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875 lines
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[The following file contains the edited transcript of Part 1 of the GameSIG
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online conference on July 18, 1984 with Michael Berlyn, author of "Cyborg,"
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"Oo-Topos," "Suspended," and "Infidel."]
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(1,Scorpia) The CO is about to start, so everyone settle in. Now, this is how
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we will work it. The first part, Mike will do the talking while we make a list
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of people who would like to ask questions. Once we have the list, we'll go
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down it one person at a time until everyone's had a chance to speak. When it's
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your turn. use the "" at the end of your lines indicating there's more to
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come. When you're finished, use GA for go ahead and no talking out of turn,
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please!. Now that's taken care of. Our special guest, Michael Berlyn! Go
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ahead, Mike!
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(1,Michael Berlyn) I was born of humble beginnings in a log cabin and if I win
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this election, I promise to withhold the truth, justice, and the American Wave!
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But serially, I haven't the slightest idea where to start. I suppose the best
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thing to do would be to give you an idea as to how we write our games at
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Infroboz. <oops>. First, we start with an idea. Lacking that, we go to
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Zayres, K-MART or Macy's to shop for one. Once we have an idea, we work on
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developing some kind of structure, like a plot or a scenario in which to fit
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the idea. Not an easy thing to do, as you'll <hopefully> soon see why. What
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we have to do, essentially, is make sure that enough of the background and the
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environment has been planned out and written before we can actually start to
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write our adventures, or interactive fiction. We try to make the world work in
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a consistent manner. Anyway, if any of you are still out there, I want you to
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know that this is not only a lonely job, typing a monologue, but it's damned
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hard, too! <sympathy?>
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(1,FLASH) <Ahhh!>
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(1,OHMS) We're with you!
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(1,John Switzer) We're with you!
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(1,Ms. Wiz) <handing kleenex to MB>
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(1,Serena) <sniffle>
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(1,PETER V.) <APPLAUSE>
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(1,Rolexian) <awww>
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(1,Michael Berlyn) In any case, once we have a small structure built like a
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series we write our games in a high-level, interpreted language. For those of
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you who know less about programming than I do, for which there shold be a few
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of you, this language allows us, like BASIC, to interrupt what's going on while
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it's running and check out the state of the world. Tough to do when writing
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and running something like assembly or compiled Pascal!. So, once we have a
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background, we start to people it, fill in some of the details in small areas.
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We could start with something like Infidel, which I could use as an example,
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which is Scorp's fave rave. When I started to write Infidel, there was no
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tent. As a matter of fact, I started writing the thing at the ending. Yes, I
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started writing at the last set of rooms. So, if you look at something like
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ZORK, which I didn't write, <applause> you can see the same kind of thing
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happening. The whole thing started with the white house. There was no kitchen
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table, no bag smelling of hot peppers, and DEFINITELY no garlic! Those things
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were added after the environment. Once the environment was written, and some
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objects were added, the game was well on its way. Unfortunately, objects and
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environments tend to "interact" with each other. Give something the wrong
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characteristics, like Dave Lebling did in STARCROSS, and you get a situation
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like this: Next time you play, go into the lab and type BEAM, OUT. Well,
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because Dave had given the beam the quality of being a person, it could be
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talked to and directed!. So, when someone said they shut off the beam in the
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projector by typing BEAM, OUT, we knew what had happened. Dave had
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accidentally given the beam "human" qualities. This is the kind of insanity~r
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that shows up after the }ifact. Since the programs we write are usually 1
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megabyte of code, give or take a couple thousand K, mistakes like that tend to
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get made. We all have made similar and worse mistakes when writing these
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games. But we're lucky in that the system we use to write them is fairly
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intelligent aboxDut ~rthe "background" universe. For example, when I wrote
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Infidel I didn't have to "program" what it meant to look around a room. The
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game system automatically knew what look meant, and how to do it. It also knew
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that if there was no light there, that you couldn't see. The amount of
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background knowledge this game-writing system has is pretty huge. And it
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really impressed me when I first started working with it. Remember this --
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when I started with Infocom, I had written 2 text adventures, OO-TOPOS and
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CYBORG, and had to write them from scratch. And that was a painful,
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time-killing experience. <and worse for those who played them, too!>. Had
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enuf yet?
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(1,Capt.<From CB>Video) More, More!
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(1,E.J. Evans) <clap, clap>
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(1,Rolexian) Encore, s'il vous plait!
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(1,Michael Berlyn) Asleep yet?
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(1,Serena) Go on!
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(1,FLASH) Especially secret stuff!!!
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(1,Mike M.) <applause>
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(1,Michael Berlyn) Okey dokey.
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(1,Capt.<From CB>Video) Give us "THE ANSWERS!"
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(1,Michael Berlyn) As far as answers are concerned, there's always the GameSIG
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and the ARCHIVES!
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(1,Nightie) <hey, hey!>
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(1,Henry Cohen--EG MAG) Keep it coming Mike, you're a lot more interesting than
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Gary Hart.
