Zork I

by Marc Blank and Dave Lebling

Episode 1 of Zork
Zorkian, Cave crawl
1980

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- burtcolk, September 3, 2008

- Wesley (Iowa City, Iowa), September 1, 2008

- Genjar (Finland), August 31, 2008

- Mukeja, August 20, 2008

- schifter (Louisville, KY), August 17, 2008

- The Relentless (Antioch, CA), August 16, 2008

- Anders Hellerup Madsen (Copenhagen, Denmark), July 21, 2008

- Ben Treat (Maine, USA), July 11, 2008

- drh (New York), July 8, 2008

- Nathaniel Kirby (Pennsylvania), June 28, 2008

- Zoltar, June 17, 2008

- Mike Ciul (Philadelphia), June 4, 2008

- reepeecheep (Harare), May 20, 2008

- Mark, May 12, 2008

- TCWT, May 2, 2008

- DrFredEdison (CO, USA), April 17, 2008

- lobespear, March 18, 2008

- paperclypse (Portland, OR), March 14, 2008

- jfpbookworm (Hamburg, New York), February 25, 2008

- Eriorg (Switzerland), February 20, 2008

- incandenza (carrboro, north carolina), January 17, 2008

27 of 30 people found the following review helpful:
A canonical puzzle-fest, January 10, 2008
by Michael Roberts (Seattle, Washington)

Some modern reviewers have said Zork I is dated, and to some extent it is, although not in the usual way that computer games become dated, which is to say technologically. The technology of IF has improved over the years, certainly, but only incrementally; Zork I is, after all, written on basically the same Z-Machine that a lot of authors are still using today. Sure, parsers have gained a few niceties over the years, but the fact is that even the most sophisticated current parser is still an unnatural computer interface that you have to learn to use; Zork's parser is maybe 10% harder to learn than the current standards. Try digging out a video game from last year, let alone one from Zork's era, and see if they hold up as well.

The thing that makes Zork I look dated isn't the technology; it's the genre. Zork is a story-less treasure hunt in a big cave full of wacky incongruities and anachronisms; it's an unapologetic puzzle-fest; it's a slightly unfair, one-sided contest between a smirking author and a frustrated player. This sort of game went of out style years ago (among IF enthusiasts, I mean - the whole of IF went out of style even earlier among the broader gaming population). Some IFers look at it and say, good riddance: this sort of thing went out of style because it was inferior to what IF has evolved into. I tend to disagree; I think this sort of game actually went out of style because it was done to death, in large part by imitators of this very game. Zork I isn't inferior to modern IF; it's just different from modern IF.

The appeal of Zork I is that of a crossword, or of one of those evil little entangled-wire-loop puzzles. And the thing is, Zork has a ton of that kind of appeal. Once you get into the game, it's really good at doling out just enough positive feedback to keep you going, while keeping the challenges numerous and difficult. Maybe you have to have the right personality type, but if you do, it can become an obsession to beat the thing, to get that last lousy point. The game is unfair, but just a little; its designers had a good feel for just how far they could push their luck before players would feel cheated. It's the kind of game you really want to solve on your own, without looking at hints or walkthroughs, because it always feels like the answers are just within reach.

If you're still convinced that modern IF is just objectively superior to the likes of Zork I, here's something to consider. Modern IF dogma ranks immersiveness as one of the great virtues a work can have. Some look at Zork I's sparse room descriptions and irrational map and scoff. But Zork suggests that there's more to immersion than pretty descriptions. For many IFers, Zork I and its ilk have created some of the most intense subjective feelings of immersion they've had from any sort of game, just because they spent so much time walking back and forth and back and forth across the map. The obsessive play, I think, makes up for the thin text, and then some.

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- Knight Errant (USA), January 9, 2008

14 of 26 people found the following review helpful:
Sic Transit..., January 5, 2008
by Victor Gijsbers (The Netherlands)
Related reviews: infocom

Some people here give Zork four or even five stars. These must be people who have played Zork many, many years ago, when players' expectations were lower than they are today--because, to be honest, playing Zork today is not a four or five star experience.

The depth of implementation of this game is just horrific: it doesn't know half of the nouns it uses in the room description, and 80% of the objects it does know have no description. Sometimes, it doesn't even seem to know the objects it has allowed me to discover by taking special actions. In the beginning of the game, you can find a grating beneath a pile of leaves; but when you try to examine it, the game tells you that it knows of no 'gratin'. (Maybe that was I was asking you about a fence-like metal structure, not a French culinary invention, in the first place?) Also, you can find a trap door beneath a rug, but when you try to open it, the game tells you that you see no trap door here. Look, you just described it to me! (You can open the trap door by first removing the rug; but the appropriate error message would be something like "the rug is still on it".)

The prose is nothing to write home about either. You are walking around through rooms with names like "north-south passage", and descriptions which are hardly more interesting. There are MANY rooms, but I would rather have had a couple of interesting ones than dozens that are strung together in some non-obvious way.

If there is a story in this game, I have no found it. You start outside a white house, but are given no clue as to who you are or what you are doing here. You appear to get points for collecting treasure, but even so it would have been good to know why I am collecting treasure and what lured me to the white house in the first place.

But if there is no story, there IS an irritating carry limit; there is random death whenever you walk into a dark place; and there is a maze of the most tiresome kind. (At least you get to know where the "twisty little passages" come from.)

Is that were the pain ends? Not at all--so much is irritating about this game that you could go on for quite some time. What about the fact that you cannot abbreviate "examine" to "x"? Or the fact that the descriptions in this game seem to have been written with the express intention no to help the player? If you try to open the door to the white house, you get the message "This door cannot be opened." Well-why on earth not? Has it been boarded? Glued to the frame? Tell me more! If you try to hit the door, you will find that the game asks you to specify something to hit the door with. Supplying the commonsensical answer that you wish to hit it with yourself results in the game telling you that suicide is not the answer. Apparently, then, the player character is made of glass.

But this is my favourite proof that Infocom didn't do any serious beta testing:

> enter river
You hit your head against the river as you attempt this feat.


I started up Zork about 5 or 6 times, but I've never managed to play it for longer than 15 minutes; it is just too irritating. This game must have aged very badly, given that people thought it was good when it came out. I cannot recommend it to anyone who is not filled with nostalgia at the very mention of the word "Infocom".

Zork gets 2 stars for basic technical competence.

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- oddgrue (California), December 30, 2007


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