts of your surroundings. I also like how you can access an inventory of all the items you have collected.



Here is a screenshot from an earlier Zork without animations, but still used the point and click system with coloured graphics:



This style has been replicated in many games from past to present. Point and click based games are usually found within games like investigation games, puzzles and some adventures. Text is still used to connote story and game play, but with the inclusion of graphics invites the player to be able to physically explore there surroundings and have the freedom to interact with anything they see. Text based adventures restrict that exploration. Some examples of these games are:

. Professor Layton
. Monkey Island
. Disc World
. Broken Sword


Monkey Island


DiscWorld




All of these games have been incredibly successful within combining text based adventures with graphics. It produced a new genre of video game that is still incredibly popular today.


Zork also managed to make a various number of fictional books that were both ideally used to give the game an actual plot. Although I like the way Zork originally focused on inviting the player's to use their imagination and create their own story, it just seemed to be a little hollow without knowing anything about this fantasy world. All the creatures, environments, characters, items and treasures, it felt so odd that there was no explanation of the concept. However, after Zork's success, Infocom began publishing various books that explained the entire realm of the game.

Some books differ slightly with others, most obvious of course is the story but also the type of books they actually were. Some Zork books were actually written paper versions of the game, that also included back story. So instead of playing on a computer, you played through the book through similar mechanics of choice, but instead of 'cheating' your way through, the game play was determined with the use of a Die. The books that interest me the most are the ones that are based around events and back story that take place in the world of Zork. With that in mind, I decided to purchase a book myself to read through and figure out more about the game's story focus. I wanted to be able to understand more about the world from different perspectives than the traditional narrative from the 1970's game.




Bibliography:

. Google Images
. Youtube

Project 1: Exisiting examples of Zork in Modern Games.

Although Zork has no actual graphics, it's play style is replicated in many modern video games. From text based RPGs, decision making and exploration were your primary objectives. Although style and genre differs to Zork in contemporary games, there are many that use decisions as a vital asset to telling the story. In fact, games today reward you differently depending on the choices you make within the game. You can obtain secret items, find out hidden information and gain achievements. Taking these actions changes the story of the game accordingly, for better or worse, some endings to video games can vary many times depending on the choices you made before.


Some previous games I have played remind me of Zork a lot, with how decisions are used to progress in the game:


. Fable

Through the entire series of Fable, the player has always been in control of how their character exists within the world. Every action you do has consequences, whether good or bad. Fable in particular, depending on those decisions will determine how good/evil/corrupt or pure your character will become. Throughout the game, you as the player will be given objectives to act upon and it is up to you how you wish to approach them. Depending on those actions will change your character physically and change their appeal to surrounding characters. For Example, if you do evil deeds your appeal would be negative to other characters within the game. You would be hissed at, booed, fled from or cowered at your presence. You also begin to change physically, by growing horns, withered skin and glowing red eyes. All the physical attributes also affect how the rest of the world reacts to you.

This reminds me of Zork in a sense of being able to make choices. Not necessarily with characters, but how you progress within a game by those decisions you've made. Whether to go a certain direction, pick up a certain item or look for a special treasure. Also, Zork being entirely text based, you can imagine yourself or your character in anyway you want to, there is no description of who you are, so you have that freedom to be creative as you play. Just like Fable, all the evidently you can see your character, you still have the choice to create them in any which way, from clothing to personalities.

Here is a Video reference showing examples of how your character can look within Fable, depending on the different choices you make:

 





. Silent Hill Homecoming

Silent Hill has always been a game that has given the player choices within the game. Depending on those choices reveals different objectives, information or special items. Silent Hill homecoming has the option to make multiple choices with the occurring action. However, there is not necessarily a right or wrong decision, but depending on which tangent you follow will change the outcome of the story. Resulting in many ways the game can end and tell it's story. This sort of style encourages players to want to explore to find those hidden features. With new console formats today such as the Xbox or PS3, you are rewarded for your exploration and finding those hidden assets. Rewards such as trophies or gamer points, which tally to your gaming statistics. The more you explore, the more you are rewarded, which in this type of game encourages replay value, so that the player can spend a lot of time looking into all corners of the game and getting those achievements. In modern games you can never really 100% a game unless you have fully explored, most gamers today strive to reach the full 100% completion, So having assets like these in games are also important in that respect.