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(1,Michael Berlyn) I'll rant for a few more minutes and then turn it over for a
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break (my fingers!). Okey. So here are the secret tips to program an Infocom
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game. We sit in this little room, huddled around a TRS-80 Mod 1 and use a
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time-sharing system. <hehehehehehe>. We all try to make our games as complete
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as possible, but of course we run out of: 1) Room, 2) Patience, and 3) Sanity
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long beofre any game is truly finished. We sort of have to abandon them like
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an artist does a painting.. I'm sure you've all heard about the way an artist
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finishes a painting. He just puts his brush down one day and says "done"
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whether it's done or not. Once the games are written in this high-level
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language, we run them through a compiler. The compiler produces an
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assembly-language program that looks like no other assembly language in the
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world. Part of that is due to our having written the assembler. Another part
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is due to the fact that everything gets compressed at that level. Once that
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happens, there's no way of stopping the game to debug it. We have to go back
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to the high-level sources <if any of you have used Pascal, you know what I
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mean>, and debug there. Once we have a "debugged" version of the game, it is
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then shipped to all the micros. Until this point, we haven't touched a micro.
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<Much to my chagrin. I love the little beasties>. The game is then played on
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the micros for specific machine bugs and then shipped out if all is okay. But
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"ALL IS OKAY" is a relative state. Since the games are so complex, and almost
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"self-modifying," there's no way of truly testing EVERYthing. We do our best,
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and have a bunch of "in-house" game testers constantly beating their fingers
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against the keyboards, and then we send the game out for 2 rounds of outside
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testing. Once this is done, for us to make a revision in any part of the game
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requires our going through the entire testing procedure again. Not a lot of
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fun. Who said playing games all the time was fun? Just ask our
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testers!!!!!!!! The high-level language lets you write games more easily than
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most other languages since the language was written for exactly that purpose.
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We call it ZIL, for Zork Implementation Language. Cute? Anyway, the language
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doesn't make you do tiring programming tasks like declare variables. It takes
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care of that for you. Like when I was writing SUSPENDED, I said to Marc Blank,
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"Wait a minute! This line exceeds 40 characters! What's going to happen when
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I see this thing printed out on a 64 character line and on a 40 character line
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and an 80?" And he said, "Don't worry about it. That's the language's
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problem." That's the kind of power you need to write truly complex games.
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Break.
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(1,Scorpia) While Mike soaks his fingers We will take a list of questioners.
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ONE question per person!. Now, all those who want to be on the list just type
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a couple of ???.
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[The long list of questioners was made at this point.]
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(1,Scorpia) You're on Flash.
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(1,FLASH) Thank you Scorpia, and thank YOU Mike for being here. Like everybody
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else, I have a million questions, but I'll sneak in two. 1. What are you
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working on now? 2. Will Infocom be writing any games that occupy several disk
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sides? Something really **LENGTHY**! GA
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(1,Michael Berlyn) Well, thanks for having me! This is a real treat for me.
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And now, on to the answers. I am working on the answer to your second
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question. What I mean by that is I have just finished designing a new "Tale of
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Adventure" called CUTTHROAT <cutethroat, I call it>. I didn't have to do the
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programming on that one, since I'm working very hard on 2 research projects.
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One of them is the answer to your second question. I can't tell you a lot
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about it, but it WILL be about 20 times the size of anything you've ever
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played, will be 100 times smarter than anything you've ever played, and will
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drive me crazy! Okay?
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(1,FLASH) Thank you. I'm looking forward to it. GA
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(1,Scorpia) Ok, Rolexian is next.
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(1,Rolexian) Two quickies (if I can sneak in as well). 1. How do you gather
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the vocab for the games? (600+???) GA
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(1,Michael Berlyn) I don't know what you mean by "gather."
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(1,Rolexian) Well, you aren't just typing in Websters, certainly. All right,
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it's a shaky question, just how do you decide which nouns/verbs to use?
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(1,Michael Berlyn) Okay. I know what you mean. Anything you run across in one
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of our games has got to have a name, or you couldn't type in "PICK UP THE
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FOO!". For every foo, there's a vocabulary word. Sometimes there can be
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synonyms for FOO, and sometimes the FOO will have adjectives. All these count.
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In addition, the verbs and their synonyms count, too. GA for #2.
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(1,Rolexian) 2. I don't suppose you guys would be able to create a HOME
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version of your ZIL language? GA
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(1,Michael Berlyn) Not a chance. We run it on a DEC 20/60. And for those of
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you who haven't seen one, I recommend taking a few steps back. Two of them
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fill a large room!
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(1,Rolexian) <Not even a scaled-down version?> Awww, oh well.
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(1,Scorpia) GA, OR WIZ.
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(1,OR WIZ) This is a sticky question. I am tired of swapping disks on my IBM
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XT. How do I load my game disks to the hard disk? GA
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(1,Michael Berlyn) I don't think it can be done, OR WIZ. Sorry.
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(1,Scorpia) GA Joe.
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(1,Joe) Mike, you said the system takes a lot of the tedium out of programming.
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Do you see yourself as more of a writer than a programmer? GA
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(1,Michael Berlyn) Well, the system does take a lot of the tedium out but!
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It's still primarily a programming task. I'd say about 70% of a 10 month
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period is spent doing nothing more than programming and debugging. WITHOUT the
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system, we'd be talking about 5 years of work for 1 game! GA
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(1,Joe) You seem to have done a lot of backround creative work on Infidel,
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though. Did you ever get the urge to put the story down as a book rather than
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a game?
