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- Players27 ratings

1977 · Infocom · Adventure · Text adventure
Zork
Zork is one of the earliest interactive fiction computer games, with roots drawn from the original genre game, Colossal Cave Adventure. The first version of Zork was written in 1977–1979 using the MDL programming language on a DEC PDP-10 computer.
- Released
- 1 June 1977
- Platforms
- AmigaAmstrad CPCAmstrad PCWApple IIAtari 8-bitAtari ST/STECommodore 16Commodore C64/128/MAXCommodore Plus/4MS-DOSPC-9800 SeriesPDP-10PDP-11PlayStationSega SaturnTRS-80TRS-80 Color ComputerTatung EinsteinmacOS
- Genres
- AdventureText adventure
- Developers
- Infocom
- Publishers
- Commodore Electronics Ltd.Personal SoftwareInfocomSystemSoft
- Modes
- Single-player
- Perspective
- Text
- Themes
- Fantasy
- Engine
- Z-machine
- Languages
- English, Japanese
- Time to beat
- 7.5hmain story12hwith extras
About
Zork is a text adventure game first released in 1977 by developers Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company Infocom, expanded and split the game into three titles—Zork I: The Great Underground Empire, Zork II: The Wizard of Frobozz, and Zork III: The Dungeon Master—which were released commercially for a range of personal computers beginning in 1980. In Zork, the player explores the abandoned Great Underground Empire in search of treasure. The player moves between the game's hundreds of locations and interacts with objects by typing commands in natural language that the game interprets.
The program acts as a narrator, describing the player's location and the results of the player's commands. It has been described as the most famous piece of interactive fiction.
›Story
ZORK takes place in the ruins of an ancient empire lying far underground. You, a dauntless treasure-hunter, are venturing into this dangerous land in search of wealth and adventure.
Many strange tales have been told of the fabulous treasures, exotic creatures and diabolical puzzles in the Great Underground Empire. As an aspiring adventurer, you will undoubtedly want to locate the treasures and deposit them in your trophy case.
You' d better equip yourself with a source of light (for the caverns are dark) and weapons (for some of the inhabitants are unfriendly - especially the thief, a skilled pickpocket and ruthless opponent).
The time is 948 GUE according to the Zork calendar. You are an adventurer, and your journey begins near a white house in a small, self-contained area.
Keywords
- interactive fiction
- treasure hunt
- text adventure
- questing
- second person perspective
- scummvm compatible
Media
The articlegameplay, story, development, reception
Gameplay
Zork is a text-based adventure game wherein the player explores the ruins of the Great Underground Empire. The player types text commands for their character to traverse locations, solve puzzles, and collect treasure. The game has hundreds of locations, each with a name and description, and the player's commands interact with the objects, obstacles, and creatures within them. , "put the lamp and sword in the case").
, "get lamp" works only if a lamp is present). The program acts as a narrator, describing to the player their location and the results of certain actions. If the game does not understand the player's commands, it asks for the player to retype their actions. The program's replies are typically in a sarcastic, conversational tone, much as a Game Master would use in leading players in a tabletop role-playing game.
Story
Most of the setting is established through the game's written descriptions of items and locations, as well as manuals in later game releases. The game is set in a massive cave complex built by the Quendor Empire, which was eventually renamed to the Great Underground Empire by Lord Dimwit Flathead, who spent his reign building massive, largely pointless projects such as an underground dam and the royal museum. The empire's overspending caused it to collapse, and all the residents left. The abandoned empire is the setting of the three episodes of Zork.
Zork I begins with the unnamed player standing in an open field west of a white house. The house leads to an underground area where most of the game takes place. The player must find 19 treasures and store them in a trophy case. In Zork II, the player learns of the royal Flathead family, and meets the Wizard of Frobozz, a once-respected enchanter exiled by Lord Dimwit Flathead when his powers began to fade.
Development
Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling began developing Zork in May 1977. The four were members of the Dynamic Modelling Group, a computer science research division at the Massachusetts Institute of Technology (MIT) Laboratory for Computer Science—Anderson, Blank, and Daniels as students and Lebling as a research staff member. Their work was inspired by Colossal Cave Adventure, a text-based game that is the first well-known example of interactive fiction and the first well-known adventure game. Adventure was immensely popular among the small population of computer users of the time and a big hit at MIT in early 1977. By the end of May, players had managed to completely solve it.
The four programmers began to design a game that would be a "better" text adventure game, with inputs more complex than Adventure's two-word commands and puzzles less obtuse. They believed that their division's MDL programming language would be better suited for processing complex text inputs than the Fortran code used in Adventure. The group was familiar with creating video games: Blank and Anderson had worked on a multiplayer trivia game called Trivia (1976), and Lebling was heavily involved with Maze (1973), a multiplayer first-person shooter and the first 3D first-person game ever made. Lebling first created a natural language input system, or parser, that could process typed two-word instructions.
Reception
Following its 1980 release, Zork I became a bestseller from 1982 through 1985, with 380,000 copies sold by 1986. In its first nine months Personal Software sold 7,500 copies for the TRS-80 and Apple II. Sales ballooned as Infocom began self-publishing the trilogy and the personal computer market expanded. Zork I had sold 38,000 copies by the end of 1982, nearly 100,000 in 1983, and around 150,000 copies in 1984.
Its success outpaced Infocom's later games; Inc. reported in 1983 that Zork I, only one of Infocom's fifteen released titles, composed twenty percent of their annual sales. Zork I sales declined beginning in 1985. The second and third parts of Zork also sold well, though not as highly as the first: more than 170,000 Zork II and 130,000 Zork III copies sold by 1986.
Legacy
Zork has been described as "by far the most famous piece of [interactive fiction]" and "the father figure of the genre". Game historian Matt Barton contended that "to say that Zork is an influential adventure game is like saying the Iliad is an influential poem". Rather than simply influencing games, Barton said it instead showed that the computer could simulate a rich virtual world, and helped lay the foundations of video game concepts around exploring, collecting objects, and overcoming problems. Nick Montfort, in his book on interactive fiction Twisty Little Passages: An Approach to Interactive Fiction (2003), suggested that Zork's legacy and influence lay not in its parser or writing, but in the way it modeled the game world as a complex, dynamic space that the player moved through.
Janet Murray, in Hamlet on the Holodeck (1997), considered this a result of the way the game was programmed compared to other games of the time, with each area, item, and actor modeled as their own object that could act and be acted upon. Historians have argued that Zork, along with Colossal Cave Adventure, influenced the creation of the MUD genre, and through it the more recent massively multiplayer online role-playing game genre.
Releases by platformdates and regions as published
Editions and related releases
- Included in
- The Lost Treasures of InfocomZork TrilogyThe Zork AnthologyZork Classics: Interactive FictionZork Collection
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Collections8 collections
Platform libraries
- Amstrad PCW games
- Commodore 16 gamesGames
- Commodore 16 gamesGames
- Commodore 16 gamesGames
- TRS-80 gamesModel I and III
- TRS-80 gamesModel I and III
- TRS-80 gamesModel I and III
- TRS-80 Color gamesList
- TRS-80 Color gamesList
- TRS-80 Color gamesList
- Sega Saturn gamesGames
- Sega Saturn gamesGames
Genres
- Text-based gamesOn mainframe computers
Licensing
- Commercial games with available source codeGames with available source code
Reception and records
Description adapted from its source, CC BY-SA 4.0.