This reminds me of Zork in a sense of deciding which path to take within the written world. Where should you go? where will it lead you and what could you find different? Although it is appears primitive to that of Silent Hill today, but they're both very similar for that aspect. You play through choice and decision making. Within making those choices reveals rewards that can change how the game plays for you.


Here is a video clip representing the choice making system with the Silent Hill Homecoming game. With this sort of game play style, it actually emphasises the genre of the concept. It can intensifying emotions and the true horror appeal. You don't know what is the right or wrong choice, you have no idea how it will affect you. With this particular game, you are always thinking 'what if'. Curiosity killed the cat after all. That is where the fear and horror of Silent Hill becomes most effective.








. Mass Effect

Mass effect is probably one of the most popular games for it's game play style. It has similar attributes to both that of Fable and Silent Hill Homecoming, however is probably the most effective for changing the events to the story. Within Mass Effect you're always given a choice, in action or just in conversation. Everything decision you make changes the entire route of the story, from the places you go to the people you meet. There are many ways in which you can go within Mass effect, you can act to protect or hurt, but in doing so will come with consequences. Not making the right decisions in some cases can end up bad for you as the player and could potentially damage how you continue to play.

This is also similar to Zork in the sense of having multiple choices to act upon. There is never one direction within the game, there are always different paths to follow or places to explore, depending on where you choose. This is directly shown within the game play of Mass Effect. Everything is down to choice and rewards you more for exploration.




From looking at contemporary games compared to Zork, I find it incredibly interesting how both differ vastly in quality but both have the same important game play asset. Giving the gamer replay value and encouraging them to explore. There is no set story you must abide to, you can make your own choices and depending on how much you explore, rewards you with different information. Whether High Definition graphics or just Interactive text, both games include that all important function of giving their audience more to do.

I also find it particularly interesting how this decision based function is used across multi genres of video games. From Interactive Fiction, RPG, 3rd Person Shooter to Horror. It seems like it is becoming more popular with modern releases. I think this is for that precise reason, of giving gamers more to explore and freedom to make the game anything they want it to be. Just like Zork, Zork was anything the player wanted it to be, for your imagination to run wild. I think giving players the choice to have different routes in the story is probably the most compelling way to tell a story, because it instantly becomes more personal and immersive for the gamer, to have control over the outcome of a story is more exciting than predicting it.


I will keep this in mind for my ideas when I focus on re-imagining Zork. What sort of genre to use and how I will attempt to modernize the game play.



Other examples of exploration in games that are rewarded with and without narrative:



                             . Elder Scrolls Oblivion: Diverse missions depending on skill




                             . Portal: Easter Eggs and hidden achievements




                             . Tomb Raider: Artifacts and hidden achievements




                             . Halo 3: Hidden items, artifacts that earn achievements.







Bibliography:

. www.google.co.uk/images
. www.youtube.com






Monday 3 October 2011

Project 1: Re-imagine: Zork.

 
Zork is a Role Playing game created by 'Infocom' in the late 1970's that's primary focus was to develop story and action through only using text based game play. Many early RPG's used the text type method and very rarely included any form of imagery or graphics. I think the text type method had little graphics at the time was because of the current technology for that specific genre. RPG's usually have quite an in depth story and using imagery to portray that sort of genre, would have taken up a lot of memory, money and time to develop. The console formats it appeared on were, Apple II, Commodore 64, Atari 8-bit family and even it's own console specifically designed for itself, the Z machine.





