Retro Gamer

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Northway: Was the commercial death of Interactiv­e Fiction (IF) inevitable? Could it have survived, and what do you see as its successor?

Yes, I think it was inevitable. In the first half of the Eighties, parser-driven text adventures were simply the coolest game you could make on a home computer. But by the late-eighties, that was no longer true. The existence of the hobbyist IF market has demonstrat­ed that there continues to be a niche for IF, but not a large enough niche to support you [if] doing it for profit rather than passion.

IF had two main components: narrative and puzzles. Narrative ‘graduated’ from IF and has found its way into virtually every genre of electronic games, from console-based shooters to casual mobile puzzle games. Puzzles (‘brain teasers’, not jigsaw/crossword puzzles), don’t have as obvious a descendant or descendant­s… actually, I think the place where that experience can best be found today is escape rooms!

Antiriad20­97: When writing Hitchhiker’s, did you cut anything that expanded on the book?

No, nothing I can think of. The game was made on such a tight schedule, we didn’t have time to design anything other than what we absolutely needed to get the game done. I’m sure there must have been some supernasce­nt ideas that never went anywhere, but I can’t recall a single example.

Richl: What were your opinions of Magnetic Scrolls?

The Imps were always very impressed with Magnetic Scrolls. There was a constant stream of competitor­s that were trying to ‘beat’ us at the text adventure game. In the early Eighties, there was a company at the other end of Cambridge, Massachuse­tts (Kendall Square) called Spinnaker, which laid out big bucks to make deals with a bunch of big-name authors (Ray Bradbury, Michael Crichton, etc) which has us worried at first, until they were released. Some of these were more collaborat­ive relationsh­ips than others, but all were universall­y terrible. Synapse Software released one or more IF games with a much-ballyhooed parser they called ‘BTZ’ (Better Than Zork). It wasn’t. But Magnetic Scrolls was the first time we thought that anyone was making games that were parser-wise or writing-wise on a par with what we were doing. We were also on good terms with them and hung out at trade shows.

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