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(1,Michael Berlyn) No. Not a chance. I have 3 books published, 2 by Bantam
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and 1 by ACE books, and a fourth one on the way soon. I started out as a
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novelist, and I hope to some day write my fifth book! GA
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(1,Scorpia) GA Dennis.
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(1,D.Brothers) (Thanks for the disk -- blew away any chance of getting a MacTEP
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update out this week!). Seriously, any resolution on the Great Mac Disk
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Shortage? Don't see any of your Mac stuff in stores around here yet. GA
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(1,Michael Berlyn) The disk shortage is that only when you perceive it that
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way. We are having little problem getting disks, but we're ordering a
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tremendous quantity of them. I hesitate to say how many, but it's in the tens
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of thousands. <that's Mac Disks for those of you who don't know>. And it was
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a real pleasure meeting you. Please give me a call tomorrow, okey? GA
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(1,D.Brothers) Will do -- caught your msg on MAUG. ga
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(1,Michael Berlyn) Thnx. Speak to you soon, then. GA
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(1,Scorpia) Kip Degraaf is next.
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(1,Kip DeGraaf) Being a new person to Infocom software, could you tell me two
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things? 1. Could you give some basic starting tips to Suspended
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(1,Michael Berlyn) Boot the disk. GA
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(1,Nightie) Kip, check the first part of the SUSPENDED walkthru in the GameSIG
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Archives.
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(1,Kip DeGraaf) OK then, 2. What makes the Impossible setting Impossible?
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(1,Michael Berlyn) The impossible setting can NEVER be won.
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(1,Kip DeGraaf) Whoa, Mike. Why can't it be won? I ask for just a little
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clarifaction
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(1,Michael Berlyn) It can't be won because it's *IMPOSSIBLE!!!*
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(1,Kip DeGraaf) OK, I give. Thanks for being here Mike. GA
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(1,Michael Berlyn) You're welcome. Face it.
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(1,Scorpia) Go ahead, Patricia
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(1,PATRICIA) 1. HOW ARE YOUR GAME TESTERS CHOSEN? 2. HOW IMPORTANT TO THE
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ACTUAL GAME PLAYING IS THE BACKGROUND STORY SUPPLIED WITH THE PACKAGE? GA
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(1,Michael Berlyn) 1. Game testers are chosen for their insanity. and the
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package elements on some games are as important as the game itself. GA
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(1,Scorpia) Mike M. is next.
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(1,Mike M.) Mike, how many people are working on games at any given time? GA
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(1,Michael Berlyn) There's quite a few people working at Infocom right now.
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About 67, give or take a few. We have 5 testers, 6 game writers, a bunch of
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people developing business products, and 2 research groups, one of which I
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head. GA
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(1,Mike M.) Thank you Mike. Good nite all. GA
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(1,Scorpia) GA Gail.
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(1,GAIL COMER) What does Infocom have in store for us in the near future? Zork
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IV? ga
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(1,Michael Berlyn) If you've seen Enchanter, you've seen Zork 4. If you've
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seen Sorceror, you've seen Zork 5.
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(1,GAIL COMER) What about the sequel to Sorcerer? ga
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(1,Michael Berlyn) There will be a Zork 6, whose name is currently unknown. GA
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(1,Scorpia) GA Peter.
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(1,GAIL COMER) Anything else coming out soon?
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(1,PETER V.) WHY DOES IT SEEM THAT THE ANSWERS TO SOME QUESTIONS ARE SO
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ROUND-ABOUT? GA
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(1,Michael Berlyn) Well, to start with, we're coming out <for GAIL> with
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Cutthroats, a new murder mystery. and Hitchhiker's Guide to the Galaxy this
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fall. Now, as far as why some answers to questions are round-about, which
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questions do you mean?
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(1,PETER V.) LOOKING. I CAN'T FIND IT AT THE MOMENT! BUT I MEAN THAT INSTEAD
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OF SAYING DO THIS YOU MUST GO THROUGH A WHOLE SERIES OF STEPS TO DO IT. LIKE
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LIGHTING THE CANDLE TO ENTER HADES. GA
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(1,Michael Berlyn) Peter, that is the way of living. It is what we call
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"granularity" and it measures the tiny steps you must go through to accomplish
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anything in life or in a game. In our current games, since they were all based
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on Spelunking <exploring caves> they are naturally very grainy. They may not
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be like that in the future, though. I hope that answers your question. We do
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it by choice, habit, and tradition only. GA
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(1,Scorpia) GA Connie.
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(1,Connie) Mike, my ears perked up when you spoke of unexpected interaction
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within the game. Could you give us some examples of this to check out that are
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humorous? GA
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(1,Michael Berlyn) Well, the best thing I can do is tell you about the aquarium
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that exists in one of the Zorks. You used to be able to say AQUARIUM, FOLLOW
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ME and it would! There are a lot of other things like that, but some of the
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fun is in finding them yourself, no? Just try anything that comes into your
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head -- treat tables like people, treat people like containers, treat
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containers like doors, try going through containers, and anything else that
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sounds ridiculous. IT MAY WORK! GA
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(1,Scorpia) GA Bruce.
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(1,b.c.) Any neat bugs in Sorcerer? GA
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(1,Michael Berlyn) I'm sure there are, but why should I spoil your fun by
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telling you what they are? GA
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(1,b.c.) Graphics in the future? GA
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(1,Michael Berlyn) Maybe. All I can say is that there will never be graphics
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in an Infocom interactive fiction text adventure style game. If we do
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graphics, it won't be in a graphics adventure. I guarantee it. GA
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(1,Scorpia) GA Tom.