I quite like the idea of a text type RPG as it gives the player a chance to visualize or imagine a world entirely on their own. Without using any graphics, the player is welcomed to take the text and turn it into anything they want to. How the story develops and as you explore the 'world', you visualize what everything would look like, smell or feel. Zork itself became incredibly popular for that concept, it gave players the chance to make their own game from the text appearing in front of them, the game was anything they wanted it to look like. Although it had a basic story, the way characters or scenes appeared in text were all created in the player's mind, without any knowledge of what they would really look like. Descriptive writing was not really used, so it left a broader gap to let your imagination run wild as the game progressed.


From researching on the Internet, I only managed to find one reliable site that referenced the entire Zork series. Although there isn't really a solid 'Story line' it has all the information of every Zork game made and all the walkthroughs to complete them. I scanned through some titles to get a greater perspective of the concept. Thus far I have been reasonable successful to what Zork actually entails. From reading the website I managed to figure out that the game is about you as the player exploring a world filled with a vast landscape, that varies in terrain. From mountains to underground caverns, you explore and hunt for hidden treasure. The main objective of the game, is to find items to help and fight your way through to get to the treasure and survive the journey. You face an array of enemies and obstacles that try to stop you in your path, but through thorough exploration of the world you can help yourself with appropriate found items, such as swords etc. If you make it out alive with the treasure, you would claim the title as 'Dungeon Master', in fact the game was originally called this, but due to copyright claims from 'Dungeons and Dragons' the game then turned into Zork.

The more I thought about it, the more I liked the idea of a text type RPG acts similar to a book. In fact video games like Zork are called 'Interactive Fiction' where you read text like book, but instead you make the choices in the story. As you do so, you discover different places, new items or treasures depending on where you go and what you do. The story itself is dependant entirely on you, from that you become the most important asset to the game, the main character, the 'Hero'.



The most informative extract about Interactive Fiction I found was on Wikipedia. I have highlighted the parts I believe are what make an IF game affective:

'Interactive fiction, often abbreviated IF, describes software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives and as video games. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only". Graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is text. It can also be used to distinguish the more modern style of such works, focusing on narrative and not necessarily falling into the adventure game genre at all, from the more traditional focus on puzzles'


As previously mentioned I couldn't really find any back story to the game. However, from playing Zork online within the actual 'game play' I was informed of the concept and overall setting. I have highlighted the parts in which I think are most relevant to explaining the concept of the game:


Taken.
Welcome to Zork (originally Dungeon)!

Dungeon is a game of adventure, danger, and low cunning. In it
you will explore some of the most amazing territory ever seen by mortal
man. Hardened adventurers have run screaming from the terrors contained
within
.

In Dungeon, the intrepid explorer delves into the forgotten secrets
of a lost labyrinth deep in the bowels of the earth, searching for
vast treasures long hidden from prying eyes, treasures guarded by
fearsome monsters and diabolical traps!

No DECsystem should be without one!


This information was actually found through picking up the 'leaflet' from a mailbox within the first few steps of playing the game.




After researching the main logistics of Zork, I play tested the game for a while to see first hand how the action unfolded. Although it seemed primitive to me, it did put me into positions were I considered my surroundings more so than a contemporary game. I had to think about my location, what was available to me and how I would progress, A game with graphics would have been more evident as I could have seen the paths to take. This encouraged me to imagine my surroundings and paint a picture of my travels. This sort of technique within the game really appealed to me and made me feel interested in what was going to happen next. I believe this is why Zork as a text adventure succeeded in it's era, and managed to captivate gamers from the generation. Even in our current gaming lifestyle, text based adventures are still played for that focus on imaginative story telling. 



Bibliography:
. http://en.wikipedia.org/wiki/Interactive_fiction [accessed Tuesday 4th Oct 2011]
. http://pot.home.xs4all.nl/infocom/zork1.html [accessed Tuesday 4th Oct 2011]
. http://www.thezorklibrary.com/history/00-resources.html [accessed Tuesday 4th Oct 2011]
. Google Images