Lost Infocom Games Discovered 112
I Don't Believe in Imaginary Property writes "Archivists at Waxy.org have gotten a copy of the backup of Infocom's shared network drive from 1989 and are piecing together information about games that were never released. In particular, there is the sequel to The Hitchhiker's Guide to the Galaxy called Milliways: The Restaurant at the End of the Universe, and there are two playable prototypes of it. And yes, they have playable downloads available."
Re:Infocom was never the same (Score:5, Interesting)
That is more or less what happened. In 1984, InfoCom tried to "serious up" with the Cornerstone database. Unfortunately, it was not well received and kind of dragged the company down:
http://en.wikipedia.org/wiki/Infocom#Cornerstone [wikipedia.org]
Also by 1986, gamers were fascinated with cool graphics and sounds that pushed the envelope of their C64s, as well as this interesting new console called the "Nintendo Entertainment System" with its distinctly unique brand of games. There wasn't a whole lot of room in the market for text adventures anymore. With their resources spread out and depleted, "loosing their will" was probably an apt description.
Educational value: (Score:4, Interesting)
Infocom was a damn good company (Score:5, Interesting)
With this discovery and restoration of such ancient treasures, it would be nice to think that the interest would spur some sort of reunion and one last game "for memory's sake". Actually, although I rank them second, I'd love to see that with Level 9 as well. It won't happen, although I guess Infocom fans ("Infocommies" according to the New Zork Times) could have a crack at writing an Infocom-like game for their interpreter.
It's not going to have any value. (Score:2, Interesting)
ATT: Michael Bywater. Was that Trinity? (Score:2, Interesting)
"Cartload of pinwheel horseshit" my ass!
First, that sounds like fun.
Second, that sounds an awful lot like a Klein Bottle I once played with. Michael, if you or your former co-workers read this, was that email the seed that ultimately brought forth the genius that was Trinity?
I'm barely a third of the way through TFA and I think I've already learned more about some of my favorite games in the past hour than I have in the past 20 years.
Re:Awww, just prototypes? (Score:4, Interesting)
Re:Awww, just prototypes? (Score:2, Interesting)
Re:Educational value: (Score:5, Interesting)
Yep, it's amazing that the stuff still survives... as compared to source material that has now been lost forever.
I wish Origin had had a Massive Unix Server for source control and whatnot. But they didn't have one.
Agreed on a general principle - but if the company's IP has long since ceased to be profitable and its material is mostly just of great historical interest, the situation is quite different. It's a typical human reaction - It's easy to say "you can't have this", only thinking at the usual every-day rules, not thinking of the historical significance, condemning a lot of researchers, years hence, to look for scraps of information and hunt for hazy recollections... Yeah, it'd easy to be in Activision's pants and say "Yes, there is a chance this property is profitable and we'll get to making the Hitchhiker sequel eventually" without batting an eye, but let's face it, IF is dead as a commercial art form =)
Re:It's not going to have any value. (Score:5, Interesting)
Browsing through that code, I find it to be far more readable, and far more elegant than anything I have done since (quite surprising really, since this is a mixture of C, C++, and 68K assembly). It helps that it is a relatively small project (only 44K lines in the final version), and that I was doing it for myself, so I could spend the time to make it right. Everything since then was for work (and thus under a deadline), and involved much larger bodies of code.
So would I mind people seeing it today? Hell no, I'm proud of my work.
There is of course the separate question of seeing private emails from that time published. That is something I wouldn't appreciate, and unfortunately something that seems to have happened here.
Re:Nostalgia! (Score:4, Interesting)
Re:Infocom was never the same (Score:5, Interesting)
But my point is that- at least here- there was still a notable market (and public attention) for text adventures at the time, arguably revitalised by Magnetic Scrolls' success and innovations deriving from their games' origins on the newer 16/32-bit machines. Perhaps Infocom were on the back foot in the face of this newcomer, or perhaps the US market lost its appetite for adventures faster than the UK did.
I'd say that the genre finally lost steam here around the turn of the decade. Coincidentally(?) that's around the same time that Infocom's then-owners Activision finally pulled the plug on the company (the name and IP were reused during the 1990s, but the "true" Infocom effectively died then).
Boxes. (Score:3, Interesting)
Is it weird to get choked up about this? (Score:2, Interesting)
Re:Educational value: (Score:1, Interesting)
I'd also be slightly less concerned about employee emails from 2008 than from two decades ago. People still expected their correspondence to remain private back then. Even if by modern standards we consider it polite to wave up at the Google Earth satellite when getting the morning paper, back then there remained a basic expectation of privacy.
Then again, for all the fond memories of Infocom this brought up, and all the knowledge of unimagined games that never were that presumably exist on the drive, the article spotlighted the "lost" Restaurant At The End Of The Universe game because that would no doubt have the broadest appeal to both Infocom and Douglas Adams/Hitchhiker's Guide fans. The emails selected (and given the years of development hell that game sat through, there had to be volumes more) were no doubt chosen for their jabs at one another to create a more exciting narrative.