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(1,Tom Carbone) Mike, could you break down the amount of time you spend
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designing vs. coding vs. playtesting your programs? GA
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(1,Michael Berlyn) Sure, that's easy. We spend the first month designing the
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basic ideas. Next 2 months are coding and designing. Last <4th> month is pure
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coding. 2 months for debugging. Playtesters get it then, and IN COME THE BUG
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REPORTS!!! The rest of our waking hours are spent going over the code
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exterminating 6-legged creatures. GA
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(1,Tom Carbone) Thanks. GA
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(1,Scorpia) The Adventurer is next.
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(1,'THE' ADVENTURER) WHAT DOES "**766 GUE**" MEAN ON THE VAULT!!??
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(1,Michael Berlyn) GUE stands for Great Underground Empire. GA
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(1,'THE' ADVENTURER) WHERE DID INFOCOM COME UP WITH THE NAMES: ZORK & FROBOZZ?
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GA
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(1,Michael Berlyn) There were a lot of nonsense words floating around the MIT
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lab for Computer Science when ZORK was written, and that was one of them. It
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was Marc's word, so they used it. Frobozz is a variation of FOOBAR, which is
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the old army term F>U>B>A>R. GA
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(1,Scorpia) Sandi is next.
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(1,sandi jones) Thank you so much for the hours of enjoyment you have given all
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of us. One request. Please include more deciphering. Loved it. ga
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(1,Michael Berlyn) It was truly my pleasure. Deciphering? Of what, pray tell?
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(1,Oct) Deciphering, e.g., hieroglyphs.
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(1,sandi jones) Right. Also do you ever answer your fan mail? ga
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(1,Michael Berlyn) Oh, like =@ being a tennis racquet. Every piece of mail I
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get that's not "I have this program to sell to you," I answer. I like getting
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mail! GA
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(1,sandi jones) I wrote but got no reply yet. Will watch my mail box. ga
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(1,Michael Berlyn) To me? GA
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(1,sandi jones) Yes.
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(1,Michael Berlyn) If it was addressed to me, I never saw it! Sometimes, when
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the marketeers are quick, they gobble up the mail and I never see it! Send all
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letters to ME! THNX! GA
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(1,sandi jones) I will try again. ga
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(1,Scorpia) Shannon is next.
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(1,Shannon Donovan) Hello, Mr. Berlyn, and thanks for taking the time to talk
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to us. First, this may be a personal question (what are we here for!!!) but
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how much do you make per game? GA
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(1,Michael Berlyn) Well, I was waiting for this one. It is a bit personal, but
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I will answer it as I answer everything I can.
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(1,Shannon Donovan) Thanks!
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(1,Michael Berlyn) But first, you're welcome. It's really a pleasure to do
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this. I make the same amount of money on each of my games as anyone who works
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at Infocom. We do not get royalties, nor are we paid by the number of games
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sold. I am on a salary and that's all! GA
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(1,Shannon Donovan) Very clever answering. (I feel cheated!) Anyway one more,
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which computer version sells the most? GA
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(1,Michael Berlyn) APPLE, and right now, APPLE MAC are the hot ones but ATARI
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and IBM are close to APPLE. Sorry you feel cheated, but it's the truth. I am
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on salary, as are all the game writers. GA
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||
|
||
(1,Shannon Donovan) No I was just kidding, please don't take offense but I
|
||
wanted a money figure. GA
|
||
|
||
(1,Scorpia) GA OHMS.
|
||
|
||
(1,OHMS) Mike, tell all the guys that this is one player who really appreciates
|
||
the Python references. My question is: How extensively has an "official"
|
||
GUE-Frobozz background been worked out at infocom? GA
|
||
|
||
(1,Michael Berlyn) Well, Crazy Steve Meretzky worked it all out pretty neatly
|
||
and you'll see it when the new repackaged games come out. ZORK will come out
|
||
in a new package, and part of that will be a history of the GUE. GA
|
||
|
||
(1,Scorpia) EJ, are you with us??
|
||
|
||
(1,E.J. Evans) Yes! Mike, In ZORK III, are there any clues on what to do
|
||
after all 7 points are gained? GA
|
||
|
||
(1,Michael Berlyn) YES. There are clues. But I'm not gonna tell you. You
|
||
have the Archives here to help you on that account, E.J. GA
|
||
|
||
(1,E.J. Evans) I have not heard of these "archives," could you explain,
|
||
please?
|
||
|
||
(1,Nightie) <GO GSA, E.J.>.
|
||
|
||
(1,Nightie) Check the "Hints" section and/or the "Walkthrus" section there.
|
||
|
||
(1,Michael Berlyn) There's a whole world out there waiting to be discovered,
|
||
E.J. Thanks!
|
||
|
||
(1,Scorpia) Daredevil is next.
|
||
|
||
(1,DAREDEVIL) OKI HAVE TWO QUESTIONS. FIRST, HOW WOULD I GO ABOUT BECOMING A
|
||
PLAYTESTER?
