
Zork running on an Amiga at the Computerspielemuseum in Berlin, Germany.
放大 / 在德国柏林的 Computerspielemuseum,Amiga 上运行的 Zork。
You are standing at the end of a road before a small brick building.
你正站在一条路的尽头,面对着一座小砖房。
That simple sentence first appeared on a PDP-10 mainframe in the 1970s, and the words marked the beginning of what we now know as interactive fiction.
这句简单的话最早出现在 20 世纪 70 年代的 PDP-10 大型机上,这些词标志着我们现在所知的互动小说的开始。
From the bare-bones text adventures of the 1980s to the heartfelt hypertext works of Twine creators, interactive fiction is an art form that continues to inspire a loyal audience. The community for interactive fiction, or IF, attracts readers and players alongside developers and creators. It champions an open source ethos and a punk-like individuality.
从 20 世纪 80 年代的简陋文本冒险游戏到 Twine 创作者的深情超文本作品,互动小说是一种持续激发忠实观众的艺术形式。互动小说(或简称 IF)的社区吸引了读者、玩家以及开发者和创作者。它倡导开源精神和类似朋克的个性。
But whatever its production value or artistic merit, at heart, interactive fiction is simply words on a screen. In this time of AAA video games, prestige television, and contemporary novels and poetry, how does interactive fiction continue to endure?
但无论其制作价值或艺术价值如何,本质上,互动小说只是屏幕上的文字。在这个 AAA 视频游戏、有声望的电视节目、当代小说和诗歌的时代,互动小说是如何继续存在的?
但是,无论其制作价值或艺术价值如何,本质上,互动小说只是屏幕上的文字。在这个 AAA 电子游戏、有声望的电视剧、当代小说和诗歌的时代,互动小说是如何继续存在的?
注:由于原文中的 "prestige television" 和 "contemporary novels and poetry" 在中文中没有直接对应的表达,因此这里分别翻译为 "有声望的电视剧" 和 "当代小说和诗歌",可能根据具体语境有不同的翻译方式。同时,"AAA video games" 在中文中通常翻译为 "AAA 电子游戏",指的是高成本、高质量的电子游戏。
To understand the history of IF, the best place to turn for insight is the authors themselves. Not just the authors of notable text games—although many of the people I interviewed for this article do have that claim to fame—but the authors of the communities and the tools that have kept the torch burning. Here's what they had to say about IF and its legacy.
为了理解交互式小说(IF)的历史,最好的见解来源是作者们自己。不仅仅是那些著名文本游戏的作者——尽管我为本文采访的许多人确实有此殊荣——还有那些社区和工具的作者,他们让 IF 的火炬得以延续。以下是他们对 IF 及其遗产的看法。
Examine roots: Adventure and Infocom
考察根源:《冒险》和 Infocom
The interactive fiction story began in the 1970s. The first widely played game in the genre was Colossal Cave Adventure, also known simply as Adventure. The text game was made by Will Crowther in 1976, based on his experiences spelunking in Kentucky’s aptly named Mammoth Cave. Descriptions of the different spaces would appear on the terminal, then players would type in two-word commands—a verb followed by a noun—to solve puzzles and navigate the sprawling in-game caverns.
互动小说故事始于 1970 年代。该类型中第一个广泛玩的游戏是“巨洞探险”,也简称为“冒险”。1976 年,威尔·克劳瑟基于他在肯塔基州名为“猛犸洞”的洞穴探险经历,制作了这款文字游戏。不同的空间描述会出现在终端上,然后玩家会输入两个词的命令 - 一个动词后面跟着一个名词 - 来解决谜题并导航游戏中的广阔洞穴。
During the 1970s, getting the chance to interact with a computer was a rare and special thing for most people.
在 20 世纪 70 年代,对于大多数人来说,有机会与计算机互动是一件罕见而特殊的事情。
"My father's office had an open house in about 1978," IF author and tool creator Andrew Plotkin recalled. "We all went in and looked at the computers—computers were very exciting in 1978—and he fired up Adventure on one of the terminals. And I, being eight years old, realized this was the best thing in the universe and immediately wanted to do that forever."
大约在 1978 年,我父亲的办公室举行了一次开放日," 作者和工具创造者安德鲁·普洛特金回忆道。"我们都进去看了看那些电脑——在 1978 年,电脑是非常令人兴奋的——他启动了其中一个终端上的《冒险》游戏。而我,当时只有 8 岁,意识到这是宇宙中最棒的事情,立刻就想永远做这件事。
"It is hard to overstate how potent the effect of this game was," said Graham Nelson, creator of the Inform language and author of the landmark IF
很难夸大这款游戏的效果有多么强大,"Graham Nelson 说,他是 Inform 语言的创造者,也是里程碑式的交互式小说的作者,他对这个领域的介绍。 "在一定程度上,这是因为控制故事的庞然大物般的机器本身超出了普通人的经验。
, of his introduction to the field. "Partly that was because the behemoth-like machine controlling the story was itself beyond ordinary human experience."
,关于他进入这个领域的介绍。 “在一定程度上,这是因为控制故事的庞然大物般的机器本身超出了普通人的经验。”
Perhaps that extraordinary factor is what sparked the curiosity of people like Plotkin and Nelson to play Adventure and the other text games that followed. The roots of interactive fiction are entangled with the roots of the computing industry. "I think it's always been a focus on the written word as an engine for what we consider a game," said software developer and tech entrepreneur Liza Daly. "Originally, that was born out of necessity of primitive computers of the '70s and '80s, but people discovered that there was a lot to mine there." 重试 错误原因
Home computers were just beginning to gain traction as Stanford University student Don Woods released his own version of Adventure in 1977, based on Crowther’s original Fortran work. Without wider access to comparatively pint-sized machines like the Apple 2 and the Vic-20, Scott Adams might not have found an audience for his own text adventure games, released under his company Adventure International, in another homage to Crowther. As computers spread to more people around the world, interactive fiction was able to reach more and more readers. 重试 错误原因