|
||
|
||
(1,Michael Berlyn) DD, becoming a playtester is easy. Have you ever been
|
||
institutionalized? GA
|
||
|
||
(1,DAREDEVIL) I DON'T THINK SO (WHAT DO YOU MEAN?).
|
||
|
||
(1,'THE' ADVENTURER) PUT IN AN INSANE ASYLUM!!!
|
||
|
||
(1,DAREDEVIL) OHTHEN I HAVEN'T. NOT RECENTLY. WHY?
|
||
|
||
(1,Michael Berlyn) I mean, once you've been inside a mental institution, you're
|
||
halfway there. To work for Infokom and be a gametester you have to 1. Live in
|
||
or near Cambridge, Mass., 2. Have a few serious mental problems <like
|
||
masochism>, and 3. Be nuts!.
|
||
|
||
(1,DAREDEVIL) OKI LIVE IN CONNECTICUT AND THE REST IS EASY.
|
||
|
||
(1,Michael Berlyn) But if you're talking about becoming and "outside" tester
|
||
send a letter to HOLLYWOOD DAVE ANDERSON, INFOCOM 55 WHEELER STREET CAMBRIDGE,
|
||
MA 02148 and tell him you're nuts and want to test our games. GA
|
||
|
||
(1,Nightie) <He's gonna love you for that, Mike.>
|
||
|
||
(1,Michael Berlyn) <I hope so!>
|
||
|
||
(1,DAREDEVIL) OKNEXTWHAT EDUCATION DID YOU HAVE TO BECOME A PROGRAMMER?
|
||
|
||
(1,Michael Berlyn) I have a B.A. in humanities and took a BASIC programming
|
||
class in college. The rest I taught myself. GA
|
||
|
||
(1,Scorpia) GA Max.
|
||
|
||
(1,max) The Wall Street Journal article had very kind words for Infocom. It
|
||
mentioned some business software. Would you care to hint at what may be in
|
||
store? GA
|
||
|
||
(1,Michael Berlyn) Sure. Though hinting at is about all I'm allowed to do.
|
||
Let's put it this way. We write games that know something about the kinds of
|
||
games they are and about the kinds of things that go on in the background.
|
||
They're "aware" to a minor degree, and they "know about" things. Well, our
|
||
business products are going to "know about" things. Let's say we were doing a
|
||
database, as an example. Our database would have to "know about" data, and
|
||
what a data base really is, and be "smart". Unfortunately, you'll have to wait
|
||
a few months to see what it is. GA
|
||
|
||
(1,max) Thanks. That's more than showed in the WSJ. Also, who is the attorney
|
||
that you sued to get the rights to Hitchhiker to the Galaxy? GA
|
||
|
||
(1,Michael Berlyn) We sued no one, have never sued anyone, and don't plan on
|
||
suing anyone either.
|
||
|
||
(1,max) That's not "sued," that's "used!"
|
||
|
||
(1,Michael Berlyn) <oops!> Lemme step back for a moment. I'm not sure what
|
||
attorney we used with Douglas Adams, but almost all negotiations were done with
|
||
him, in person, while he was writing the game and his agent even approved of
|
||
the venture! GA
|
||
|
||
(1,max) Thanks. ga
|
||
|
||
(1,Scorpia) Nightie, GA.
|
||
|
||
(1,Nightie) Mike, I've been fooling around with SEASTALKER and saw an
|
||
interesting little message in there yesterday. After Commander Bly mentioned a
|
||
"lab assistant," I asked "Tell me about the lab assistant.". The response from
|
||
the program was: "Foo!! This is a bug!".
|
||
|
||
(1,Michael Berlyn) <HEHEHEHEHEHEHEHEhehehehehehe>
|
||
|
||
(1,Nightie) Seems as if you folks like that "f" word a lot. So, is that
|
||
*really* supposed to be there? GA
|
||
|
||
(1,Michael Berlyn) The Foo word is our favorite. If you look in suspenders
|
||
<SUSPENDED>, you'll see all of our fave words like MUMBLE. It's supposed to be
|
||
there so the program won't crash, but it is a real bug. That's something you
|
||
should report to Stu, the person responsible. All the NASTY words are in
|
||
suspenders. FOOBAR, MUMBLE, BLETCH, and a few more. They're on the 10
|
||
circles. The computer generates them randomly, picking the first syllable from
|
||
one group, the second from another, which gave us our REAL *REAL* favorite:
|
||
<are you ready?> FOOBLE! GA
|
||
|
||
(1,Nightie) <aaarrrgggghhhh>
|
||
|
||
(1,Michael Berlyn) <serves you right for asking!>
|
||
|
||
(1,'THE' ADVENTURER) <YEEECH!!>
|
||
|
||
(1,Scorpia) I like it.
|
||
|
||
(1,Nightie) Thanks, Mike, will report to Stu on this one. GA
|
||
|
||
(1,Scorpia) Now, it's my turn. However, before we get to the main event I have
|
||
a comment/question about the names of The Infocom games. Notably, they are all
|
||
one word titles. Is that deliberate, and if so, why? GA
|
||
|
||
(1,Michael Berlyn) Yes, it isn't deliberate. And we work very hard to not keep
|
||
it that way.
|
||
|
||
(1,Scorpia) Er, try that again Michael?
|
||
|
||
(1,Nightie) <multiple negatives!>
|
||
|
||
(1,Michael Berlyn) Well, first there was ZORK then there was ZORK II. Now, if
|
||
that's not a 2-word title, I don't know what is! GA
|
||
|
||
(1,Oct) That's a 2-word title, but not two words.
|
||
|
||
(1,Scorpia) Mike, you're fudging on that!
|
||
|
||
(1,Nightie) <Infoquirk humor>
|
||
|
||
(1,Michael Berlyn) Okay, okay.
|
||
|
||
(1,Rolexian) <Well, they are doing Hitchhikers.>
|
||
|
||
(1,Michael Berlyn) I'll fess up. Yes, we sort of try to keep the title to 1
|
||
word when possible, but as Rolex said, we ARE doing HHGT THE GALAXY so there
|
||
goes your complaining and whining!!! GA
|
||
|
||
(1,Nightie) <snicker>
|
||
|
||
(1,Scorpia) You'll probably just call it "Hitchhiker."
|
||
|
||
(1,Rolexian) Douglas Adams would kill them if they did, Scorp!
|
||
|
||
(1,Scorpia) Anyway, now we go on to the REAL THING. Mike knew this was coming.
|
||
<I warned him about it!>.
|
||
|
||
(1,Rolexian) it's the REEEEAL THIIING!
|
||
|
||
(1,Nightie) Coca Cola!
|
||
|
||
(1,'THE' ADVENTURER) <DRUM ROLLLLLLS!!>
|
||
|
||
(1,Scorpia) If you were here earlier, you saw his comments Regarding myself and
|
||
Infidel. Now, I did not like Infidel. I did not like the premise of the story
|
||
|
||
(1,Michael Berlyn) <poor taste>
|
||
|
||
(1,Scorpia) I did not like the main character I did not like the ending. I
|
||
felt it was a poor choice to have a characetr like that in an Infocom game,
|
||
since, after all regardless of the main character in the story *I* am the one
|
||
who is really playing the game really solving the puzzles. The character is
|
||
merely a shell, and after going thru the game, I resent getting killed. GA
|
||
|
||
(1,Rolexian) Other than that, she liked it.
|
||
|
||
(1,Michael Berlyn) GA for what? What do you want me to do? I can't make you
|
||
like something you don't like I can't make you appreciate something that you
|
||
don't think is there. I will tell you this, though You are being very
|
||
narrow-minded about what you think an Infocom game is. It doesn't HAVE to be
|
||
the way you said and you don't have to think that in *EVERY* game you play,
|
||
that YOU're the main character. But there's more
|
||
|
||
(1,GAIL COMER) Why did you end the game like that?
|
||
|
||
(1,Michael Berlyn) I mean, I'm a writer. I write all kinds of things. I'll
|
||
get to ending when it's time to talk about it. Lemme first tackle the other
|
||
points raised. A question for you: Yes or No, Scorp Have you ever read a
|
||
book, seen a TV program, seen a movie where the main character wasn't someone
|
||
you liked, someone you'd rather not be? GA
|
||
|
||
(1,Scorpia) Certainly.
|
||
|
||
(1,Michael Berlyn) Okay. Then that's fair. If you look at these games as
|
||
shells for you to occupy and nothing more, like an RPG then you're missing the
|
||
experience, or at least part of the potential experience. If you had read the
|
||
journal and the letter before hand I would have hoped you would have understood
|
||
just what was going on in the gamewho you were, why you were playing that kind
|
||
of character. Adventures are so so STERILE!. That's the word. And I want
|
||
very much to make them an unsterile experience. It's what I work for and it's
|
||
my goal. Otherwise, why not just read Tom Swifts and Nancy Drews and the Hardy
|
||
Boys? GA
|
||
|
||
(1,Oct) May I comment on the Infidel protagonist?
|
||
|
||
(1,Scorpia) Go ahead Oct.
|
||
|
||
(1,Michael Berlyn) Sure, Oct.
|
||
|
||
(1,Oct) As far as I know (through about 8 games that I've played) Infidel is
|
||
the only one that creates a role (in the sense of personality) for the
|
||
protagonist-player. A worthwhile experiment, but I somewhat agree with Scorp
|
||
that it wasn't completely successful. The problem is that a game provides a
|
||
simulated world for the protagonist and just as in life the player must do
|
||
intelligent things to "succeed" (in the sense of surviving, making progress).
|
||
If the role includes stupidity or bullheadedness, then the player will not make
|
||
progress, which in the context of the game means not being able to continue
|
||
playing. Further, the excellence of the Infocom games is in their
|
||
world-simulation, but simulating a personality for the *player* is not really
|
||
provided for in the basic design, the fundamental interaction between game and
|
||
player. I feel I've not articulated too well, but there's a point in there
|
||
somewhere! GA
|
||
|
||
(1,Michael Berlyn) I never claimed the protagonist works in Infidel. I only
|
||
claim that it had to be tried and so it was. There are a lot of personal
|
||
reasons for my disgust <I hate the game, myself> over the whole Infidel
|
||
project, but none of it had to do with the protagonist/ending problems the game
|
||
has. Let me put it to you this way: Like anyone who produces things or
|
||
provides a service -- you put it out there and you take a chance. You wait for
|
||
the smoke to clear and then you listen to people like yourselves talking about
|
||
whether the experiment succeeded or failed and I could have told you it might
|
||
have gone either way when I was writing it. There was just no way to know. GA
|
||
|
||
(1,Oct) I think I can better summarize the problem with roles, now. Ok?
|
||
(1,Michael Berlyn) GA, Oct.
|
||
|
||
(1,Oct) If you give the player a role, as in the set-up (the journal) and s/he
|
||
wants to view him/herself that wayok. The problem is that the only way that
|
||
can be effectively represented is in how the other actors in the game
|
||
view/respond to the player. If you try to implement it by saying "You now do
|
||
this," you've violated a basic premise, namely that *I* decide what I want to
|
||
do (whether in a role or otherwise). "You now do this" just isn't part of the
|
||
game! GA
|
||
|
||
(1,Michael Berlyn) I agree <applause>. Some of the problems I faced in this
|
||
game are What kind of a human being would even WANT to ransack a national
|
||
shrine like a pyramid?. And once I asked myself that question, I was sunk and
|
||
there was no turning back. It wasn't even a game I wanted to write. I got off
|
||
on it by putting in all the weirdness, the 'glyphs, the mirages, the
|
||
descriptions but I've learned from the experience. Marc once said to me, "This
|
||
is the only business where you get to experiment and people really give you
|
||
feedback." He was right. And I appreciate it. GA
|
||
|
||
(1,Nightie) *We* appreciate your coming to hear our feedback!
|
||
|
||
(1,Scorpia) <See? That wasn't so bad after all!>
|
||
|
||
(1,Rolexian) Painless.
|
||
|
||
(1,Michael Berlyn) <Yeah? Then what's that knife doing in my kidneys?>
|
||
|
||
(1,D.Brothers) Examine knife.
|
||
|
||
(1,Scorpia) <Thats not a knife, it's a stinger.>
|
||
|
||
(1,Rolexian) Well, I see we forgot the anesthesia with the painless operation.
|
||
|
||
(1,Scorpia) <And thereby hangs a tail.>
|
||
|
||
(1,Nightie) <yeecchh>
|
||
|
||
(1,Michael Berlyn) <whimper!>
|
||
|
||
(1,Scorpia) Awwwwwwww!!!!!
|
||
|
||
(1,Rolexian) I wonder what THIS conversation is leading to!?
|
||
|
||
(1,Scorpia) Ok. Mike, any last minute remarks?
|
||
|
||
(1,Michael Berlyn) Well, we can "unformalize" this now, if u wanna.
|
||
|
||
(1,Rolexian) NO! NOT THAT!
|
||
|
||
(1,Michael Berlyn) Yeah.
|
||
|
||
(1,Nightie) Adventurer has a question.
|
||
|
||
(1,'THE' ADVENTURER) YOU SAID SOMETHING ABOUT A MULTI-SIDED GAME. IS THIS
|
||
GOING TO UTILIZE 2 DRIVES OR WILL WE HAVE TO SWAP DISKS? GA
|
||
|
||
(1,Michael Berlyn) We haven't the foggiest. As of right now, about the only
|
||
thing we know for sure is that it is breaking every rule ever written about
|
||
adventuring. GA
|
||
|
||
(1,'THE' ADVENTURER) THANK YOU MIKE!!
|
||
|
||
(1,Michael Berlyn) Welcome!
|
||
|
||
(1,Rolexian) I thought Infidel already broke those rules!
|
||
|
||
(1,Shannon Donovan) I have a quicky.
|
||
|
||
(1,Oct) The current interpreter architecture limits game programs to 128 KB.
|
||
|
||
(1,Michael Berlyn) Always time for a quickie.
|
||
|
||
(1,Nightie) <smirk>
|
||
|
||
(1,Scorpia) GA Shannon.
|
||
|
||
(1,Shannon Donovan) I have played both the C-64 and TRS-80 versions of Infidel
|
||
and was wondering when you end the game on the C-64 version (in any manner like
|
||
quit, etc.) you just stop the program, and there is no way to return to Basic
|
||
without rebooting the computer. But in the TRS-80 version, it returns you to
|
||
DOS??
|
||
|
||
(1,Michael Berlyn) Sure. That's an easy one. Our games are really 2 things:
|
||
an interpreter, which emulates a virtual "software" machine, and a game file
|
||
which is the exact same no matter what machine it's running on since it's a
|
||
virtual machine game file. The interpreters are written differently on every
|
||
machine, and by different programmers. So, the person who wrote the C-64
|
||
version probably just didn't feel like having the interpreter finish in a nice,
|
||
smooth, polished way. GA
|
||
|
||
(1,Oct) Maybe TRS interpreter runs under DOS but C64 runs standalone.
|
||
|
||
(1,Shannon Donovan) Thanks again for the time and sorry for the longy!!
|
||
|
||
(1,CRAIG) QUESTION!
|
||
|
||
(1,Scorpia) GA Craig.
|
||
|
||
(1,CRAIG) I HAVE WRITTEN A GAME WITH ALL THE PUZZLES, PROBLEMS, ETC, ONLY ON
|
||
PAPER MIND YOU AND HOW WOULD I BRING IT TO INFOCOM'S ATTENTION. OR WOULD THEY
|
||
BE INTERESTED? GA
|
||
|
||
(1,Rolexian) <try a flare, that ought to attract their attention>
|
||
|
||
(1,Michael Berlyn) <with kid gloves> Well, lemme see we don't accept outside
|
||
submissions from *ANYONE* because we don't have any way of dealing with
|
||
royalties, payments, etc. There are other problems involved, like I have 30 or
|
||
40 games I wanna write myself and there's only one of me, one of Marc, one of
|
||
Steve, so who's gonna write it? We can't let you use our development system
|
||
since it's all we have. So you see the position we're in? GA
|
||
|
||
(1,CRAIG) CLEAR ENOUGH. JUST CLEAR ENOUGH. DOES THERE HAVE TO BE ROYALTIES?
|
||
|
||
(1,Michael Berlyn) Well, you wanna get paid, don't you?
|
||
|
||
(1,Oct) Craig: No outside submissions, period. (I've been down this route.)
|
||
|
||
(1,CRAIG) THANK YOU.
|
||
|
||
(1,sandi jones) ??
|
||
|
||
(1,Michael Berlyn) GA Sandi.
|
||
|
||
(1,sandi jones) I had heard that Seastalker was to be an easier game. Not for
|
||
me but my son. ga
|
||
|
||
(1,Michael Berlyn) It is. Ask Nightie, who's played it and she'll give you a
|
||
more objective view than I could.
|
||
|
||
(1,Nightie) Sandi, highly recommended for new adventurers.
|
||
|
||
(1,Oct) How about old adventurers?
|
||
|
||
(1,'THE' ADVENTURER) <OR MIDDLE-AGED ADVENTURERS!>
|
||
|
||
(1,Rolexian) Or ordinary adventurers with about $50 to get rid of.
|
||
|
||
(1,Nightie) much too easy. It's an intro game with lots of clues
|
||
throughout to help you along.>
|
||
|
||
(1,sandi jones) Did you do it?
|
||
|
||
(1,Michael Berlyn) Nope. Infocom did it, and it was written by Stu Galley,
|
||
author of Witness.
|
||
|
||
(1,sandi jones) Thanks. Good nightI enjoyed it.
|
||
|
||
(1,CRAIG) WE NEED SOMETHING TO TIDE US OVER!
|
||
|
||
(1,Michael Berlyn) nyet swat
|
||
|
||
(1,'THE' ADVENTURER) HEY MIKE! HOW DID YOU GET INVOLVED WITH INFOCOM FROM
|
||
BEING A S-F WRITER??! GA
|
||
|
||
(1,Michael Berlyn) That's simple. Bought an Apple for word processing. Got
|
||
sucked into programming wrote a game. Started my own company found out my
|
||
partners and I didn't get along too well, and then split for Infocom! Easy!
|
||
|
||
(1,'THE' ADVENTURER) WHAT WAS YOUR COMPANY,MIKE?
|
||
|
||
(1,Michael Berlyn) Sentient Software was mine.
|
||
|
||
(1,D.Brothers) What micro(s) do you use yourself?
|
||
|
||
(1,Michael Berlyn) I have 2 Apples -- a 2+ and a Mac, which is what I'm using
|
||
now. The 2+ has been in its box since we moved and haven't unpacked it yet due
|
||
to MACFEVER! GA
|
||
|
||
(1,Rolexian) Popular spring allergy! I'll take the Mac!
|
||
|
||
(1,Michael Berlyn) Hey, the Mac is NOT up for grabs!
|
||
|
||
(1,'THE' ADVENTURER) YOU WERE IN COLORADO DURING SENTIENT?
|
||
|
||
(1,Michael Berlyn) Yes, lived in Aspen.
|
||
|
||
(1,Scorpia) Ok folks, I guess we can say the CO is over now.
|
||
|
||
(1,Rolexian) Officially over, that is.
|
||
|
||
(1,'THE' ADVENTURER) GREAT CO! THANKS MIKE!
|
||
|
||
(1,Scorpia) Mike, it was great having you here.
|
||
|
||
(1,Shannon Donovan) It's been great Michael!!!! Please return!
|
||
|
||
(1,Scorpia) Everyone, thanks for coming!
|
||
|
||
(1,Nightie) We can't thank you enough, Mike!
|
||
|
||
(1,Michael Berlyn) You're welcome, one and all. I had a great time.
|
||
|
||
(1,'THE' ADVENTURER) THANKS MIKE -- FOR EVERYTHING!!
|
||
|
||
(1,Scorpia) Mike, take care. You know how to find your way out, I hope!
|
||
|
||
(1,Michael Berlyn) I will. And many thanks to you.
|
||
|
||
(1,'THE' ADVENTURER) <BYE SCORP AND NIGHTIE>!!
|
||
|
||
(1,Nightie) Nightie night, all! Thanks for a great CO!
|
||
|
||
(1,Michael Berlyn) Bye Scorp and Nightie!!!
|
||
|
||
(1,MIKE) GREAT GAMES!!! KEEP THEM COMING!
|
||
|
||
(1,Michael Berlyn) Thnx, Mike! Nite!
|
||
|
||
(1,CRAIG) THANKS, MIKE. KEEP UP THE GOOD WORK.
|
||
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(1,Nightie) Talk to you soon, Mike! Adios!
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(1,GAIL COMER) Thanks Mike, goodnight all.
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[End of File]
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This transcript is copyrighted (c) 1984 by Scorpia and Patricia Fitzgibbons.
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